New to the game - Basic Questions

A sub-forum for players new to WIF, containing information on how to get started and become an experienced player.

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RE: New to the game - Basic Questions

Post by Shannon V. OKeets »

ORIGINAL: Dabrion

1. yes
2. yes
3. yes (only rebase missions let you stay face up)
4. yes (if this refers to the now disorganised bombers from 3.)

In general there is no discount for failed operations, you "pay" per attempt (which makes sense, since you have no hindsight until the mission is actually conducted).
The answer to question #1 is No. Ground support missions do not count against an impulse's air activity limits.

I agree with the answers to the other 3 questions.
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RE: New to the game - Basic Questions

Post by Dabrion »

Apologies, ground support is free of course! Ground strikes are missions (should read more carefully)
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RE: New to the game - Basic Questions

Post by rkr1958 »

Thanks again! I'm having a blast playing the Barbarossa scenario. I'm also learning a lot too. In the May/June turn as the axis I blasted through the Soviet defenses. I used an offensive chit on the first impulse. I thought that this scenario was going to be a cakewalk for the axis. Boy was I wrong and probably due to mistakes I made during reorganization; especially during the July/August turn. I used my HQ units to reorganize air units that I used in the first impulse. The result was that my HQ couldn't move and my spearheads, some of which were disorganized got put out of supply. The Soviets who had several strong units screening Moscow between Gomel and Smolensk, and using the Pripet Marshes to the south and the terrain to the north to protect their flanks counterattacked and destroyed three strong German mech and infantry units. In the process they also overran two disorganized Stuka air units. I knew supply was important; but didn't realize how important supply through HQ units is when out of your home country. The screen cap is for Sep/Oct turn. The Soviets hold the initiative and the weather is rain. I don't see much movement in the lines happening between now and the end of this scenario 3 turns from. Well, except for what the Soviets can do during the '41 winter offensive.


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RE: New to the game - Basic Questions

Post by joshuamnave »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Dabrion

1. yes
2. yes
3. yes (only rebase missions let you stay face up)
4. yes (if this refers to the now disorganised bombers from 3.)

In general there is no discount for failed operations, you "pay" per attempt (which makes sense, since you have no hindsight until the mission is actually conducted).
The answer to question #1 is No. Ground support missions do not count against an impulse's air activity limits.

I agree with the answers to the other 3 questions.

4 is only half right. Bombers that are aborted from ground strike missions still count against air action limits. Bombers that are aborted from ground support still don't count against air action limits. As Dabrion implied, whether it counts or not depends on the attempted action, not the actual result.
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RE: New to the game - Basic Questions

Post by rkr1958 »

The below screen cap was made during the axis ground strike subphase. Check out the Soviet Sverdlovsk 4-3 militia in Vitebsk and the German Ju 87B bomber. The 4-3 is within range but the game won't let me attack it.

Is this because the 4-3 (only unit in the hex) is already disorganized?

I wasn't looking to strike that target; but notice this when I was mousing over it checking for valid targets. If the answer to my question is yes, I do appreciate the game looking out for me and stopping me from making a stupid play (like ground striking a target already disorganized). [:)]

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RE: New to the game - Basic Questions

Post by markb50k »

Yes it won't let you strike where there is no result to be had. It's already face down
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RE: New to the game - Basic Questions

Post by rkr1958 »

My first full scenario ended in a crushing Soviet victory. I learned some valuable lessons and gained significant insight into land combat and being on the offensive playing this intro scenario. Supply and organized HQ units that can move with your advancing troops are essential. And, forgetting to escort bombers during ground strike missions is a disaster. Now it's time to move onto the second intro scenario.

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RE: New to the game - Basic Questions

Post by Orm »

Or you go back and create a new Barbarossa scenario from the beginning. Selecting optionals and place all the units.
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RE: New to the game - Basic Questions

Post by rkr1958 »

ORIGINAL: Orm

Or you go back and create a new Barbarossa scenario from the beginning. Selecting optionals and place all the units.
I was contemplating that very thing. I would like to get a feel for combat with 2d10 (versus the default 1d10). Also, I want to see if I can manage my HQs and supply better and see if I can break the Soviet defenses and at least establish the axis winter line east of the Pripet Marshes including being on the outskirts of Moscow and Leningrad.

On the other hand I really want to get a look at the naval part of the game through the Guadalcanal scenario. I guess I could do both by playing one scenario a while then loading the other and play it.
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RE: New to the game - Basic Questions

Post by Shannon V. OKeets »

ORIGINAL: rkr1958

ORIGINAL: Orm

Or you go back and create a new Barbarossa scenario from the beginning. Selecting optionals and place all the units.
I was contemplating that very thing. I would like to get a feel for combat with 2d10 (versus the default 1d10). Also, I want to see if I can manage my HQs and supply better and see if I can break the Soviet defenses and at least establish the axis winter line east of the Pripet Marshes including being on the outskirts of Moscow and Leningrad.

On the other hand I really want to get a look at the naval part of the game through the Guadalcanal scenario. I guess I could do both by playing one scenario a while then loading the other and play it.
If you do go back to Barbarossa, you might try not spending your Offensive chit until the 2nd German Impulse. That way you can use all your HQs to reorganize units and then use the o-chit to reorganize your HQs at the start of an impulse.

There are many other times to use the O-chit in Barbarossa. Often holding off until the Germans reach the Dnieper is best - then they can use it for the extra oomph to break the river line.
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RE: New to the game - Basic Questions

Post by rkr1958 »

ORIGINAL: Shannon V. OKeets

ORIGINAL: rkr1958

ORIGINAL: Orm

Or you go back and create a new Barbarossa scenario from the beginning. Selecting optionals and place all the units.
I was contemplating that very thing. I would like to get a feel for combat with 2d10 (versus the default 1d10). Also, I want to see if I can manage my HQs and supply better and see if I can break the Soviet defenses and at least establish the axis winter line east of the Pripet Marshes including being on the outskirts of Moscow and Leningrad.

On the other hand I really want to get a look at the naval part of the game through the Guadalcanal scenario. I guess I could do both by playing one scenario a while then loading the other and play it.
If you do go back to Barbarossa, you might try not spending your Offensive chit until the 2nd German Impulse. That way you can use all your HQs to reorganize units and then use the o-chit to reorganize your HQs at the start of an impulse.

There are many other times to use the O-chit in Barbarossa. Often holding off until the Germans reach the Dnieper is best - then they can use it for the extra oomph to break the river line.
Thanks Steve. Now, I'm definitely going to have give the Barbarossa scenario another try right now.
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RE: New to the game - Basic Questions

Post by rkr1958 »

How can I continue this game? The situation is that I can't deploy the reserve Sevastopol militia unit because Sevastopol already has two ground units stacked in it. The end phase button is disable so I can't advance the game. What do I do?

EDIT: NEVER MIND. It let me setup the unit adjacent to the city.

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RE: New to the game - Basic Questions

Post by rkr1958 »

There's only 1 unit in Novgorod and it's Finnish. When I try to rebase the Finnish air unit to that hex, or even to Viipuri in the Finnish borderlands, I keep getting, "Exceeds stacking limits (Air)." Is this message correct, or is it some other reason why I can't rebase the Finnish air unit there (or Viipuri)?

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RE: New to the game - Basic Questions

Post by rkr1958 »

A second crushing Soviet Victory. It seemed the axis were doing better and might win this time; but the Soviets trades ground and some units for time. That is, the time when the axis push ran out of steam. They counterattacked in Nov/Dec at a critical time and completely blunted the axis offensive power. After that, it was poor weather, including blizzard conditions, through the Jan/Feb turn. The axis offensive was really stopped in the late impulses of the Jul/Aug turn after attacks against Kharkov and Smolensk failed to clear the defenders of those cities. The two attacks were no sure thing (as is obvious); but the odds were moderately in the axis favor. A desperation attack on Smolensk in Sep/Oct impulse (fair weather) also failed. [&:]

Not surprisingly, my novice defensive play is much better than my novice offensive play.

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RE: New to the game - Basic Questions

Post by joshuamnave »

ORIGINAL: rkr1958

There's only 1 unit in Novgorod and it's Finnish. When I try to rebase the Finnish air unit to that hex, or even to Viipuri in the Finnish borderlands, I keep getting, "Exceeds stacking limits (Air)." Is this message correct, or is it some other reason why I can't rebase the Finnish air unit there (or Viipuri)?

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The message is incorrect. I pointed this one out a few weeks back in the tech support forums. What it should say is that the maximum number of Finnish units have already left Finland.

There are a few cases where it is illegal to rebase an air unit to a target hex, but the game displays the wrong reason.
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RE: New to the game - Basic Questions

Post by rkr1958 »

So now I thought I'd take a plunge into naval warfare and the Pacific. I've load the quick start setup for the Guadalcanal scenario, took a drive around the map and a look at the victory totals. Unless I'm missing something, I only see two objectives that are realistically in the reach of the Japanese (Pago Pago, American Samoa and Dutch Harbor, Aleutian Islands). Interestingly, the name of this scenario, Guadalcanal, is not one of the victory locations. My question is what would be a good Japanese strategy to follow and objectives to go for as a novice (first-time) player of WiF and this scenario?

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RE: New to the game - Basic Questions

Post by Joseignacio »

ORIGINAL: rkr1958

How can I continue this game? The situation is that I can't deploy the reserve Sevastopol militia unit because Sevastopol already has two ground units stacked in it. The end phase button is disable so I can't advance the game. What do I do?

EDIT: NEVER MIND. It let me setup the unit adjacent to the city.

Image

Yes, you can have this (I think) option on. City Based Volunteers reinforcement off city. Or whatever the exact name is. But it does not need to have been selected, in that case you wouldn't be able.

If you are not able, the game should give you an option not to deploy this unit, for in case you cannot deploy in WIF (not speaking of the city not in you hands, of course, but be sorrunded, for example) it would be at the right pool pendant future deployment when possible. IIRW.
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RE: New to the game - Basic Questions

Post by Extraneous »

ORIGINAL: Dabrion
Because it is not a railway supply path. Railway supply paths are for 2nd Supply relaying, normal units always use a basic supply path.

In the "In Supply" graphic:

The 17th Garrison army and 2nd Guard Cavalry corps they are now 4 hexes from a primary supply source (Minsk) and now in supply.

The Timoshinko 5(2)2 headquarters provides secondary supply as far westward as the 40th Garrison army.

There must be a headquarters hidden under the "In Supply" graphic to provide secondary supply to the other units near Lvov, Poland.

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RE: New to the game - Basic Questions

Post by Dabrion »

Yes you are correct (although I believe you mean the 10th GARR). The "hidden HQ" is Certauti (in Bessarabia, which is RU city after claim), in the very same hex here the 10th GARR is sitting. This should clear the doubt.

You seemed to suggest that ordinary units use a railway supply path (tracing via discounted rail hexes).
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RE: New to the game - Basic Questions

Post by paulderynck »

Yes the source is Cernauti which becomes equivalent to a Russian city once Bessarabia's been claimed. In MWiF that hex is part of Bessarabia, but older WiF maps didn't include it as part thereof.
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