GShock
Posts: 1245
Joined: 12/9/2007 From: San Francisco, CA - USA Status: offline
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You can't clarify but you can ask for further clarifications As of me i can try to clarify and you should all take my answers as temporary because any time Pyle or Joel may come to clarify to you, and to me, how exactly some things work. WBTS, like all games of this genre, is an apparently total simplification of a complex struggle, but believe me, the mechanics behind this simplification are very complex indeed. Complex to understand and even more to employ (which is good, we don't want a risk game do we?) but very rewarding. I'll just never detach from the philosophy of Gilman "Chopstick" Louie, CEO of Spectrum Holobyte, the makers of Falcon4: "If we had wanted to produce an accurate flight simulator we would have needed to build an F-16". Now to the answers: There's no specific need to employ 2 theater commanders and at the same time, there can be an unlimited number of supply grids, each representing a different area separated from the others for supply purposes. You may just employ 1 but the help the TC can give to the Army Commanders is bound by the grid and a maximum distance of 6 regions within the same grid. It is evident that it's better to have a good TC than a bad one, but having a mediocre TC and not having a TC at all can be good or bad according to the situation. Dismissing a bad TC costs a lot of points while a good AC can get initiative without help from TC. Choices...choices...choices and remember that according to the settings, you may also not know that a leader is performing bad until the moment he sees action for that particular rating category. Production of supplies happens as with all other "units" of the game. A Resource point connected to a Factory generates a Production Point. These PPs can be used to build supplies and each supply unit is worth 10 supplies. Supplies are forwarded automatically to the troops and are attracted to depots but there mustn't be broken links (enemy regions cutting the lines and the rivers itself cut the lines if there's no transport fleet in the river) because grids are not connected to one another. Differently from AACW, Depots in WBTS do not produce supplies but you need higher level depots to attract more supplies when in that region you've got loads of troops to keep supplied. Depots also allow you to influence where your troops will retreat if beaten. They will always in priority select a region with a depot for a retreat. I asked for such a map overlay in the beginning, to make things easier for players but then i realized there wasn't a specific need because there's a Shift-U key that shows you all unsupplied units on map by highlighting the region. The Devs chose to highlight unsupplied rather than highlight supplied, it's the same. You have a limited control on the forwarding of supplies...you can build depots to make more supplies go there, but you don't move them, the engine does. Ultimately if troops in a region are unsupplied, you can tell them to forage for supplies but you can't attach supply wagons to them...you must work this solution with territory control and prevent the enemy from cutting you out of supply areas or your armies will be totally destroyed....which in WBTS is a tragedy more than in AACW because the monthly+big region compared to 15-day+small region is unforgiving on mistakes of this kind. I think Joel and Pyle's AAR shows this clearly. You can see on the big map how CSA is shrinking turn after turn but CSA still has armies because it keeps falling back.
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