Game Mechanics Questions (Full Version)

All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series



Message


EwaldvonKleist -> Game Mechanics Questions (9/16/2016 5:09:40 PM)

Hello, any help concerning the list of questions coming up when reading the manual is welcome. Once a question is answered, I will edit it in the first post to help other newbies like me. I numbered the questions, please keep this scheme for better structure. The pages in the list referring to the manual section are for the WITE Manual US-Letter version.

(Nr. 1\Page 81\Support unit classes): The support unit level setting determines the number of support units of each category. Which
categories do exist?
-Machinge gun (MG)
-Rocket (Rckt)
-Construction (Const)
-Engineer (Eng)
-Self propelled gun (SGP)
-Anti aircraft (AA)
-Anti Tank (AT)
-Artillery (Art)
-Cavalry (Cav), Rumania only?
-Infantry (Inf), Italy only?
-Armored (Arm)
So the number of different types should be around 7-10, depending on the nation and what is counted together (maybe rocket&artillery and armored&SPG are considered to be the same?)
(Nr. 2\Page 81\Unit TOE): TOE is displayed as A/B MAX C. Than, A > B is impossible, right (this is the simple description of a question difficult to explain).
Yes
(Nr. 3\Page ?\HQ and Air C. morale): Which influence has he morale of ground and air unit headquarters?
(Nr.4\Page 101&230\Artillery&CV): CV multiplier of artillery is 0. Therefore the only influence this weapon has on the outcome of the battle is the damage it does, but it is not included in the final CV calculations?
(Nr. 5\Page 101&230\CV): Does a late war Panther contribute more to the CV calculation than an early war T-34? According to my understanding of the CV weighting factors the answer is "no", because they are of the same class and both have the multiplier 9.
They count equal, but will cause different damage in the battle phase prior to the final CV calculation.
(Nr. 6\Page 115\Support squads): I am aware of the difference among support squads and support units. This question concerns support squads!
-6A: which job do support squads have (repair damaged elements?)
-6B: it is said that HQ units provide exceed support squads. How is the support squad need of a HQ determined?
-6C: the "HQ helps combat units with exceed support squads" process takes place during the phasing players logistic phase, but not during the action phase? Therefore, having the combat unit within HQ range gives no advantage support squad wise, is this true(I know it still matters for leader checks and support units)?
(Nr. 7\Page ?\Morale): Beside changes by combat, there are many ways the morale can be changed. Am I right that the morale will always return to the NM without other influences? So a 90Mrl. unit will return to 75Mrl. if sitting somewhere behind the front doing nothing?
Yes, they decay to their standard morale level.
(Nr. 8\Page ?\Attrition): Combat attrition only applies to units adjacent to enemy combat units. Will this strategy work: During mud, no high defensive CV is needed. Therefore leave only small units on the front. The enemy attrition will not change (because the only condition is the existence of an enemy unit next to his own, not its strength), but my units moved behind the lines will not take losses at all?
Most likely, the answer is YES
(Nr. 9\Page ?\Attrition): I know about the low intense combat attrition, but is there attrition too for units behind the frontline beside the first winter blizzard attrition for the axis?
(Nr. 10\Page ?\Axis ally TOE): Will this strategy work: Reduce the TOE of axis allies armament heavy TOE units to put the equipment into german units, because they more or less share a common pool? (I haven't yet come to the industry mechanics pages).
(Nr. 11\Page ?\City Flak TOE): Is there anything that advocates against reducing the city AA gun units TOEs to 20% to free the resources?
Not really.
(Nr. 12\Page ?\TOE reduction): Is it correct that elements above 1.25 times the MAX TOE setting slowly return to the pool? Is this the case for the whole unit or every single item? (Example: MAX TOE 50%, Single items in unit: 45% men, 100% tanks. Will men be added and tanks given away or both given away until the unit reaches the "not more then 1.25 times MAX TOE setting as a whole?).
(Nr. 13\Page ?\Fighter Bomber Change): Any switch between the roles causes an experience loss, right? How much? But no morale loss?
(Nr. 14\Page 156\Forts and CV): Are only completed fort levels taken into account when calculating the modifier? So lvl. 2+10%=2+90% for the CV calculation?
Yes, since 1.08.00
(Nr. 15\Page 156\Forts and decay): Levels 4&5 remain forever, even when the hex is not occupied? But lvl. 3+98% will decay?
(Nr. 16\Page 156\Forts&Pioneers): Is the reduction of the fort level direct proportional in the mathematical meaning to the pioneer/engineer value, if no other effect reduces it (like artillery fire or other rules I do not yet know?). In my tests it often was: Engineer level=percentage of fort reduction.
Yes, it is proportional.
(Nr. 17\Page ?\Hasty attacks and reserves): Can offensive reserves be committed to hasty attacks?
(Nr. 18\Page 157\Command battle modifier): On page 157 of the US LETTER manual, a command battle modifier is mentioned. What does this mean/how is this modifier calculated?
(Nr. 19\Page ?\Max CV): If you ignore the unit density/ZOC thing, but only want to maximize CV, it is better to keep few 100% TOE units instead of many 50% TOE units, also taking into account shater/unready/rout rules, isn't so?
Yes
(Nr. 20\Page ?\HQ TOE reduction): Are there some magic numbers for the HQ TOE? Like "no effect until 95%, but below this checks will fail or repair rate drop significantly)?

Thx for the help!




No idea -> RE: Game Mechanics Questions (9/16/2016 11:30:05 PM)

Wow. You seem to be getting ready for an exam about rules¡. Anyway, I will try to answer the ones I think I know:

1. With "categories", the Manual refers to artillery, engineers... But I dont know how many there are.

2. Yes

7. Yes, although elite units have a higher "base" morale, so they wont hit the NM even if you leave them for turns far from combat.

8. i think you are right. Afaik combat attrition doesnt depend on amount or quality of enemy troops. But i could be mistaken.

9. Yes. At least while moving. Dont know if being stationary will make attrition happen also.

11. Not really. And not just for city AAA. Many units, especially as the soviets, can be left at 20% simply and plainly because you wont ever use them, and disbanding them costs APs.

12. Yes, but I dont know if it is for every item or only when the overall TOE goes beyond 125%

14. Only completed levels are taken into account when determining CV.

15. I think level 4 and 5 never decay, but a level 3 will just decay if it is made out of a city, iirc.

19. Yes

Well that is all the help I can give













Icier -> RE: Game Mechanics Questions (9/17/2016 12:28:28 AM)

Check out the war room & look @ Operational Boot Camp (tutorial)....dont read the book instructions as they will confuse you...instead go scenario design & check out War in the East Condensed Rules
makes life a lot easier.




EwaldvonKleist -> RE: Game Mechanics Questions (9/17/2016 3:13:50 AM)

Hello,
first of all thanks for the answers no idea! The problem is that it never felt satisfied doing something I don't understand. I played the first turns of AGS scenario for example but after three turns I always thought "I have done this and this wrong, and was it a good idea to move the airbases to the frontline or not, did I kill enough planes on turn one? so I decided to read the manual. I took the war in the east condensed rules as an addition to the Manual, also because it contains the current rules.
@Ice: I think I should read all of them instead...






56ajax -> RE: Game Mechanics Questions (9/17/2016 4:54:28 AM)

Nos 13 : Fighter Bomber changes; morale doesn't seem to change but experience drops (or is refreshed) 2-4 points after the end of the turn!!!. I have changed my me110s to fbs but the amount of ground kills is trivial.




Stelteck -> RE: Game Mechanics Questions (9/17/2016 7:18:57 AM)

(Nr. 5\Page 101&230\CV) :
As i understand the rules, i hope i'am right, the early war T-34 and late war panther contribute equally to final CV calculation.
But they do not contribute equally to the shooting phase prior to this calculation in battle. The Panther will have increase chance to decrease ennemy CV by shooting ennemy elements (and also increase chance to stay alive/not disrupted).




56ajax -> RE: Game Mechanics Questions (9/18/2016 4:59:38 AM)

Nr. 20\Page ?\HQ TOE reduction

Impacts on Leader Admin Checks; for every 10% below the HQ TOE commander losses an Admin point, up to a maximum of 5 points. So keep it 90+.




EwaldvonKleist -> RE: Game Mechanics Questions (9/28/2016 1:29:42 PM)

(Nr. 1\Page 81\Support unit classes):
I found out it myself now, pretty easy while using the Commanders Report. Classes of support units:
-Machinge gun (MG)
-Rocket (Rckt)
-Construction (Const)
-Engineer (Eng)
-Self propelled gun (SGP)
-Anti aircraft (AA)
-Anti Tank (AT)
-Artillery (Art)
-Cavalry (Cav), Rumania only?
-Infantry (Inf), Italy only?
-Armored (Arm)
So the number of different types should be around 7-10, depending on the nation and what is counted together (maybe rocket&artillery and armored&SPG are considered to be the same?)




EwaldvonKleist -> RE: Game Mechanics Questions (10/28/2016 9:18:59 PM)

(Nr. 16\Page 156\Forts&Pioneers): Is the reduction of the fort level direct proportional in the mathematical meaning to the pioneer/engineer value, if no other effect reduces it (like artillery fire or other rules I do not yet know?). In my tests it often was: Engineer level=percentage of fort reduction.

Quoite from the changelog: Improved messages about forts in combat, to show changes in fractions and impact of artillery (if any). Since one point of Engineer Value reduces fort level by 2% it will be now shown doubled, to correspond with fort reduction. Bear in mind that if the final odds are between 1.00 and 1.49 (for the attacker), fort level is reduced again by 0.25 of Engineer Value (rounding down), and if the final odds are between 1.50 and 1.99 (for the attacker), fort level is reduced by one full level (1.00 or 100%) plus by 0.5 of Engineer Value (rounding down).




EwaldvonKleist -> RE: Game Mechanics Questions (10/28/2016 9:31:08 PM)

(Nr. 14\Page 156\Forts and CV): Are only completed fort levels taken into account when calculating the modifier? So lvl. 2+10%=2+90% for the CV calculation?

Yes. It is therefore important to complete them, because this also reduces fort decay.

I checked this again and it is not true anymore since 1.08.00. Now 1+50% will give a 1.5 bonus.




IvanShuski -> RE: Game Mechanics Questions (10/28/2016 10:08:51 PM)

quote:

(Nr. 1\Page 81\Support unit classes): The support unit level setting determines the number of support units of each category. Which
categories do exist?


You can see the type of any support unit on the commander report view -> units -> column "type".

A non-exahustive list of categories includes:
Armored, Motorized, Infantry, Cavalry, Artillery, Antitank (AT), AntiAir (AA), Self Propelled Gun (SPG), Engineer, Construction, Mortar, Rocket and Machine Gun (MG).




EwaldvonKleist -> RE: Game Mechanics Questions (10/28/2016 11:57:01 PM)

Thanks IvanShuski




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
5.796875