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novice player needs clarifications to what is written in manual

 
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novice player needs clarifications to what is written i... - 2/8/2011 12:14:08 AM   
yarrow

 

Posts: 6
Joined: 2/7/2011
Status: offline
as in subject:
novice player needs ( many ) clarifications to what is written in manual

I use wir v3.3, no other mods
below is a list of manual 'sentences' and my questions regarding them
any 'deep and technical' approach to answers is appreciated
( especially from veteran players and modders / programmers )

the list is quite long, so be patient

A.)
1000+ strength tank division
example is taken from one german panzer corp divisions list
1 Pz Div ( 863: 99% )
99% is the readiness ( average division I assume, not actual batallions )
is this 863 number what is called 'strength' of panzer division?
but in fact, this is sum of squads + artillery + recon vehicles + tanks and all other equipment

B.)
how can I 'overstrenght', I mean put more infantry into infantry divisions
and put more tanks to tank divisions?
or is it only done by computer
the 'coded algorithms run on my CPU' which some calls Artificial Intelligence


C.)
is there any limit to any of this number ( squads and so on )
it looks like russians rifle divisions have a limit of 327 sum of 'their equipment'

D.)
what does it mean burns infantry divisions too quickly
when deployed in panzer/tank armies when plotting 3+ hexes away
lowering readiness too much?
infantry division lose more readiness when in tank armies / panzer corps?

D1.)
how much is too much?
50% ( or less ) for shatter check?

D2.)
what about artillery/flak 'divisions', in tank armies / panzer corps
are they threated as motorized or infantry?

E.)
less capable NKVD divisions?
in what they are 'less capable' than other ( infantry ) divisions?
my infantry army formed from 5 NKVD divisions defended mogilev quite well when entrenched

F.)
soviet mechanized corps should be used in few available tank armies?
I thought that tank army is the same as corps, perhaps it should be divisions, as later text suggest?

F1.)
mech corps are expensive when lost
expensive in what, tanks? how expensive?

G.)
rest in a city or HQ or rail
which one is better?

H.)
HQ replacement level, why 50% not 100% in all HQ's
how is training/OP points gained dependant on leadership?
what is good replacement level?

I.)
best places to recover readiness is inside well supplied HQ
and in well supplied cities
what does it mean, supply level of hex? or manually supply HQ?
if so, then how to do it?

J.)
benefits of keeping units in radius of influence of HQ
from gameplay, I learned its 5 hexes
what are those benefits in detail, any complete list of them?

K.)
low readiness units are very vulnerable to counterattacks
how vulnerable is 'very vulnerable'?
they shatter automatically?

K1.)
which is worst, shatter or surrender?
after all, you loose your corps in both cases
so I gues this comes to losses numbers difference bethween them
is any difference?

L.)
reduce levels of oil and resource centers
is there any recover from damage or permanent damage is true permanent?
so if I done example light damage
does it mean, that hex production lost 10% of its starting capability?
each time I inflict any damage, production is lowered?

M.)
cities with manufacturing facilities will have a Heavy Industry number
but some cities produce tanks or other equipment even without Heavy Industry!!
how it works together?
I mean Heavy industry / resources and item production cost
example:
Moscow has Heavy Industry number of 21, but it produces 24 Yak-1 in single factory
and another 15 in the next factory, but Yak-1 cost is 3
to my suprise Gorky, which has no Heavy Industry at all
produces 16 Yak-1, and many pieces of other equipment too!!

O.)
OP points that are given to HQ (...) it depends on your production
(...) and leadership rating
last turn production:
101 Heavy Industry
124 Oil
108 Resources
but some HQ have lower OP number than their replacement level
even Zukhov( 9 ) loses much of his set 70% replacement level
usually I have only about 30 OP points, in the beginning of my turn
what is going on?

P.)
russian Shock armies
is there any difference between them and standard infantry armies?
I mean, other than graphical of course


thanks in advance for any answers, even criticism how stupid I am
yarrow
Post #: 1
RE: novice player needs clarifications to what is writt... - 2/8/2011 2:52:14 PM   
traubi

 

Posts: 14
Joined: 11/15/2009
Status: offline
hi

A.

this 863 number what is called 'strength' of panzer division? yes
but in fact, this is sum of squads + artillery + recon vehicles + tanks and all other equipment yes but tanks counts 2 afaik.

B.
overstrenght prolly means overstacking in this case.

C.
yes there is limit on every class of item in a division.
327 means about 250 squads 30 arty, 30 AT and 17 AA and recon

D.
lowering readiness too much? yes

infantry division lose more readiness when in tank armies / panzer corps?
the problem does not come from the pz core itself. A pz core usually steps 5 hex in a turn.
but a infantry divison can plot only 2 hex in a turn without huge fatigue.
if u put infantri in a pz core which u plot 5 hex in a turn than the unmotorized elements (infantry div, artilley regt,) suffer extra readines!!!
in the early stage of barby it is not a too big problem if some of the inf divs are getting exhausted, because speed is essential.

D1.
too much means that infantry div readiness drops to like 30%

D2.
what about artillery/flak 'divisions', in tank armies / panzer corps
are they threated as motorized or infantry?
they are not motorized

E.
i dont think NKVD-s are that less capable. They are as good as a regular soviet inf. manual maybe refers to older version.

F.)
soviet mechanized corps should be used in few available tank armies? Yes
I thought that tank army is the same as corps, perhaps it should be divisions, as later text suggest?


What is a tank div in the early soviet order of battle, later converts to tank corps (and looks like a divison). A soviet tank army is just like a german panzer corps.

F1.)
mech corps are expensive when lost
expensive in what, tanks? how expensive?

Yes expensive in tanks, artillery, and expensive in gathered experience points.

G.)
rest in a city or HQ or rail
which one is better?

im not sure, but i think it depends on weather. in blizzard city is slightly better.

H.)
HQ replacement level, why 50% not 100% in all HQ's
how is training/OP points gained dependant on leadership?
what is good replacement level?

i usually put it on 100% in all hqs.

I.)
best places to recover readiness is inside well supplied HQ
and in well supplied cities
what does it mean, supply level of hex?
the manual means supply level of hex. u cant manually suply a hq. it generates operation points instead.

J.)
benefits of keeping units in radius of influence of HQ
from gameplay, I learned its 5 hexes
what are those benefits in detail, any complete list of them?
i think it means that HQ can send reinforcement units into the battle if in range. Also unit in range can have extra supply from its HQ. no complete list.

K.)
low readiness units are very vulnerable to counterattacks
how vulnerable is 'very vulnerable'?
they shatter automatically?
can have big casualties or may even shatter

K1.)
which is worst, shatter or surrender?
after all, you loose your corps in both cases
so I gues this comes to losses numbers difference bethween them
is any difference?
shatter is the less bad thing, because 25% (not sure) of the squads returns the pool

L.)
reduce levels of oil and resource centers
is there any recover from damage or permanent damage is true permanent? it recovers slowly. big production centers and big factories recovers slowly or not even recovering.
so if I done example light damage
does it mean, that hex production lost 10% of its starting capability? YES
each time I inflict any damage, production is lowered?
production is out for some week and later it wont come back to original production level

M.)
I think total number of heavy industry has an impact on rate of growing of factories, and numbers of items produced.
Manual is not accurate here.

O.)

HQ Operation points mainly depends on leader rate. but if u have very much unit attached to zhukov the operation point can drop to 30. remember the germans starting the turn, defensive battles drains OP-s as well. How much was zhukov's OP point the turn before that?

P.)
Shock armies are like big infantry armies. they can plot 2 hex but have a higher stacking limit (9 iirc) it means u can put 1 tank div and 7 inf divs into a single shock army and u wont suffer from overstacking penalty.



< Message edited by traubi -- 2/8/2011 3:32:57 PM >

(in reply to yarrow)
Post #: 2
RE: novice player needs clarifications to what is writt... - 2/8/2011 5:54:31 PM   
pyguinard


Posts: 138
Joined: 8/18/2005
From: Montréal, Qc
Status: offline
Hi there,

Let me add my two cents:



quote:

ORIGINAL: traubi

hi

A.

this 863 number what is called 'strength' of panzer division? yes
but in fact, this is sum of squads + artillery + recon vehicles + tanks and all other equipment yes but tanks counts 2 afaik.

If I recall, tanks count for 4 and recon for 2

edit: after verification, tanks count for 3 and the rest for 1.

... Also, readiness is the percentage of units that are combat ready. ex.. A unit that is at 50% readiness will only fight at 50% of its total strenghts


B.
overstrenght prolly means overstacking in this case.

To put more tanks in a Tank Divisions, you have to wait for reinforcements. At the beginning of the turn, reinforcements are spread out from the pool between divisions. If you need more tanks in a specific division, you will need to set its HQ's replacement level higher than otherf HQs. Don't forget that the more replacement you get, the more experience is going to drop.


E.
i dont think NKVD-s are that less capable. They are as good as a regular soviet inf. manual maybe refers to older version.

NKVD divisions start with less experience than regular units.

G.)
rest in a city or HQ or rail
which one is better?

im not sure, but i think it depends on weather. in blizzard city is slightly better.

In a city you also get a defense bonus if attacked. In a HQ, you get a defense bonus if bombed

H.)
HQ replacement level, why 50% not 100% in all HQ's
how is training/OP points gained dependant on leadership?
what is good replacement level?

i usually put it on 100% in all hqs.

Replacement level is the way to select wich units are going to be reinforced, depending on what is available in the replacement pool. It will also affect the proportion of Op points the HQ will receive. Setting every HQ at 100% is pretty much the same as setting all of them to 50%. I usually set the level higher where there is going to be more combat to replace losses and spent Op points.
I.)
best places to recover readiness is inside well supplied HQ
and in well supplied cities
what does it mean, supply level of hex?
the manual means supply level of hex. u cant manually suply a hq. it generates operation points instead.

Supply level of hex mainly depends on how far away from a friendly rail line the hex is located.


J.)
benefits of keeping units in radius of influence of HQ
from gameplay, I learned its 5 hexes
what are those benefits in detail, any complete list of them?
i think it means that HQ can send reinforcement units into the battle if in range. Also unit in range can have extra supply from its HQ. no complete list.

to add to the list, units within the radius also get air support in combat

K.)
low readiness units are very vulnerable to counterattacks
how vulnerable is 'very vulnerable'?
they shatter automatically?
can have big casualties or may even shatter

Op points and leader's rating affect shattering. Readiness affects the percentage of the strenghts that will be used in combat.
Ex.: Suppose that you send 200 tanks to attack far away from their starting point, they will lose readiness from moving, attacking and probably from being bombed by the ennemy. At the end of the turn, if your 200 tanks are at 10% readiness, if counter-attacked, only 20 of them will defend themself, making them very vulnerable.


K1.)
which is worst, shatter or surrender?
after all, you loose your corps in both cases
so I gues this comes to losses numbers difference bethween them
is any difference?
shatter is the less bad thing, because 25% (not sure) of the squads returns the pool

I think that when it shatters, a unit will return to the RVGK (not the pool) with percentage of its ready strenghts. When it surrenders, I think that everything is lost.

M.)
I think total number of heavy industry has an impact on rate of growing of factories, and numbers of items produced.
Manual is not accurate here.

Traubi is correct. 100 heavy industry maintains production rates. Under 100, production lowers and over 100, production increases.

O.)

HQ Operation points mainly depends on leader rate. but if u have very much unit attached to zhukov the operation point can drop to 30. remember the germans starting the turn, defensive battles drains OP-s as well. How much was zhukov's OP point the turn before that?

Operation points depend on how much points have been spent in the last turn and also on the replacement level that you have set for the HQ.

P.)
Shock armies are like big infantry armies. they can plot 2 hex but have a higher stacking limit (9 iirc) it means u can put 1 tank div and 7 inf divs into a single shock army and u wont suffer from overstacking penalty.





< Message edited by pyguinard -- 2/9/2011 2:04:06 AM >

(in reply to traubi)
Post #: 3
RE: novice player needs clarifications to what is writt... - 2/9/2011 2:07:12 PM   
yarrow

 

Posts: 6
Joined: 2/7/2011
Status: offline
thanks for all replies, all are very helpful
so many questions, and so many answers got
thanks again

I hope that may 'new set' of questions will not make you bored
so here we go


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


Q1.)
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?


Q2.)
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

Q3.)
where is better to keep supporting aircraft, in front line HQ or in its superior HQ?
( ignore for now danger of bombarding from enemy )
and yes I know 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?

Q4.)
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? 



Q5.)
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
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?

Q6.)
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?

Q7.)
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?
summary under list of cities?

Q7A.)
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?

Q8.)
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


Q9.)
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?


Q10.)
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?


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


anyway, thanks again for heplful replies
looking forwad for the other ones too

yarrow

(in reply to pyguinard)
Post #: 4
RE: novice player needs clarifications to what is writt... - 2/9/2011 4:02:06 PM   
pyguinard


Posts: 138
Joined: 8/18/2005
From: Montréal, Qc
Status: offline
Hi again!

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...
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


Q1.)
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?


Q2.)
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.


Q3.)
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 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.


Q4.)
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.
Q5.)
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
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.


Q6.)
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


Q7.)
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?
summary under list of cities?

ALT-R will produce a text file with the summary you are looking for

Q7A.)
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.

Q8.)
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.

Q9.)
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.


Q10.)
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


anyway, thanks again for heplful replies
looking forwad for the other ones too

yarrow

[/quote]

(in reply to yarrow)
Post #: 5
RE: novice player needs clarifications to what is writt... - 2/9/2011 6:20:12 PM   
andrea_r

 

Posts: 8
Joined: 5/31/2010
Status: offline
Hi yarrow,
Are you involved in a game against AI or a PBEM?
If you have time I would be looking for a Soviet opponent for a full 1941 campaign game

All the best!
Andrea_R

(in reply to pyguinard)
Post #: 6
RE: novice player needs clarifications to what is writt... - 2/10/2011 11:04:03 AM   
yarrow

 

Posts: 6
Joined: 2/7/2011
Status: offline
Hi andrea_r

I will gladly play with you ( or anyone else if that matters ), just give me some time
I need to get more familiar with game mechanics as 'pyniquinard' pointed

so I currently play only against computer on even settings
( like russian airfoirce, I need some training too  )

its my first blizzard turn, in my FIRST game EVER played in wir
yes ... I am that novice

and as you can see from my posts
I have some problems with properly doing some very basic things

- like properly organizing armies with tank / infantry / artillery / AT / flak divisions

- like OP points
which is too unpredictable to me for now
I always start my turn with about 30-50 points and end my turn with zeros
or few left at most, in a few lucky HQs
Ex:
I am so OP hungry, that I consumed whole 90 OPs in one turn!!
I can only imagine what players think about this

- like rebuilding divisions strength
I cant predict how many equipment unit will receive
I dont know the max limits for any unit type
or how many strength should be considered enough to go to front
ex:
26 flaks ( 80+% readiness ) is that enough to maintain any effective combat efficiency?

- coordinating attack is actually getting better and better
luckily, it was that russian disorganization rule, not my stupidity

- last played turn I realized that I didnt properly composed armies cause of stacking limits / readiness loss
I mean overstacked them too much
ex:
my russian infantry army has 3 tank divisions in them, one tank brigade and 3 infantry divisions!!
its in the reserve and is in process of rebuilding its divisions strength
I was always supprised about low readiness of its divisions, after all, it rested in the city all the time
and it never reached more than 60% or readiness, I read the manual ( again  ) ... and ...
found stacking limits section which describes this

- I also found ( by accident ) that I can change HQ structure with alt+h key kombination
so you understand

of course If you dont mind, blasting away novice player
with your german 'drang nach osten' ( push / pressure to the east )
we can ... errr ... play ... in PBEM, no problem ( or rather should I say: you play, I watch trying to learn )

be warned again, my actual game experience, is so low
I think you will get more fun / challenge from playing against computer

to reapeat myself again
yes, I am that novice

yarrow

(in reply to andrea_r)
Post #: 7
RE: novice player needs clarifications to what is writt... - 2/10/2011 11:27:15 AM   
yarrow

 

Posts: 6
Joined: 2/7/2011
Status: offline
now I have new question

Q11.)
in readme.txt it is said that rail will convert at rate of 3 hexes per turn in blitzkrieg rules turn
and 2 hexes afterwards

in manual it is said that hex will convert to friendly if supply level of a hex is 4+ ( 8+ / 6+ for blitzkireg rules )
essential mathematics dictates that its rate of conversion is 2 hexes away from friendly rail hex
6-4=2
10-8=2 ( blitz rule during june / july )
8-6=2 ( blitz in august / september )

Is this the same, or again I missed something and rail line are converted in more complicated way?

yarrow


(in reply to yarrow)
Post #: 8
RE: novice player needs clarifications to what is writt... - 2/10/2011 1:29:45 PM   
pyguinard


Posts: 138
Joined: 8/18/2005
From: Montréal, Qc
Status: offline

quote:

ORIGINAL: yarrow

now I have new question

Q11.)
in readme.txt it is said that rail will convert at rate of 3 hexes per turn in blitzkrieg rules turn
and 2 hexes afterwards


The readme.txt should be understood as follow: 2 rail hexes (3 during blitzkrieg) will be "repaired" if it was friendly controled during the previous turn.

quote:


in manual it is said that hex will convert to friendly if supply level of a hex is 4+ ( 8+ / 6+ for blitzkireg rules )


This statement refers to every hexes (including non-rail). This means that a player doesn't have to send a unit in every single hex to convert it to friendly control.

quote:


Hi andrea_r

I will gladly play with you ( or anyone else if that matters ), just give me some time
I need to get more familiar with game mechanics as 'pyniquinard' pointed


Yarrow, if you understand what have been written in this thread, you are ready to play against Andrea. You seem to understand the game mechanics well enough to start planning in a more strategic point of view. Besides, Andrea has been looking for a Russian opponent for the last 8 months without success. He desperately needs you!!

One more thing, if you set the "Display topics from last" drop down list to "All topics" (instead of "365 days") you will be able to browse through many interesting threads related to the best strategy to adopt as a Russian player for 1941. You will also find many interesting AARs, including those involving Kingtiger_501, Josan, TDV and more...

(in reply to yarrow)
Post #: 9
RE: novice player needs clarifications to what is writt... - 3/24/2011 1:52:06 AM   
OldWarDargon

 

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Thanks for all for posting this wonderful thread. If yarrow is a novice then I am a pale green starter! Just got the WIR installed with the latest DOSBOX. Has set both AXIS and Allies to computer control and watched with medium delay. It reminds me the days when I played the Apple Russia at War!

(in reply to pyguinard)
Post #: 10
RE: novice player needs clarifications to what is writt... - 10/26/2011 3:30:50 PM   
yarrow

 

Posts: 6
Joined: 2/7/2011
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hi all ... again

Q12.
heavy industry slowly increases its capacity, so is oil, and factories
but resources and manpower does NOT

is there any way to increase it?
( I mean, other than capture cities )

Q13.
HQ and its ranges of influence
HQ has range 5 for special supply, and for air support is 7
HQ in germany looks like they have fighter interception range of 10 ( ? )

what about special readiness boost form being in HQ range of influence?
( manual page 21=> HQ section )

to check this readiness influence range I did simple test
( campaign 41, even, both human, turns just skipped )

I put 4 soviet infantry corps ( only 1 infantry division in each, to avoid stacking influence )
at ranges from 5 to 8 from its parent HQ ... and ... ( skipped turn again )
in new turn, they ALL had readiness in range of 58-61%
the difference is the exact readiness difference when previous turn ends
BIG ... VERY BIG ... dissapointment to me

so question remains open:
what is HQ range of influence for additional readiness boost?
more importantly how big is this boost?
is it 15%?, maybe more?
or less?
or depends on HQ Operation Points ( current or Replacement Level set? )
or HQ leader rating?


ha, so many questions

thanks in advance
yarrow


< Message edited by yarrow -- 10/26/2011 3:39:30 PM >

(in reply to OldWarDargon)
Post #: 11
RE: novice player needs clarifications to what is writt... - 10/28/2011 9:40:37 PM   
Rasputitsa


Posts: 1694
Joined: 6/30/2001
From: Bedfordshire UK
Status: online
Use ALT-R during the game and a TXT file will be created in the main WIR folder on you HD, which will contain all the information on your forces and production that you need. If you do it during a German turn you get the German Report (looks like GE050742.txt, the numbers are the game date of the report). Do it during the Russian turn and you get the Russian report.

You can get and save, or print, this report at the start of a game, then compare how things are developing at intervals during the game, by selecting it during later turns .



< Message edited by Rasputitsa -- 10/30/2011 8:26:11 AM >


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Post #: 12
RE: novice player needs clarifications to what is writt... - 10/30/2011 8:23:15 AM   
Rasputitsa


Posts: 1694
Joined: 6/30/2001
From: Bedfordshire UK
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quote:

ORIGINAL: yarrow

as in subject:
novice player needs ( many ) clarifications to what is written in manual


Note that the WIR Manual .pdf is unchanged from the initial ver 1.0 and has never been updated. Matrix took over the game and all changes after ver 2.0 are listed in the readme file which should be included in your WIR folder.

But here it is





Attachment (1)

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Post #: 13
RE: novice player needs clarifications to what is writt... - 1/10/2012 11:36:14 AM   
sanderz

 

Posts: 472
Joined: 1/8/2009
From: Devon, England
Status: offline
Hi
Just started looking into this game and have a few questions that i hope its OK to continue in this thread rather than start another.

Q14
Any way to tell what order the units move in, as some seem to be stopping movement of others.

Q15
I see inf plot 2 and armour 5 - however, do Inf move in the first 2 of the 5 phases or something different. EDIT - just realised this is a dumb question as the units move sequentially

Q16
In the Possum mod (v6) it says "Important! This campaign must be played with computer control of AFV/Aircraft upgrades ENABLED". So presumably its ok to put production on 'Manual' or soes this risk me not producing some models that will be needed for upgrades.

Q17
I'm unclear on how Partisans work, what sort of effect they have and how to stop them. Seems they can spawn anywhere but presumably on a rail line? If the Germans can attack them the same turn does that mean there will be no adverse supply effects?

Q18
Regarding the Western and Italian HQ's - i gather i don't need to worry about adding/taking units from these and things will take a historic course. IS that correct? Is it worth reinforcing them? Do you get any messgaes regarding these HQs e.g. saying what forces are needed or when they have shattered. Actually, if they do shatter i assume they rebuild automatically? Or should i take some sort of action here?

Q19
I read somewhere about a "double production" bug if you save before the combat phase - has this been fixed or do i always need to finish a turn and save before i do the orders phase?


Many thanks


< Message edited by sanderz -- 1/10/2012 1:37:47 PM >

(in reply to Rasputitsa)
Post #: 14
RE: novice player needs clarifications to what is writt... - 1/10/2012 10:07:40 PM   
Rasputitsa


Posts: 1694
Joined: 6/30/2001
From: Bedfordshire UK
Status: online


Hi
Just started looking into this game and have a few questions that i hope its OK to continue in this thread rather than start another.

Q14
Any way to tell what order the units move in, as some seem to be stopping movement of others.

I think it is armour first, otherwise the order they are listed in the sofware, but look at the answer to Q15 to see how you can organise movement.

Q15
I see inf plot 2 and armour 5 - however, do Inf move in the first 2 of the 5 phases or something different. EDIT - just realised this is a dumb question as the units move sequentially

The Infantry don't have to move in the first two phases, they can move in any 2 of the 5 - you can plot 00303, 3S06, 3B006, this gives you combinations to allow other units to move first, or you can have infantry join the attack 3S006, but not move and get in the way, they can be set to move on a latter phase. S or B is part of the 5 phases so no movement on the phase after those actions. It get complicated but try to plan the movements for each of the 5 phases using 0-S-B orders to hold units back. Try not to have units following each other unless the path will be clear, a failed attack stopping one unit will hold up the others.

Q16
In the Possum mod (v6) it says "Important! This campaign must be played with computer control of AFV/Aircraft upgrades ENABLED". So presumably its ok to put production on 'Manual' or soes this risk me not producing some models that will be needed for upgrades.

Not sure, play it and see.

Q17
I'm unclear on how Partisans work, what sort of effect they have and how to stop them. Seems they can spawn anywhere but presumably on a rail line? If the Germans can attack them the same turn does that mean there will be no adverse supply effects?

They can break your rail lines and you lose lose control of the hex, until you send a unit to recapture the hex and allow rail repair to take place.

Q18
Regarding the Western and Italian HQ's - i gather i don't need to worry about adding/taking units from these and things will take a historic course. IS that correct? Is it worth reinforcing them? Do you get any messgaes regarding these HQs e.g. saying what forces are needed or when they have shattered. Actually, if they do shatter i assume they rebuild automatically? Or should i take some sort of action here?

You can take units out, or add units to these fronts, if you let them get too weak they will shatter, in any case they will shatter later in the war, to represent invasion, you will have to rebuild them. There is a utility called WinHack, which allows you to deselect these front events so that you can get on with the East Front. Send me a PM with an email address and I can send you WinHack.

Q19
I read somewhere about a "double production" bug if you save before the combat phase - has this been fixed or do i always need to finish a turn and save before i do the orders phase?

No, I don't think it has been fixed, try not to save in the middle of a turn.


Many thanks



_____________________________

"We have to go from where we are, not from where we would like to be" - me

(in reply to sanderz)
Post #: 15
RE: novice player needs clarifications to what is writt... - 1/10/2012 10:17:35 PM   
Rasputitsa


Posts: 1694
Joined: 6/30/2001
From: Bedfordshire UK
Status: online
Look at post No 7 in the Lame Question thread, Dave's Strategy Guide gives information on unit plotting.

_____________________________

"We have to go from where we are, not from where we would like to be" - me

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Post #: 16
RE: novice player needs clarifications to what is writt... - 1/11/2012 7:06:02 AM   
sanderz

 

Posts: 472
Joined: 1/8/2009
From: Devon, England
Status: offline

Rasputitsa - thanks for the info - particularly about plotting


Q14 - ORDER OF MOVEMENT
When you say its listed in the software is there an easy way to view this, or is there a list somewhere.

Q15 - PLOTTING
i never realised it worked like that for infantry - the plotting example you mentioned just talk about panzer corps

Q17 - PARTISANS
In a PBEM game does the Russian player choose where they deploy, and if so can they place them anywhere on the map?


Q18 EVENTS/WIRHACK
I have a copy of wirhack thanks - though want to check how to use it - the readme on events says....
Event Sequences:
----------------
1: "00 75 0A 90 0E E8 xx xx 90 0E E8", offset 62A62.

Disable West AND Italian Front Events:
--------------------------------------
At offset 62A63 in above sequence: 75. Change to EB.

Disable West Front Events:
--------------------------
At offset 62A66 in above sequence: 0E E8. Change to EB 02.

Disable Italian Front Events:
-----------------------------
At offset 62A6B in above sequence: 0E E8. Change to EB 02.

So to disable both events i change
"00 75 0A 90 0E E8 xx xx 90 0E E8", offset 62A62.
to
"00 EB 0A 90 0E E8 xx xx 90 0E E8", offset 62A62.

Am going to try a PBEM so will probably leave the events in.



Many thanks

(in reply to Rasputitsa)
Post #: 17
RE: novice player needs clarifications to what is writt... - 1/11/2012 10:05:13 AM   
Rasputitsa


Posts: 1694
Joined: 6/30/2001
From: Bedfordshire UK
Status: online

quote:

ORIGINAL: sanderz
Q14 - ORDER OF MOVEMENT
When you say its listed in the software is there an easy way to view this, or is there a list somewhere.

Each unit has a numbered slot, I can't remember the detail, but it's something like 0-99 with PZ units first in the list, so they move first. The WIR editor will show how units and cities are numbered. If you select ALT-R in a game turn, a .txt file will be produced listing all the units and resources for that side. It will show in the WIR folder as GE(game date), if done in a German turn, you will get a similar report if you do it in a Soviet turn. These reports are useful in recording what you have and saved on succeeding turns you can monitor your progress in great detail. The unit listings might give a clue to how they list in the software, but I'm not sure, just a guess.

Q15 - PLOTTING
i never realised it worked like that for infantry - the plotting example you mentioned just talk about panzer corps

Think in 5 phases and arrange the unit movement and attacks to happen in co-ordinated phases. All units can use any of the phases, armour units can use all 5, infantry can use any 2. The Stop -S and Bombard -B orders take up a phase. You can set several units to make an attack, with only one advancing after the attack, the others having been give an S plot, these stopped units can then move, or attack again, on the third phase. It can be mind bending orchestrating co-ordinated attacks and movement and if an attack fails it can stop other movements, so try and give independent paths if possible. However, it is more realistic at this scale of game, rather than turns where you get to complete a unit's whole move, before you move the next one. As commander, you have planned a whole weeks operations then sit back to see how it works, much more realistic.

Q17 - PARTISANS
In a PBEM game does the Russian player choose where they deploy, and if so can they place them anywhere on the map?

I think they come at random, there is no partisan unit, just the hex changes to Russian ownership and if it is a rail hex, the rail is broken, until you move a unit into the hex and restore ownership (then rail repair can take place automatically). I seem to remember that it is more likely to happen in areas where Soviet units have previously been shattered, but I may be confusing with another game.


_____________________________

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(in reply to sanderz)
Post #: 18
RE: novice player needs clarifications to what is writt... - 1/11/2012 10:15:41 AM   
Rasputitsa


Posts: 1694
Joined: 6/30/2001
From: Bedfordshire UK
Status: online

quote:

ORIGINAL: sanderz
Q18 EVENTS/WIRHACK
I have a copy of wirhack thanks - though want to check how to use it - the readme on events says....


Place WirHack in your main WIR folder, click on it, you get the WirHack screen, make the selections you want. These will now apply every time you start that WIR game, until you click on WirHack again and change them. You can have several copies of WIR on your hard drive, each with WirHack, each with different settings. I like the Patriotic War 42 scenario, available as a mod, which has the Soviet Union attacking a disarming Germay, after the war in the West has been won. WirHack simulates a defeated Western alliance, by disabling West/Italian fronts and no bombing campaign.

_____________________________

"We have to go from where we are, not from where we would like to be" - me

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Post #: 19
RE: novice player needs clarifications to what is writt... - 1/11/2012 11:02:05 AM   
sanderz

 

Posts: 472
Joined: 1/8/2009
From: Devon, England
Status: offline
thanks for all the info - nice to see someone in the forum still supporting us new players :)

(in reply to Rasputitsa)
Post #: 20
RE: novice player needs clarifications to what is writt... - 1/11/2012 11:23:40 AM   
sanderz

 

Posts: 472
Joined: 1/8/2009
From: Devon, England
Status: offline
Q19

I am playing as Germans vs the AI and its turn 3.  I have a Panzer Korps attached to OKW but i want to create a new HQ to put the PzKorps in - however if i hit F6 or use the Utility menu nothing happens.  Are there 'conditions' that apply to creating an HQ?

EDIT : If it makes any difference this is the Possum mod

< Message edited by sanderz -- 1/11/2012 11:33:58 AM >

(in reply to sanderz)
Post #: 21
RE: novice player needs clarifications to what is writt... - 1/11/2012 12:29:02 PM   
Rasputitsa


Posts: 1694
Joined: 6/30/2001
From: Bedfordshire UK
Status: online
quote:

ORIGINAL: sanderz

Q19

I am playing as Germans vs the AI and its turn 3.  I have a Panzer Korps attached to OKW but i want to create a new HQ to put the PzKorps in - however if i hit F6 or use the Utility menu nothing happens.  Are there 'conditions' that apply to creating an HQ?

EDIT : If it makes any difference this is the Possum mod


You can only have a certain number of PZ Armee, or Infantry Armee HQs, the mod may already be using all the available HOs.

I think that in all the scenarios I have seen, both stock and mods, will already use all the allowable higher HQs, you can only deploy Korps HQs that are listed when you select that function. When they are used up, there are no more, unless destroyed units go back in the list.


< Message edited by Rasputitsa -- 1/11/2012 12:32:42 PM >


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Post #: 22
RE: novice player needs clarifications to what is writt... - 1/11/2012 2:08:58 PM   
sanderz

 

Posts: 472
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

ORIGINAL: Rasputitsa

quote:

ORIGINAL: sanderz

Q19

I am playing as Germans vs the AI and its turn 3.  I have a Panzer Korps attached to OKW but i want to create a new HQ to put the PzKorps in - however if i hit F6 or use the Utility menu nothing happens.  Are there 'conditions' that apply to creating an HQ?

EDIT : If it makes any difference this is the Possum mod


You can only have a certain number of PZ Armee, or Infantry Armee HQs, the mod may already be using all the available HOs.

I think that in all the scenarios I have seen, both stock and mods, will already use all the allowable higher HQs, you can only deploy Korps HQs that are listed when you select that function. When they are used up, there are no more, unless destroyed units go back in the list.



OK thanks

is there any bad effects depending on the number of Korps units attached to a HQ

also - is there any penalty to attaching a Korps directly to, say AGN rather than one of AGNs subsidiary HQ

(in reply to Rasputitsa)
Post #: 23
RE: novice player needs clarifications to what is writt... - 1/11/2012 2:40:52 PM   
Rasputitsa


Posts: 1694
Joined: 6/30/2001
From: Bedfordshire UK
Status: online
quote:

ORIGINAL: sanderz
is there any bad effects depending on the number of Korps units attached to a HQ

also - is there any penalty to attaching a Korps directly to, say AGN rather than one of AGNs subsidiary HQ


Each commander has ratings and the better commanders can handle more Korps in their Armee HQs, I think there is a list at the back of the manual that shows the commander capabilities. Depends on how many divisions are PZ, or Infantry, but if you exceed the commander rating then you find units will not be able to complete their plotted movements. The distance from the HQ to the Korps counts, but provided your rail net is OK, it shouldn't matter whether Korps are attached to Armee, or Armee Grp level, subject to command rating and OP levels.

Best policy is to set your higher HQs (OKH, AGN,etc.) at a high replacement level, even 100%, you can put damaged units in there to recover to 100% strength, also new units will appear in the higher HQs, sometimes understrength and a high replacement setting gets them up to full power, before you send them out to the fighting Korps HQs.

You should leave some divisions (maybe 1 or 2 of those weaker ones you can't use elsewhere) in your Armee HQs as protection. They will count in the defence odds if your HQ is attacked, otherwise the HQ is defenceless. Also have at least 1 fighter unit in the HQs near the front line, set to CAP, if there is a danger of air attack (AAA support units in the HQ will help, but you will probably want them in your PZ Korps, which will otherwise be a juicy target). Your HQs also represent your airfields and you need to protect them.

The game may look simple and out of date, but when you understand how it works it becomes a very good representation of Grand Strategy on the Eastern Front. I don't think it has been bettered yet, even if other games are more glossy, with a better interface.



< Message edited by Rasputitsa -- 1/11/2012 3:54:05 PM >


_____________________________

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Post #: 24
RE: novice player needs clarifications to what is writt... - 1/12/2012 1:39:32 PM   
pyguinard


Posts: 138
Joined: 8/18/2005
From: Montréal, Qc
Status: offline
quote:

ORIGINAL: Rasputitsa



Hi
Just started looking into this game and have a few questions that i hope its OK to continue in this thread rather than start another.

Q14
Any way to tell what order the units move in, as some seem to be stopping movement of others.

I think it is armour first, otherwise the order they are listed in the sofware, but look at the answer to Q15 to see how you can organise movement.

Knowing the order the units will move in is very important especially when facing a human opponent. They are indeed moving in the order listed in the software. You can tell by cycling through the units in the order phase (press the "N" key). The catch is that in the first of the five pulses, units move from first to last but in the second pulse, units move in reverse order (from last to first). The order reverses back in the third pulse and so on untill the fifth.

This is pretty usefull to know especially if want to perform successive combined attacks with Pz and Inf. units or with Pz units in the last two pulses without plotting static attack.

(Let me know if you need more info on this feature... )




< Message edited by pyguinard -- 1/13/2012 2:36:19 PM >

(in reply to Rasputitsa)
Post #: 25
RE: novice player needs clarifications to what is writt... - 5/7/2012 12:58:49 PM   
zomak

 

Posts: 1
Joined: 5/5/2012
Status: offline
hi
I would like to add some questions too

Q20
special supply and combat value ( CV )
why when I sometimes special supply a corp
its CV drops down instead of going up

Q21
independent sub units have 0 stacking points
how can I recognize which units are 'independent'?

Q22
I have some problems with upgrade system
computer swithes equipment by itself, most of the time in the wrong way
which is better choice here?
to allow computer to do the upgrades or to do it manualy
any difference?

Q23
If I want to acumulate more than 50 tanks in the pool
computer uses those tanks ( after 50 ), to reinfoce existing batallions
how can I accumulate more tanks than 50 in the pool?

example:
I want to make a pool of 120 pzIIIh
so I can replace those few big 100+ pzIIf germans have
I would rather haver one big battalion than more ( but small ) battlalions
are there any advantages of having more small battalions?

I checked russians, and they have the same problem ( perhaps worse )
since T34 goes to rebuild destroyed batallions, instead of going to front to fight
I would rather prefer the old tanks like T26 to rebuild batallions
( tanks that I have many in the pool, so rebuild is faster, like aircraft right? )

any tips here?

Q24
if I upgrade pzIVd tanks ( perhaps other tank types too )
those types of tanks are not available in the pool anymore
which means that I effectively loose those tanks forever
can I recover them somehow?

Q25
replacement level
I want big replacement for ground troops, but low for air-groups
( why to reinforce 120+ groups, they take much lower causalties anyway )
the problem is that I can set only one replacement level for HQ
is this even possible?


zomak
the beginner



< Message edited by zomak -- 5/7/2012 1:06:30 PM >

(in reply to pyguinard)
Post #: 26
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