Iron (Full Version)

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murdock762 -> Iron (12/26/2019 5:28:03 PM)

Can anyone explain how iron works?

I dont see explanation in manual.

I know the Axis have iron ore convoys (both scandanavia and Corsica) and it can be traded like oil, but I cant figure out what it modifies or how it effects the economy ?





AlbertN -> RE: Iron (12/26/2019 5:29:23 PM)

It is no different than Cities producing points. It is just a different icon on the map that does not grant any defensive bonuses by itself.

It is within my hopes that things will change and that Iron won't be subject to occupation reduction for production.




murdock762 -> RE: Iron (12/26/2019 7:49:20 PM)

So they are equal to production points, but that can be transferred around via convoys?

I was going to beef up some of the weaker axis powers, but then I remembered the starting XP levels. (oh well maybe the balkan powers will get some supply trucks) Still I see how could help in mid game / late game





AlbertN -> RE: Iron (12/26/2019 8:05:15 PM)

Supply trucks are nations (ie. Romania produces them, Romania uses them).

THink of manpower pools though. You'll need minor power troops too.




murdock762 -> RE: Iron (12/26/2019 8:16:52 PM)

OK thanks.

I am only in 1941 so still have plenty of manpower and logisitics for Germany. Makes more sense to build 70XP infantry at this time. I meant I would rush out a few supply trucks for the minor powers, so those few divs they do have will be fighting at closer to peak levels.

Would you argue that iron convoys is a more important tool for the allies or the axis? I see some very useful potential gambits for each




Jim D Burns -> RE: Iron (12/26/2019 9:22:27 PM)


quote:

ORIGINAL: murdock762
Makes more sense to build 70XP infantry at this time.


I disagree, the minors have very tiny manpower incomes, so the sooner you get builds into production, the more turns in game the minors will be adding back to their manpower pools, thus the larger the force they will ultimately deploy in game. Remember they only draw manpower income if they have less than 100% manpower stockpiled, any turns that go by with 100% stockpiled is a turn of lost manpower income.

So get them producing asap if you want a chance to get their full logistics cap limit in units onto map before game end. As Germany I try and send at least 10 production to each minor if I can. You can send a bunch initially to get that first corp built so their manpower stockpile goes down, then change it to 10 and by the time their manpower recovers to 100% stockpiled they should be in a position to build another corp soon.

It's also better to use minors for partisan duty then it is to use 70 experience Germans, so build them in tandem with the German stuff.

Jim





murdock762 -> RE: Iron (12/27/2019 2:52:30 AM)

Oh good point I didnt look at it that way - thanks Jim




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