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Creating Armies - 8/27/2014 2:00:06 PM   
Real and Simulated Wars

 

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Hello,

I think that the game design decision of (sorta) making armies as the maneuver unit with the most command bonuses is just genius. I was very concerned that the two week turns was not going to work out in the context of WWI (better communication and C&C). With such big armies maneuvering around, the two week turn duration feels right.

However, I am having a very hard time creating new armies or adding existing ones into already existing army groups. I can't figure out which generals are eligible for promotion and higher commands and for most of them already in the field, I don't have an available button to promote and/or to create an army command on them.

In the manual there is mention about some generals prohibited by design from commanding corps or armies.

Is there an in-game screen/info panel where I can find info about command restrictions?

Thanks,



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RE: Creating Armies - 8/27/2014 2:20:29 PM   
Jim D Burns


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Select the GHQ stack and then hold down the shift key. To be eligible to form an army the leader must reside within the colored zone displayed.

I think only 3 star generals can form new armies, to get promoted leaders need to win in combat. Once they gain enough experience you will get a text message in the display window that states leader x is eligible for promotion. Find him and the promotion button will be available to use, but I think its for that turn only so use it or lose it. He also probably needs to be in his own stack to get promoted, that was the case with previous games and I'm not sure if its been changed or not.

Jim

< Message edited by Jim D Burns -- 8/27/2014 3:25:13 PM >


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RE: Creating Armies - 8/27/2014 2:25:35 PM   
Real and Simulated Wars

 

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Thanks, Jim.

I will try that.

Cheers,



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RE: Creating Armies - 8/27/2014 3:03:23 PM   
Real and Simulated Wars

 

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It would be great if that promotion eligible status would be indicated in the general's info tab ... I always miss the flashing promotion icon in the general's counter and I rarely check my "mail" (AKA display window).

A thing that I sorely miss is the spreadsheet containing the generals. The new filters in the unit roster do help, but I still miss a dedicated list of just the leaders.

Cheers,



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RE: Creating Armies - 8/27/2014 4:12:37 PM   
tgb

 

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I'm having a similar problem in the short E. Prussia campaign. Russia starts with 2 3-star generals, but I can't seem to form an army group with either one, which means no armies, and every stack is suffering out of command penalties.

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RE: Creating Armies - 8/27/2014 4:33:13 PM   
Jim D Burns


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Yeah Japan just entered the war in my game and its GHQ eligible leader is locked for 500 turns, so no GHQ or armies for Japan can be formed. They need some time to work out these small issues, but eventually they should get fixed.

Jim


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RE: Creating Armies - 8/27/2014 5:17:34 PM   
tgb

 

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quote:

ORIGINAL: Jim D Burns

Yeah Japan just entered the war in my game and its GHQ eligible leader is locked for 500 turns, so no GHQ or armies for Japan can be formed. They need some time to work out these small issues, but eventually they should get fixed.

Jim



That's such an obvious bug. Perhaps there's some event or condition that unlocks him?

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RE: Creating Armies - 8/27/2014 5:47:39 PM   
Real and Simulated Wars

 

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Well, in my games there are always a lot of Generals listed in the diplomatic box which are locked for 500 turns. Is that normal? Designed on purpose?

Thanks,



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RE: Creating Armies - 8/27/2014 5:48:14 PM   
zakblood


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sounds like a rather big bug and find tbh

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RE: Creating Armies - 8/27/2014 7:11:55 PM   
Ostwindflak


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I have not tried this yet, but I believe those locked generals in the diplomatic box can be unlocked using the "Generals" card under Regional Decisions. It is an off map card to play and it may unlock 6 of those generals?

Like I said I have not tried it yet so I am speculating.

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RE: Creating Armies - 8/27/2014 7:18:36 PM   
Ace1_slith

 

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Everything WAD here. You have to pay 300 $ to unlock 6 generals. They appear at your capital next turn.

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RE: Creating Armies - 8/27/2014 7:21:45 PM   
Ace1_slith

 

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quote:

ORIGINAL: Jim D Burns

Yeah Japan just entered the war in my game and its GHQ eligible leader is locked for 500 turns, so no GHQ or armies for Japan can be formed. They need some time to work out these small issues, but eventually they should get fixed.

Jim



Minor nations cannot have GHQ.

Nation that can have it (only 1 available):
Britain
France
Germany (only Germany can have 2 GHQ - East and West)
AH
Russia
USA
Italy
Turkey

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RE: Creating Armies - 8/27/2014 7:22:46 PM   
Real and Simulated Wars

 

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Yes, I saw that but it never worked for me. Does this card appear later in the current scenarios?





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RE: Creating Armies - 8/27/2014 7:23:06 PM   
Ace1_slith

 

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quote:

ORIGINAL: Chelco

It would be great if that promotion eligible status would be indicated in the general's info tab ... I always miss the flashing promotion icon in the general's counter and I rarely check my "mail" (AKA display window).

A thing that I sorely miss is the spreadsheet containing the generals. The new filters in the unit roster do help, but I still miss a dedicated list of just the leaders.

Cheers,




I agree with you

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RE: Creating Armies - 8/27/2014 7:24:04 PM   
Ace1_slith

 

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quote:

ORIGINAL: tgb

I'm having a similar problem in the short E. Prussia campaign. Russia starts with 2 3-star generals, but I can't seem to form an army group with either one, which means no armies, and every stack is suffering out of command penalties.


It is intended that Russia doesn't have GHQ in that short scenario to simulate Russian early confusion in that theater.

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RE: Creating Armies - 8/27/2014 7:50:50 PM   
Real and Simulated Wars

 

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quote:

ORIGINAL: Ace1
Minor nations cannot have GHQ.

Nation that can have it (only 1 available):
Britain
France
Germany (only Germany can have 2 GHQ - East and West)
AH
Russia
USA
Italy
Turkey


Thanks for that!

This means I should not plan to have every single division/corps/army within the command structure of the GHQ. For some reason I thought that the GHQ was an "Army Group", like those found in WWII, meaning we could have at least two per theater of operations.

It looks like we better plan very well where those are located. As France, for instance. The Joffre's GHQ is so much to the south that is an invitation for a left flank German attack.

Cheers,



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RE: Creating Armies - 8/27/2014 10:37:22 PM   
Metatron


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quote:

ORIGINAL: Jim D Burns

Yeah Japan just entered the war in my game and its GHQ eligible leader is locked for 500 turns, so no GHQ or armies for Japan can be formed. They need some time to work out these small issues, but eventually they should get fixed.

Jim



Japan will never get a GHQ, it's not a bug. Japan army will always suffer a penalty for being used without a GHQ. It's army only serves to get Tsingtao, and it doesn't need a GHQ or amry to do that.

this is meant to simulate the fact that Japanese army never intervened outside it's historical interest region of the pacific.

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RE: Creating Armies - 8/28/2014 2:45:55 AM   
Gilmer


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I have had the buy 6 generals almost from the beginning if not from the very beginning. The first time I used it, I didn't have the resources to "buy" them. But, the next turn I did.

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RE: Creating Armies - 8/28/2014 7:04:37 AM   
ReviewGameX27

 

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I personally do not enjoy the part where army/GHQ or corps building is not allowed for some nations or before certain times WITHOUT any hint. I cannot count the hours in different ageod games where I tried to figure out how army building works only to see that it is locked in certain situations...

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RE: Creating Armies - 8/28/2014 9:08:53 AM   
sanderz

 

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quick question related to this HQ stuff - does the GHQ command any/all armies in its radius automatically or do you have to attach them somehow?

EDIT : and

why if i click on von Moltke and press shift does:
a) the highlighted area which i assume is his command radius exceed his SR of 3
b) why are some units flashing - these are units both in and out of the shaded command area
c) why did the germans set up Moltke so he is out of cammand reach of Belgium (and he can't move for 2 turns)

< Message edited by sanderz -- 8/28/2014 10:26:57 AM >

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RE: Creating Armies - 8/28/2014 11:20:36 AM   
tgb

 

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a) SR applies to likelihood of being activated, not command radius.

b) Those are the armies attached to his HQ. The ones outside of his command area don't get benefits from his abilities.

c) To give you something to do

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RE: Creating Armies - 8/28/2014 11:52:50 AM   
sanderz

 

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quote:

ORIGINAL: tgb

a) SR applies to likelihood of being activated, not command radius.

b) Those are the armies attached to his HQ. The ones outside of his command area don't get benefits from his abilities.

c) To give you something to do


thanks tgb
i think i am (VERY) slowly beginning to understand the mechanica of the game

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RE: Creating Armies - 8/28/2014 4:07:18 PM   
Real and Simulated Wars

 

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quote:

ORIGINAL: Medicus
I personally do not enjoy the part where army/GHQ or corps building is not allowed for some nations or before certain times WITHOUT any hint. I cannot count the hours in different ageod games where I tried to figure out how army building works only to see that it is locked in certain situations...


The same here. The messages about why you can't do certain things are too generic. I'm still sore from back when a CWII bug made it impossible to form corps after 1861.



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RE: Creating Armies - 8/28/2014 6:56:11 PM   
Real and Simulated Wars

 

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And BTW, yesterday I created a French army! :) Thanks everybody for your insight.

I am slowly coming to grips with the GHQ army system in EAW.

For some reason I believed that all units (including independent corps and divisions) could or should be attached or at least be under the positive C&C abilities of the GHQ.



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RE: Creating Armies - 8/28/2014 7:12:21 PM   
Queeg


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quote:

ORIGINAL: Medicus

I personally do not enjoy the part where army/GHQ or corps building is not allowed for some nations or before certain times WITHOUT any hint. I cannot count the hours in different ageod games where I tried to figure out how army building works only to see that it is locked in certain situations...


The whole army creation ritual is, by far, my least favorite part of AGEOD games and I'm disappointed to see it carried over to EAW. Nations of this era had extensive pre-war plans, with mobilization tables down to the last support unit. Yes, some nations' plans worked better than others. But the idea that you should have to spend weeks after the war starts still just trying to figure out what general is commanding what army, and then have to "build" the army, is silly. If you want to model command structure problems, then impose limits on how the command structure performs - not on whether it exists at all.

Every game has a routine - the points where you spend your time. In AGEOD games, far too much time is spent futzing with building armies. It just grows tiresome, especially as the number of units increase and the unit of action moves from Division to Corps. Building an Army at the scale of EAW is exactly like building a Corps at the CW2 scale - it shouldn't be difficult.

< Message edited by Queeg -- 8/28/2014 8:20:35 PM >

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