pyguinard -> RE: novice player needs clarifications to what is written in manual (2/9/2011 4:02:06 PM)
I hope that may 'new set' of questions will not make you bored [;)]
so here we go
You will find out that when members of the board are bored, they simply don't answer...[:D]
Since you are interested into the game mechanics, I suggest that you read the README.TXT file that came with the program. You will find a lot of valuable information there.
lately I discovered that I can change HQ command structure, I was supprised
it is not noticed in manual that you can change command structure for HQ
I was wondering is this not cheating?
I mean using alt+h key combination for HQs
after all this command is not available from 'mouse' menus ( not for HQ, only for armies/corps )
and for russian player chain of command ( as manual states ) is: Stavka and front armies down in chain
so changing this ... hmm game quirk not patched yet?
is there any impact on OP points gaining, from more structured command chain?
manual says only that there is impact on reinfocements sharing down in chain of command
Most PBEM players set a rule to forbid changing the command structure. I am not sure about the impact on Op points but it has the advantage of avoiding Stalin taking control of a battle when you have set a unit to be commanded by Zhukov, as an example.
where is better to keep supporting aircraft, in front line HQ or in its superior HQ?
( ignore for now danger of bombarding from enemy )
By supporting aircrafts, if you mean the aircrafts involved in the land combat operations, it is definately better to put them in the front line HQs. Otherwise, these aircrafts won't "support" at all.
and yes I know [8|] that air groups must have set ground attack missions ( or escort if fighters )
training is very simple: keep air groups as far away from harm as possible and train ... and train ... and train
but what about ground combat support, which HQ aircrafts are committed to support ground combat?
computer control again?
The way the game works looks complex to me but I can try to tell you what I understand (hoping someone will rectify any mistakes):
Fighters: except when set to training, they always participate in the battle involving a unit controled by the HQ but the actual numbers of airplanes will be affected by weather and, of course by the number of ready aircrafts (damaged aircrafts don't participate in any battle [;)]). When fighters are set to Cap mode, they might intercept enemy bombers attacking a friendly unit that doesn't belong to its parent HQ but only one HQ will send interceptors.
Bombers: During the combat resolution phase, a percentage of every bombers (depending on weather and a ramdom factor) will participate in the ground battle (unless set to training). It is obvious that during the Order Phase, if many bombers were destroyed or damaged performing interdiction or strategic bombing missions, there will not be many left to support ground combat operations.
does HQ need to be in its influence range ( 5 hexes ) to support HQ up/down in chain of command?
and what with what manual says supply bonus, is it 'chained in command' too? [&:]
I don't think so.
I've noticed that I have big problem in keeping OP points in HQs other then 0 ( zero )[:@]
is it really so hard? .. or rather I am too novice [:D]
I use much 'special supply' option, yes I agree, but without it
its hard to get better than 80% readiness to any of front line armies
any tips here?
Try tweeking with the replacement level (RL). Lower the RL of other HQs and raise it in the HQ where you need more.
Zhukov ( 9 ) HQ finally got his 90 OP points ( which was used almost instantly [:(] )
once I put his HQ out of combat, and removed ( alt + h ) all subunits from HQ
not all the time though, so I assumed not enough OP points in pool was available
can I view this pool or is it dependant solely on resource/oil production and under computer control only?
I don't think you can see the this pool
in pools, you can see what equipment cities produce and how many of them
is there any way to see summary of equipment production per turn?
or should I always do the math by myself? [8D]
summary under list of cities?
ALT-R will produce a text file with the summary you are looking for
I observed that when I changed equipment to other type, but more available in the pool
divisions / aircrafts got more eqipment reinforced per turn
after it got more equipment I changed back to what I wanted to be there in the first place
( change is made on 1 to 1 ratio )
and this way I got faster rebuild of my divisions / airgroups
thought I lost lot of experience and readiness of course
it looks like reinforcements are gained only when enough eqipment is available
is this correct or did I miss something ... again?
This looks correct to me. But again, one way I use to replenish units is to attach it to a HQ that I previously set the RL significantly higher that the others. I usually use HQs that I created far behind the front lines for these purposes.
I have BIG problems in coordinating my counter-attacks with my armies
Am I really so stupid, to not understand this '5 pulse' system of combat resolution with 'wait attack' ( 0 - key )
or is it this what manual states as russian disorganisation during rule during 1941 that make it so hard?
or even worse: both cases at the same time
In 1941, the Soviets have no coordination, worst: they don't follow orders! This makes it very hard to defend against the Germans. The situation improves towards the end of the year. Thus, the 'wait attack' command is of little help in terms of setting a multiple Corps/Armies attack for the soviet player. However, it can be used to delay action like as an example, if you want to attack after other units moved in the back to cut the retreat path.
when winter starts some russian divisions was renamed to guard ones
I understand ( from readme.txt ) that there is a requirement for unit to achieve guard status
are they better now, I mean any other 'hidden' benefits
or it is only cosmetic from historical point of view?
Units are renamed Guards after they reached a specific level of experience (I think it is 80%).
Once it gained the Guard status, a unit gains experience faster than other regular units.
tank brigades comes, but have so few equipment in them ( 4-6 tanks only !! )
I guess that veterans have some use of them, any tips?
Let them grow in numbers. In the meantime, you could use them to entrench by putting them in new unit where you will need fortification in the future.
now I'm going back to play ( dont worry I will be back with new set of questions soon [;)] )
so old game, so easy/comfortable to play and in the same time so complicated ... and ... so addictive!!!
its my first game, end of november, I finally surrendered ( !!! ) 2 german panzer corpses last turn
which made me so much trouble braking my first/second and even third line of defence
first one 2 hexes east of veliye luki, and second 1 hex away south of demyansk
I'm not a historian, but I think there existed such this as 'demyansk pocket'
during russian winter 1941 counter-offensive [8D]
anyway, thanks again for heplful replies
looking forwad for the other ones too [:D]