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ivanov -> Newbie questions (1/3/2019 12:18:03 AM)

I'm going through the tutorials, playing Kasserine ATM. The questions start piling up in my head but unfortunately the manual is not very helpful. So let me start this thread with the question about the HQ's.

What is the function of the HQ's? Are they used for the supply, combat, both? What should I remember about when using them? Just keeping units within the HQ range is fine or should I keep them on or near the supply sources?

I've noticed, that in Kasserine scenario the Germans don't have HQ units. Why?


Thanks in advance.




demyansk -> RE: Newbie questions (1/3/2019 1:03:29 AM)

I try to keep my units within close range to each other and the HQ units on the road or city. However, I am not the expert on this.




Cfant -> RE: Newbie questions (1/3/2019 6:48:31 AM)

Their main purpose is supply - they increase supply by 50%, if their units are adjacent to the HQ. And often they have artillery with range 1 (e.g. divisional artillery), so they can even provide artillery support. And if I remember correctly, their command squads lower the chances to go into reorganisation.




sPzAbt653 -> RE: Newbie questions (1/3/2019 11:08:14 AM)

HQ's can have multiple uses, and can even be useless. Check their Equipment and their Special Abilities by hitting the 'U' key.




nukkxx5058 -> RE: Newbie questions (1/3/2019 11:48:04 AM)


quote:

ORIGINAL: sPzAbt653
HQ's can have multiple uses, and can even be useless.

[:D][:D][:D][:D]




ivanov -> RE: Newbie questions (1/3/2019 11:50:04 AM)

Thanks guys. And do they have command range or the units have to be adjacent to them in order to benefit from their support?




Curtis Lemay -> RE: Newbie questions (1/4/2019 2:39:13 AM)


quote:

ORIGINAL: ivanov

Thanks guys. And do they have command range or the units have to be adjacent to them in order to benefit from their support?

There is no "command range". The supply boost is only for cooperative adjacent units.

Designers have the option to put command squads and/or supply squads in their HQs. Loss of command squads can trigger reorganization of the HQ's formation (as can destruction of the HQ itself, regardless of presence of command squads). Loss of supply squads can reduce the formation's supply distribution efficiency.




ivanov -> RE: Newbie questions (1/4/2019 4:23:42 PM)


quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: ivanov

Thanks guys. And do they have command range or the units have to be adjacent to them in order to benefit from their support?

There is no "command range". The supply boost is only for cooperative adjacent units.

Designers have the option to put command squads and/or supply squads in their HQs. Loss of command squads can trigger reorganization of the HQ's formation (as can destruction of the HQ itself, regardless of presence of command squads). Loss of supply squads can reduce the formation's supply distribution efficiency.


Thank you. So from the looks of it, the HQ's represent the logistics and support assets, rather than C2 units?




Curtis Lemay -> RE: Newbie questions (1/4/2019 4:44:50 PM)


quote:

ORIGINAL: ivanov


quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: ivanov

Thanks guys. And do they have command range or the units have to be adjacent to them in order to benefit from their support?

There is no "command range". The supply boost is only for cooperative adjacent units.

Designers have the option to put command squads and/or supply squads in their HQs. Loss of command squads can trigger reorganization of the HQ's formation (as can destruction of the HQ itself, regardless of presence of command squads). Loss of supply squads can reduce the formation's supply distribution efficiency.


Thank you. So from the looks of it, the HQ's represent the logistics and support assets, rather than C2 units?

Command & Control is impacted via the above.




ivanov -> RE: Newbie questions (1/4/2019 8:11:57 PM)

So for example a side that has no HQ's in the scenario ( Germans in Kasserine ) is in a better position, because it won't be affected negatively be the possible HQ destruction?




Curtis Lemay -> RE: Newbie questions (1/4/2019 8:35:15 PM)


quote:

ORIGINAL: ivanov

So for example a side that has no HQ's in the scenario ( Germans in Kasserine ) is in a better position, because it won't be affected negatively be the possible HQ destruction?

To some extent. But then, it won't have the adjacent supply boost either.




ivanov -> RE: Newbie questions (1/4/2019 11:39:36 PM)

@Curtis Lemay thank you for your comments Sir.




ivanov -> RE: Newbie questions (1/5/2019 8:08:27 PM)

Ok, I have two more questions.

OVERRUNS - they happen involuntarily, in situations that I sometimes don't want to resolve the attack intermediately, because I don't want to burn the turn time, before for example more important attacks get resolved. So the question is: do the overruns burn the turn time like any other attack?

SUPPLY - the supply sucesores are set at the beginning of the scenario and as you move, they obviously become more distant. Is there anything I have to actively do, in order to improve the units supply as they advance further from the supply sources? Is there for example an option of creating new supply depots or anything of that sort? Or maybe I should just take care of keeping the supply lines free from enemy units?




Curtis Lemay -> RE: Newbie questions (1/5/2019 8:22:58 PM)


quote:

ORIGINAL: ivanov

Ok, I have two more questions.

OVERRUNS - they happen involuntarily, in situations that I sometimes don't want to resolve the attack intermediately, because I don't want to burn the turn time, before for example more important attacks get resolved. So the question is: do the overruns burn the turn time like any other attack?


Overruns do not burn rounds. But they may place a BTS in the hex.

quote:

SUPPLY - the supply sucesores are set at the beginning of the scenario and as you move, they obviously become more distant. Is there anything I have to actively do, in order to improve the units supply as they advance further from the supply sources? Is there for example an option of creating new supply depots or anything of that sort? Or maybe I should just take care of keeping the supply lines free from enemy units?


Depends entirely on the scenario. A common way supply is extended is via rail lines - which generally have to be repaired upon capture. In other cases there may be supply points hidden in enemy territory, which would become effective only upon friendly capture.

Take my CFNA scenario, for example. The Commonwealth player can repair the rail line from Mersa Matruh to Tobruk. Meanwhile, the Axis player must take Tobruk for its supply point if he expects to be able to make a run for the pyramids.




ivanov -> RE: Newbie questions (1/5/2019 9:40:33 PM)

Great info, thank you!




ivanov -> RE: Newbie questions (1/8/2019 5:29:40 PM)

I have a follow up question regarding the supply. I'm planning my first campaign against the USSR, so supply will be the issue. It's regarding the rail lines repair. From what I understand the repair is automatic, but there are also dedicated engineer units. How do I use them? Also, how do I see it the rial line is damaged? Is there any hotkey for that?




Curtis Lemay -> RE: Newbie questions (1/8/2019 8:10:44 PM)

quote:

ORIGINAL: ivanov

I have a follow up question regarding the supply. I'm planning my first campaign against the USSR, so supply will be the issue. It's regarding the rail lines repair. From what I understand the repair is automatic, but there are also dedicated engineer units. How do I use them? Also, how do I see it the rial line is damaged? Is there any hotkey for that?


Whether there is any automatic rail repair is up to the scenario designer. If there is any, it will be shown in the detailed Situation Report.

To manually repair rail, you must find units that have rail repair ability. The standard practice is to put such ability into units with the rail repair unit icon (see the attached screen shot). But, of course, designers can do whatever they want, so you may have a hunt on your hands.

Once you've found such units, the Unit Report shows their rail repair chances. In this case, the unit has a 43% chance to repair the rail line it is occupying. Note that those chances decrease as the unit moves, till they reach zero upon expending all the unit's MPs.

[image]local://upfiles/14086/B82D07523EAC402EA971D33E71699119.jpg[/image]

Notice that broken rail is shown by a dashed line. Functional rail is shown by a solid line.




Curtis Lemay -> RE: Newbie questions (1/8/2019 8:12:35 PM)

To make the attempt, right click on the unit. If it has any rail repair ability, the option to make that attempt will be available.

[image]local://upfiles/14086/0DACB441D3574B528A4C21A3768FADE5.jpg[/image]

Note that regardless of whether the attempt fails or succeeds, the unit's MPs are zeroed.




ivanov -> RE: Newbie questions (1/8/2019 8:54:29 PM)

Excellent, thank you very much again!




Oberst_Klink -> RE: Newbie questions (1/9/2019 2:59:46 PM)


quote:

ORIGINAL: ivanov

Excellent, thank you very much again!

Have a look at the series of tutorials I have created in the past. They should help you in order to get started.

Tutorial '41: http://www.matrixgames.com/forums/tm.asp?m=4382552
Tutorial '42: http://www.matrixgames.com/forums/tm.asp?m=4387818
Tutorial '42 - Editor: http://www.matrixgames.com/forums/tm.asp?m=4401098
Tutorial '43: http://www.matrixgames.com/forums/tm.asp?m=4390285
Tutorial '43 - Combat: http://www.matrixgames.com/forums/tm.asp?m=4394374
Tutorial '44: http://www.matrixgames.com/forums/tm.asp?m=4397183
Tutorial '45: http://www.matrixgames.com/forums/tm.asp?m=4412329

Klink, Oberst




ivanov -> RE: Newbie questions (1/9/2019 3:18:20 PM)


quote:

ORIGINAL: Oberst_Klink

Have a look at the series of tutorials I have created in the past. They should help you in order to get started.

Tutorial '41: http://www.matrixgames.com/forums/tm.asp?m=4382552
Tutorial '42: http://www.matrixgames.com/forums/tm.asp?m=4387818
Tutorial '42 - Editor: http://www.matrixgames.com/forums/tm.asp?m=4401098
Tutorial '43: http://www.matrixgames.com/forums/tm.asp?m=4390285
Tutorial '43 - Combat: http://www.matrixgames.com/forums/tm.asp?m=4394374
Tutorial '44: http://www.matrixgames.com/forums/tm.asp?m=4397183
Tutorial '45: http://www.matrixgames.com/forums/tm.asp?m=4412329

Klink, Oberst


Yeah, I have them saved and they helped me to start playing ( great job ), but not all the answers are there.




ivanov -> RE: Newbie questions (1/13/2019 1:01:06 AM)

OK, I got two more.

1. What are the engineer units for? I don't see the option to build or blow up the bridges. The unit traits indicate: engineering 15%, minor ferry 24%, major ferry 13%. So what does it mean really? Are those units useful in assaulting the fortifications, or they shouldn't be used in combat if possible?

2. HQ's again. Looking at unit traits, the HQ's have the highest rating for "traffic control". So what does it mean?




Curtis Lemay -> RE: Newbie questions (1/13/2019 1:54:54 AM)


quote:

ORIGINAL: ivanov

OK, I got two more.

1. What are the engineer units for? I don't see the option to build or blow up the bridges. The unit traits indicate: engineering 15%, minor ferry 24%, major ferry 13%. So what does it mean really? Are those units useful in assaulting the fortifications, or they shouldn't be used in combat if possible?


Any unit can blow bridges. Engineers repair blown bridges. Their engineering % is the chance to repair. Minor Ferry assists in crossing Rivers. Major Ferry assists in crossing Super Rivers. Engineers have whatever combat strengths are shown. Those strengths function the same as any other unit's combat strengths.

quote:

2. HQ's again. Looking at unit traits, the HQ's have the highest rating for "traffic control". So what does it mean?


Any unit with MP squads will have a traffic control %. That reduces movement penalties for high density locations.




ivanov -> RE: Newbie questions (1/13/2019 10:44:06 AM)


quote:

ORIGINAL: Curtis Lemay

Minor Ferry assists in crossing Rivers. Major Ferry assists in crossing Super Rivers.



How exactly do they assist river crossings? Do they have to be on the hexes adjacent to the rivers?

quote:

ORIGINAL: Curtis Lemay

Any unit with MP squads will have a traffic control %. That reduces movement penalties for high density locations.




Do they reduce the movement penalties on the hexes where they are currently located or the adjacent hexes too?


Thank you




cpt flam -> RE: Newbie questions (1/13/2019 10:52:32 AM)

I think that they must be in the hex.




Lobster -> RE: Newbie questions (1/13/2019 1:54:07 PM)

A simple search of the rule book has most answers. It sometimes doesn't have everything unfortunately. But it's the first place I go to.

8.4.1. Equipment Characteristics
and Their Effects

Engineering
§§ Engineer Equipment: The equipment has an
Engineering capability.
§§ Major Ferry Equipment: The equipment can
enter Super River or Suez Canal locations
and can assist other units in entering this
terrain.
Special Capabilities
§§ Police: The equipment reduces traffic congestion
penalties at its location.

11.9.4. River Movement Costs
Rivers and Canals (as opposed to super rivers or
Suez Canal) normally add 2 to the cost of entering
a location. There are exceptions, as follows:
§§ Amphibious units are exempt from River
Movement costs
§§ If the total minor ferry capability in the
location (including that of the moving unit) is
greater than 20%, the moving unit is exempt
from River Movement costs.
§§ If the total minor ferry capability in the
location (including that of the moving unit)
is greater than 10%, the River adds only one
point to the Movement Cost. Total Ferry
Strengths less than 10% have no effect on
River Movement.

12. Engineering
12.1. Demolition / Bridge
repair (Advanced Rules)

Any unit can blow bridges. This can be done at any
time and at no cost.
If the “New Bridge Rules” Advanced Rule
option is ON then bridges may only be blown on
locations that have a road/railroad that graphically
crosses a river/canal. Otherwise, any location with
both a road//railroad and a river/canal, even if they
don’t graphically cross, is eligible to be blown.
Only units with an Engineering Capability can
build bridges, however. The attempt will consume
the unit’s entire Movement Allowance for a
Turn. The chance of success is equal to the unit’s
Engineering Capability.

12.2. Ferry Support
All Land units can cross Canals and Rivers at an
additional Movement Cost. The presence of units
with an Engineering Capability can reduce this
cost, based on their corresponding Minor Ferry
Capacity. See 11.9.4, River Movement Costs, for
more information.
12.3. Major Ferry Support
Land units cannot usually enter Super River or
Suez Canal locations. Units that have a Major
Ferry Capacity of greater than 10% have the ability
to enter these locations and create temporary
crossing points for other units. If the hex contains
a blown bridge, a unit with engineering equipment
can move into, or through, the hex and even
attempt to make repairs. If a Scenario designer
has placed an Anchorage (port) in the hex, this
will allow Land (and Naval) Movement into and
out of the hex as well.

19.1.1. Equipment Density
Up to nine units may be grouped in any particular
location, but in many cases this is a bad idea. Each
location has a specific allowed Equipment Density:
50 + 2 x Scenario physical scale2
Scale Allowed Density
2.5km/hex 68
5km/hex 100
10km/hex 250
15km/hex 500
20km/hex 850
25km/hex 1300
50km/hex 5050
Any location with more than the allowed number
of Vehicles or Horse Teams suffers from traffic
jams (increased movement costs to enter). Any
location with more than the allowed number of
“active defender” equipment suffers from increased
losses in the Event of combat.




ivanov -> RE: Newbie questions (1/13/2019 3:22:28 PM)


quote:

ORIGINAL: Lobster

A simple search of the rule book has most answers. It sometimes doesn't have everything unfortunately. But it's the first place I go to.



I've completely lost the faith in manual, as I was never able to find anything there. The quoted fragments do explain, how the engineering units work and how they should be used. I still am not sure how the traffic control of the HQ's work. Do they reduce overstacking penalties? The problem I see, is that if they do it on the hex where they are located, then in that case they are also another unit that you need to stack on the hex, which may be counterproductive...




Lobster -> RE: Newbie questions (1/13/2019 11:13:12 PM)

Not if they remove limit penalties. And it isn't the HQ unit. It's the MP squads in the unit.

Special Capabilities
§§ Police: The equipment reduces traffic congestion
penalties at its location.

I don't recall exactly how much reduction there is. Also keep in mind. Units of differing cooperation levels can also effect movement penalties when using the same hex. Don't create a Battle of the Bulge situation where everyone is stuck in traffic. Plan and think ahead is all you have to do. I've never paid much attention to congestion. You gotta do what you gotta do to git er done. ;)




r6kunz -> RE: Newbie questions (1/14/2019 12:05:17 AM)


quote:

ORIGINAL: ivanov
I've completely lost the faith in manual, as I was never able to find anything there.




ivano,
Thank you for your interest, and I hope you find this Forum to helpful to TOAW.

I find the Manual to be helpful. Not perfect, but the first stop for info. Using the <ALT F> function can get you to at least a start. If that does not answer your question, post the quote from the manual that is not clear. Most here are more than happy to help. And the fresh eyes of a newcomer to TOAW can help the grognards. I can see from your number of post you are not a newcomer to gaming!

Cheers,
RAK





ivanov -> RE: Newbie questions (1/14/2019 12:52:35 AM)


quote:

ORIGINAL: Lobster

Not if they remove limit penalties. And it isn't the HQ unit. It's the MP squads in the unit.

Special Capabilities
§§ Police: The equipment reduces traffic congestion
penalties at its location.

I don't recall exactly how much reduction there is. Also keep in mind. Units of differing cooperation levels can also effect movement penalties when using the same hex. Don't create a Battle of the Bulge situation where everyone is stuck in traffic. Plan and think ahead is all you have to do. I've never paid much attention to congestion. You gotta do what you gotta do to git er done. ;)


Yeah, for now I'm just using the common sense and it seems to work fine, but I'm just no sure about the HQ's. In other games they are used mostly for the command and control, they may have some command ratings and command ranges. Here they it seems do some other stuff, which is not intermediately visible to the player. I also see the divisional and corps HQ's, so instinctively I thought they may form some chain of command, but it seems they are just two unrelated logistics units.




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