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Hi, I'm new to this style of gaming having come from playing CM for years and have a few questions.

1.Why can't I save movements points for Divisional Hq's? It seems to work for every other unit am I missing something?

2.I can't see any reason for motorised Inf. troops to fight on foot other than to move through terrain unpassable for wheeled/tracked vehicles.If this is the case wouldn't they be quicker to go around? then they wouldn't have to traipse back to Hq. I just don't see obstacles on the maps that can't be circumvented faster by lorry/halftrack than by walking over a few km's where the wheels can't go and losing (temporarily) all that mobility. Again am I missing something?

3.If a division is out of it's parent corps command range but within the command range of the next senior level,is it in command?
ie. 10th Pz out of range of 46th Pz korps (parent org.) yet within range of PanzerGruppe 2 (next senior level).

4.Last one.This may be a no brainer but as I said I'm still picking up the basics on hex stlye gaming. I think I saw an article on setting up basic defense it said about placing AT assets one hex behind your defending Inf. .Seeing as they only have a one hex range. what benefit do they lend to the defending Inf. ?

Anyway any help much appreciated Im sure I'll have more questions soon
but thats all for now.By the way I'm loving This new gaming experience and hope to be ready to play against a real opponent in the future lookoing at the forum you all seem a friendly helpful bunch (much like the CM community). Cheers.
Welcome to the games Sonar. They are a definite change from CM. I will take a stab at your questions.

1. Save points for HQs does work for some games, but not others. It depends on the OOB structure - I have heard that it is probably tied to AA factors for the HQ, ones without an AA rating can't save movement points because there is nothing to save, as it is based on fire capabilities, technically.

2. The On Foot capability is not so much for plain movement through an obstacle - as you mention there is almost always a better way around rather than through. But frequently, the obstacle - swamp, river line, etc - is defended or at least occupied by the opposing side and you feel the need to attack through or across it rather than moving around it. So then you go on foot to allow the attack to proceed. For me, this is most common with attacking across a river, the mot unit must go on foot to be ferried across, say to form a bridgehead pending a bridge being available.

3. HQ in command checks are done top down, but a lower level HQ is not automatically out of command if its parent is out of range or out of command itself. Basically, the lower level HQ is checked separately although I believe out of command for its next higher HQ can lower its rating for the check, but if it fails and the next higher HQ is within range and in command, it gets an extra check, although with different factors, I think. But the parent to the HQ's parent will not help it, if both are on board.

4. Again, AT unit range is dependend on the OOB, and frequently it is longer in the later war games. But treat the one hex back item as a suggestion/general idea - a lot of it depends on the situation. The advantage of the one hex back is if tanks throw your infantry back, they are well placed to fire direct on the tanks. Also, being in the front line essentially traps them there as they have to go into travel mode to get away, which frequently draws deadly fire down on them.

Hope this all helps!
Rick
Thanks Rick all clear. I must say, not being able to save movement Hq points is a little frustrating though,especially for a colourblind newb lol. Cheers.
Just some extra info...........

On point 2) Units would also have to go on foot if attacking into marsh or swamp and to move across an escarpment hexside.

On point 4) As Rick says AT guns are very vulnerable in front line hex's as they need to change into T mode to leave the hex and are often wiped out by def fire, many players feel the loss of points for this outweighs the AT guns defensive abilities and so will have AT guns as blocking units in case of a breakthrough (as Rick said) or to dig IP/trench's or to man a trench/IP/bunker hex to prevent it halving in value when it is unoccupied.
An AT gun with a range of 2 (or more) hex's can be deloyed in a higher elevation hex and then fire "over the heads" of the front line hex's and will also be able to move away without worrying about T mode problems.

Hope that also helps.......:)
sonar Wrote:2.I can't see any reason for motorised Inf. troops to fight on foot other than to move through terrain unpassable for wheeled/tracked vehicles.If this is the case wouldn't they be quicker to go around? then they wouldn't have to traipse back to Hq. I just don't see obstacles on the maps that can't be circumvented faster by lorry/halftrack than by walking over a few km's where the wheels can't go and losing (temporarily) all that mobility. Again am I missing something?

To add to what Ricky said and provide some other examples.

When you start to play some of the winter based games, such as Moscow 41, swamps, etc, can freeze over one day and thaw the next, trapping any motorized units which happen to be in them. So dumping your trucks and walking back to HQ to get some more is an option here. Also watch out where your motorised units are at midnight.

Also in games such as Minsk 44, there is a lot of marshy area with obstacles inside. To clear a path for your infantry you may need to dismount motorised engineers to enter the swamps.

One more, when using engineers to ferry units across a river they can only ferry non-motorized units. Hence, dismounting should allow motorized assets to cross the river. (HQ's are usually motorized so to get your vehicles back in this situation, the river either has to be bridged or the motorized unit must cross back.) Never tried this one myself though.

sonar Wrote:Thanks Rick all clear. I must say, not being able to save movement Hq points is a little frustrating though,especially for a colourblind newb lol.

Sonar - the SAVE MP function is really save MPs for firing but it does work for changing modes too - in some games.

removing that function was something I did because in war you generally don't get to know exactly how far a unit can move before it can do something else - if you go too far, there is a penalty but it isn't that bad really - reduced command range for the start of the next turn - nothing to sweat - just don't try to move your HQs too far, too fast.

...that is the design intent anyway.

Glenn
Thanks guys, all very informative.cheers.