elmo3
Posts: 5820
Joined: 1/22/2002 Status: offline
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quote:
ORIGINAL: jimh009 ...I do have some questions if you don't mind answering them: 1. Despite reading the entire AAR, I'm still unsure what all the symbols/numbers represent on the various units. Could you post a few of them and then go through what each symbol/number represents. For example, I'm still unsure what numbers corresponds to movement! The first number is the combat value and the second number is movement points available. Not sure what other info you want? quote:
2. Could you also show a graphic of airbases, and what numbers represent what - and how you know what aircraft are at each base. You can mouse over an airbase to see what aircraft are there or click on it to see the info as in the shot below. This airbase has 7 air units attached and the number and type of aircraft are circled in red. The unit itself would have a 0 combat value and a movement point value like the combat unit shown above. quote:
3. Could you explain more how air missions work? To do a bombing mission, is it as simple as selecting something that says "bomb", then click the target hex? Or is it more complicated than that?? Likewise, is CAP automatic - or do you assign "zones" to have CAP? And are aircraft types automatically chosen for air missions - or do you have to select each aircraft for each mission?? There are buttons at the top of the screen you can click for bombing airfields, units, or cities. Click on the button and then on the target hex to let the AI select the air units to participate or shift-click on the hex to assign air units manually. quote:
4. A question on rail movement. If you move a unit by rail, when it disembarks - is the unit "frozen" in that hex until the following turn? Or can it disembark and immediately begin movement? And how far (many hexes) can a unit move by rail in a given turn? Whether a unit could disembark and then move depends on how far you moved it by rail. How far units can move depends on how much rail capacity you have at the time. It's more involved than that as there is a cost to embark and disembark but that is how it works in general. quote:
5. Ok. One more question. What is meant by the term "railhead." Is a railhead those little "dots" scattered along the rail line? Or is a "railhead" any hex that has a rail line going through it? By railhead we mean the closest usable rail hex. The dots on the map are towns and they have nothing to do with railheads. quote:
6. Are there stacking limits in the game? Or a maximum amount of units/troops/total strength that can be packed into a hex? And/or is there a penalty for having too many troops in a hex, similar to how WiTP:AE has? Max stacking is 3 units per hex. Never played WitP so I don't know what penalties are there but there are no stacking penalties in WitE. quote:
7. Last but not least, can you elaborate a bit on how naval operations and amphibious operations (if there are any) work? Naval ops are abstracted and there are no naval units on the map. Units can be transported between friendly ports in the same sea zone within limits. There are four zones although the Axis can only use Baltic and Black Sea zones for transport. The Soviet player can conduct amphib ops in the Black Sea or Sea of Azov zones if he has accumulated enough amphib points. Air and naval interdiction of units moving by sea is possible. quote:
Thanks again for the great AAR.... You're welcome.
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We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw WitE alpha/beta tester Sanctus Reach beta tester Desert War 1940-42 beta tester
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