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RE: Workshop for the new guys - 11/18/2017 1:43:10 AM   
larryfulkerson

 

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quote:

ORIGINAL: Narses
Larry those guns should arrive in your replacement pool over the next few turns. At least they did in TOAW III scenarios.

Are you kidding me? That's great news. So I might get to use those guns after all. Great. Usually Leningrad is a
hard row to hoe and I like to bring in all kinds of arty to support up there. These guns will fit in just fine.

(in reply to Hyding)
Post #: 91
RE: Workshop for the new guys - 11/18/2017 1:47:47 AM   
Fred98


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Apart from railway bridges, can railway lines be damaged and need repair?


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Post #: 92
RE: Workshop for the new guys - 11/18/2017 1:56:06 AM   
larryfulkerson

 

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quote:

ORIGINAL: Joe 98
Apart from railway bridges, can railway lines be damaged and need repair?

Not yet. There's some talk about doing a version TOAW V that will have means to damage regular railroads
but it's not a thing yet. Bombing from the air should be able to wreck the rails. Ideal is to get a bomb under
the rails before it explodes warping the rails into the air, twisting them into an unusable state. Trains usually
fall over when they try to pass on that kind of rail.

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Post #: 93
RE: Workshop for the new guys - 11/18/2017 4:14:22 AM   
Tamas

 

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quote:

ORIGINAL: larryfulkerson

quote:

ORIGINAL: Joe 98
Apart from railway bridges, can railway lines be damaged and need repair?

Not yet. There's some talk about doing a version TOAW V that will have means to damage regular railroads
but it's not a thing yet. Bombing from the air should be able to wreck the rails. Ideal is to get a bomb under
the rails before it explodes warping the rails into the air, twisting them into an unusable state. Trains usually
fall over when they try to pass on that kind of rail.


Uhm, actually, railroads CAN be damaged, when you take control of an enemy hex. I admit I don't remember the exact rules for it, but you will see the line of railroad broken (as in having several gaps in it) in those hexes. Not coloured red though like the destroyed bridges.

Railroad repair units can repair damaged railroad of course. Also, usually engineer units can repair bridges, but that's scenario dependent.

(in reply to larryfulkerson)
Post #: 94
RE: Workshop for the new guys - 11/18/2017 6:59:33 AM   
sanderz

 

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quote:

ORIGINAL: sanderz
For example the red/green line - is a mix of Artillery and Naval Spotting?? Why is red shown at all?

quote:

ORIGINAL: larryfulkerson
I'm not really sure I know what you're talking about; can you supply us
with a screenshot or something?


quote:

ORIGINAL: sanderz
The blue AA - i assume this means anti-aircraft guns - seems to go nearly as far as the planes fly which can't be right?

quote:

ORIGINAL: larryfulkerson
I'm going to need a screenshot to demonstrate what you're talking about
because I've never seen that and I'm not sure it's supposed to happen.
You might want to review the colors dialog and change one to see how it
affects your game. Effects? Affects?


Hi Larry
Both of these lines are in the screenshot in post #75 above

thanks

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Post #: 95
RE: Workshop for the new guys - 11/18/2017 7:50:04 AM   
larryfulkerson

 

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quote:

Both of these lines are in the screenshot in post #75 above

Okie dokie........I went to post #75 and I think maybe I have a solution. The red/green line that is further out than
the others is the maximum extended range of the unit according to the aircraft with the longest range in that unit.
That the crop circle is less than that is because you can set the range of your aircraft units to any range including
zero. Up to the max range of course. And the other line you asked about that you thought was an AA unit.....I got
out the magnifying glasses and decifered the markings on the unit and I think it's an aircraft on CS missions. I
mean instead of an AA unit.

Keep these questions coming. That's how we learn.

EDIT: It turns out I'm probably wrong about the red and green line. I'm really not sure what it might signify.

< Message edited by larryfulkerson -- 11/18/2017 10:40:07 AM >

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Post #: 96
RE: Workshop for the new guys - 11/18/2017 10:44:12 AM   
sanderz

 

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quote:

ORIGINAL: larryfulkerson
Okie dokie........I went to post #75 and I think maybe I have a solution. The red/green line that is further out than the others is the maximum extended range of the unit according to the aircraft with the longest range in that unit.


thank you, that makes sense, though it looks like its per stack --- so it seems that if you have a unit selected and there is NO red/green line then it means all units in the stack can do missions inside the yellow line, if there IS a red/green line then it means there is another unit in the stack that can fly missions outside of the range of the other unit - could be very important if you want fighter cover i suppose #

# on the subject of fighter cover - there is no "Escort" mission for fighters, how do i get them to protect my bombers?


quote:

That the crop circle is less than that is because you can set the range of your aircraft units to any range including
zero. Up to the max range of course.


Not sure what you mean by this - but i think its covered by the above



quote:

And the other line you asked about that you thought was an AA unit.....I got
out the magnifying glasses and deciphered the markings on the unit and I think it's an aircraft on CS missions. I mean instead of an AA unit.

Not sure this is correct - the blue (turquoise?) line for me always seems to be there even if i cancel all the missions. Also, it always seems to be one hex less than the yellow line regardless of the mission type.

Looking at the manual i found....
"The DBR of air units is shown on the micro map, along with the effective radii of AA units. These are both displayed in blue."
So the blue line seems to be the effective bombardment range? though i have no idea why its always 1 less than the units actual range? Also you can actually do missions out to the yellow line. Nothing really game breaking here but if i see a line on the map i want to know what it means



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Post #: 97
RE: Workshop for the new guys - 11/18/2017 11:44:38 AM   
larryfulkerson

 

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quote:

# on the subject of fighter cover - there is no "Escort" mission for fighters, how do i get them to protect my bombers?

It's my understanding that if you assign some AS fighters to the same attacked hex as the bombers the game engine
interprets that as some bombers being escorted. It seems to work. Fewer bombers are shot down when you do that.

(in reply to sanderz)
Post #: 98
RE: Workshop for the new guys - 11/18/2017 12:18:56 PM   
larryfulkerson

 

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Okay.....now that we have a brand new turn (T2) and the MP's are at max there's no reason not to attack that Soviet
stack in the road to Riga. I've already repaired the railroad almost up to the target hex, so I need that stack to
be gone so I can repair the rail under it.




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Post #: 99
RE: Workshop for the new guys - 11/18/2017 12:27:54 PM   
larryfulkerson

 

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So there I was....moving units up to the front lines, moving adjacent to the enemy units, getting ready for the
kickoff. And I run into this HQ unit and I WAS going to move it adjacent to the Soviet dude but I looked under
the hood for that unit and discovered that it's got no arty of the indirect fire kind. It's of no use on those
adjacent hexes and actually might be a liability if it gets damaged, especially if it had any command groups in
it, which this one doesn't. I don't want to get it damaged because it might go into reorg and take the rest of
the formation with it. That would be highly inconvient.




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Post #: 100
RE: Workshop for the new guys - 11/18/2017 12:42:57 PM   
larryfulkerson

 

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Okay, I've moved about 20 units and I'm starting to see Soviet units at the crossroads, river crossings, and
ocassionally just a strong point by itself in a good terrain kind of place. I just HAVE to go attack it. Don't
want to leave remnants.

EDIT: I'm moving units along the northern route rather than go through all that congestion because the number
of hexes distance will be found along the path that has the least cost MP-wise. The traffic through the southern
route would double the cost at least so the northern route gives the best hexes per MP.




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< Message edited by larryfulkerson -- 11/18/2017 12:45:19 PM >

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Post #: 101
RE: Workshop for the new guys - 11/18/2017 1:33:31 PM   
tverse

 

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Larry appreciate your time and effort.....very useful.

Could explain the comment on map in post 30 about “....BTS on the road...” and why that was a concern?


Edit: um.....just read that section in the manual. Never mind I figured it out. Still enjoying the workshop.

< Message edited by tverse -- 11/18/2017 2:16:42 PM >

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Post #: 102
RE: Workshop for the new guys - 11/18/2017 4:14:50 PM   
larryfulkerson

 

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quote:

ORIGINAL: tverse
Larry appreciate your time and effort.....very useful.

Could explain the comment on map in post 30 about “....BTS on the road...” and why that was a concern?

Edit: um.....just read that section in the manual. Never mind I figured it out. Still enjoying the workshop.

Glad you figured it out. With the new BTS system the combat is more realistic and you have to plan ahead a bit
more than you used to. Your attack is going to leave a mark ( BTS ) and each unit that passes through that hex
will pay a small price for their transit. So the idea is to attack in such a way, if possible, to leave as few
BTS's as possible. So now instead of chasing a unit that RBC's you learn to surround it, to block it first. I
like that idea. The battles are more realistic and FUN. There's a reason for the change.

(in reply to tverse)
Post #: 103
RE: Workshop for the new guys - 11/18/2017 4:22:05 PM   
larryfulkerson

 

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Off topic and just FYI, Thomas Harvey is putting objectives in his smaller scenarios
for the Pacific War. He and I were working on Battle for Leyte Gulf and he's
been successful in getting the ships to engage and pursue objectives. So soon all
his smaller scenarios will have PO's.

(in reply to larryfulkerson)
Post #: 104
RE: Workshop for the new guys - 11/18/2017 9:43:48 PM   
larryfulkerson

 

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Okie dokie....I've moved another thirty units or so and the face of the battlefield is changing. I'm moving the
unemployed units to the east. The goal is to get as far east as fast as possible. I'm in a footrace to get to
my goals before he gets there. He's going to be receiving reinforcements and his killed units are going to start
to respawn in T4 and T5 so he's going to be getting a lot of people here shortly and I've got to be as far east as
possible before he can build his front lines very strong. And the Soviets are experts at digging in.




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Post #: 105
RE: Workshop for the new guys - 11/18/2017 10:01:52 PM   
larryfulkerson

 

Posts: 37868
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And a little further to the south the Axis units are trying to find a Soviet unit and cuddle with it. The idea is to
get the engagement penalty to work for us by getting adjacent to a Soviet unit and when it's his turn to move he has
difficulty getting disengaged and pays a penalty for moving out of engagement. He gets shot at for one thing. So IF he
does get disengaged he probably paid some MP's to escape and can't go far. I'm trying to stop the Soviets from getting
away.




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Post #: 106
RE: Workshop for the new guys - 11/18/2017 10:23:42 PM   
larryfulkerson

 

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And a little further to the south the Axis units are rushing forward trying to infiltrate and they are pushing and
shoving and some Soviet units are RBC'ing and progress is being made. Maybe if I go into depth for the details of
a formation.




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Post #: 107
RE: Workshop for the new guys - 11/18/2017 10:32:48 PM   
larryfulkerson

 

Posts: 37868
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And I hit the letter 'f' and the formation report pops up for the current formation. It's got the supporting units in
the list first followed by the three workhorses the Panzer groups that take most of the load. It's a self-contained
formation having all the things supplied to a Corps, ( arty, recon, etc. ).




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Post #: 108
RE: Workshop for the new guys - 11/18/2017 10:38:42 PM   
larryfulkerson

 

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The first thing in the formation is the HQ unit and I want it in and amoungst it's subordinates and I don't know where
they are going to end up yet so I'll leave the movement of the HQ unit until later. Next is the assault gun and I'm
thinking of moving it to where it'll be adjacent to a small Soviet paratroop unit. This will engage him and prevent
him from easily getting away. He'll have to pay a disengagement cost and may not have the MPL's left to pay enough and
he might be stuck there next time it's the Soviet turn to move. I may be able to prevent him from getting away before
I can surround and destroy him.




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Post #: 109
RE: Workshop for the new guys - 11/18/2017 10:44:46 PM   
larryfulkerson

 

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Next to be moved is the AT gun and I'm wondering whether he needs to be moved or not depending on what's in the Soviet
stack. So I move the mouse cursor over the Soviet stack and press 'c' and the group composition comes up telling me
exactly what's in the hex according to all the intell we've expended in that hex. It reveals three divisions of AFV's
and they aren't going down easily. I'm going to need some tanks of my own to tackle this group. Now I know. First
of all, I'm going to leave the AT gun where it is and stick a pin in the idea that I need some tanks here to deal with
the Soviet tanks. I'll keep that in mind for later.




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< Message edited by larryfulkerson -- 11/18/2017 11:01:17 PM >

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Post #: 110
RE: Workshop for the new guys - 11/18/2017 11:07:41 PM   
larryfulkerson

 

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And the next unit in the formation to move is the motorized engineers and as I think about where to move him I see a
Panzer unit that's without a supply LOC and he's got that black and blue square in his upper right corner meaning he's
out of supply so I'm thinking I'll just do that guy a favor and restore an LOC for him by moving into an empty hex
adjacent to the enemy. But that's okay because these are engineers and can defend themselves pretty well.




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Post #: 111
RE: Workshop for the new guys - 11/18/2017 11:15:02 PM   
Fred98


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How is your supply coming along?

.

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Post #: 112
RE: Workshop for the new guys - 11/18/2017 11:15:51 PM   
larryfulkerson

 

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And the next thing to be moved from that formation is some arty. I want to move it to the hex where the out of supply
unit is and that would involve me crossing an open adjacent area and I'd have to pay a disengagement penalty to leave
that hex and might lose some people and or equipment and I don't want to pay that price so I'm going to "borrow" a
spare unit from those nearby and move IT into the empty hex first and THEN move the arty. It's going to cost a little
more to traverse in front of an enemy unit but the arty unit has ample MP's remaining and can make it all the way there.




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Post #: 113
RE: Workshop for the new guys - 11/18/2017 11:18:43 PM   
larryfulkerson

 

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quote:

ORIGINAL: Fred98
How is your supply coming along?

By Truck.

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Post #: 114
RE: Workshop for the new guys - 11/18/2017 11:23:17 PM   
larryfulkerson

 

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I'm just kidding. Here's how the supply is doing. I'm approaching single digits in the swamps which is normal for that
terrain and other than that supply is flowing nicely and there's no problems as far as the eye can see. However, if I
put on my scientist hat and analyse this situation I forsee that there might be a tiny problem in the swamp unless and
until I can get the rail repaired that passes through the swamp to the other side in the east.




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Post #: 115
RE: Workshop for the new guys - 11/18/2017 11:28:37 PM   
larryfulkerson

 

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And the next thing to be moved is that white-on-black tank division adjacent to the Soviet stack that has all the armor
in it. He's GOT to stay there to hold the Soviet stack fixed in that spot because he's the only unit nearby that has
the moxie to defend itself adequately and the surrounding units are depending on him to hold his ground so for the
safety of nearby units and his own self respect the armor unit will stand by and be ready for an attack at some future
date. Maybe later this turn after some more tanks are brought in. The armor unit by itself is outnumbered by the
Soviet stack so he's going to hold off attacking for a bit.




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Post #: 116
RE: Workshop for the new guys - 11/18/2017 11:29:46 PM   
Sniper31


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Still liking this Larry, keep it coming.

Most useful tip I gained from the last few screenies and explanations was using keystroke C to see what the enemy stack compositions are. This was something I was struggling with earlier today.

_____________________________

"I say again, expend ALL remaining in my perimeter!" - Platoon

"This is JB27, on target...fire for effect.." - Me

(in reply to larryfulkerson)
Post #: 117
RE: Workshop for the new guys - 11/18/2017 11:36:06 PM   
larryfulkerson

 

Posts: 37868
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And the last thing in the formation to move is the Infantry component. The INF division, move the infantry division,
move it to where? I'm looking around for something useful for the infantry division to do close to it's relatives
in the formation, and I see an armor unit that I'd like to have up on the large armored Soviet stack so I'll move the
infantry into the hex with the armor unit and then move the armor unit up to the stack.




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Post #: 118
RE: Workshop for the new guys - 11/18/2017 11:37:03 PM   
larryfulkerson

 

Posts: 37868
Joined: 4/17/2005
From: Tucson, AZ
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quote:

ORIGINAL: Sniper31
Still liking this Larry, keep it coming.

Most useful tip I gained from the last few screenies and explanations was using keystroke C to see what the enemy stack compositions are. This was something I was struggling with earlier today.

Glad you're finding it useful. I'll see if I can't explore the combat chart with you guys. Things like that.

(in reply to Sniper31)
Post #: 119
RE: Workshop for the new guys - 11/18/2017 11:42:56 PM   
larryfulkerson

 

Posts: 37868
Joined: 4/17/2005
From: Tucson, AZ
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So the spare Armor unit arrives at the stack and has 9 MP's remaining of his 14 and that means an attack might be within
reach, so temporarily I assign him to attack alone and I see where it's going to cost me three rounds of the turn and
that's one round more than I wanted to spend on the first combat attacks so I'll cancel the attack and have him wait
until later in the turn to attack, in assoviation with other units, not alone.




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Post #: 120
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