Walloc
Posts: 2533
Joined: 10/30/2006 From: Denmark Status: offline
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Hehe, the periodes before u get NKPSs are even "funnier". My tricks of the trade are, but understand RR bde a manpower drain. So ppls opinions will differ on this, ofc depending on how much manpower u have/how desperate u are in need of it for frontline units. Supply situasion and so on. Have 6-8 RR bdes in each front HQ and keep them there(locked HQs) from the time u need to advance. No need to buy them/have em front HQs before that. U can do with less, 4 not being a bad number, but since i like my RRs, espcially what they do to save my truck pool so i make sure every possible hex gets repair each turn, also in bad weather turns. Since i never found my self in desperate need of manpower i guess its been a luxury i've have been able to afford. Here are the actual tricks. As u learned u can only repair a hex that is adjcent to an alrdy repaired one, this is importand to understand. I'll look each turn at the map/RR lines, see what hexes that are up for repair the next turn(between turns). Its a chore, takes time but that is the way it is. U want maximum effeciency, it takes time. Make sure u never EVER block reparing of rails(behind the actual frontline hexes). Let say u have 3 units on the next hex in line for repair. Stacking wise there is no room for RR bde/bdes to be in the hex. So u wont get any repair done. Note depending on weather some times u need 1 RR bde to fully repair a hex in other weather conditions u need more. Make sure u always have room for the bde in the actual RR hexes that is about to be repaired.(if u understand in what weather u need how many u can actually manipulate the system. Many times the AI puts more RR bdes in a hex than needed. Well what if there stacking wise "magicly" is only room for exactly how many is needed. Well then the AI cant use to many, possibly saving the unit for other hexes.) Ill need 10$ for revealing that one Once u start to get NKPS units it obviously get easier. One tends to use those units espcially when u only have 1 or 2 of them to support u advances and nothing wrong in that. Non the less there are times where ones use of them can require some more thot process. Repairing a RR line that has many "branches" allows for the RR bdes to start repairing the branches after/while the NKPS repairs the main line. Especially if u have enough of NKPS units that when advancing u make intersections of branches between the main lines that RR bdes than can repair for each side. In essence "doubling" the speed of repair. U cant always use this, some times the events dicates what main RR u have to repair with NKPS units, but as long as this is in the thot process it can help. Hope it helps, Rasmus
< Message edited by Walloc -- 7/15/2012 3:25:06 PM >
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