Looking at DCCB
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- Redmarkus5
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RE: Looking at DCCB
How are you finding DCCB so far?
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Looking at DCCB
I'm still reading the rules, and have opened the game. So far I like what I see, but it's kinda early to say. I have to say that the interface rather appeals to me, especially the various data tabs across the top of the screen.
One petty issue: on my computer the tooltips flash on and off, makes it hard to read them and is kind of annoying--any way to stop the flashing?
One petty issue: on my computer the tooltips flash on and off, makes it hard to read them and is kind of annoying--any way to stop the flashing?
- Redmarkus5
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RE: Looking at DCCB
I haven't seen the flashing tool tips myself but you can turn off labels in Prefs if its' really annoying.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Looking at DCCB
I have seen the flashing tooltip problem, but it is intermittant in that some saved games I get hit by it, and others I don't. I have been trying to track it down so that I can put in tech reports, but seems when I want to have the problem, it doesnt show up.
“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
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RE: Looking at DCCB
ORIGINAL: 76mm
I'm still reading the rules, and have opened the game. So far I like what I see, but it's kinda early to say. I have to say that the interface rather appeals to me, especially the various data tabs across the top of the screen.
One petty issue: on my computer the tooltips flash on and off, makes it hard to read them and is kind of annoying--any way to stop the flashing?
And there's always my map mod to try out


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WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Looking at DCCB
It is an awesome game with the only exception being the lack of a undo button.
- Redmarkus5
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RE: Looking at DCCB
Yes, I agree - I have paid a heavy price for some foolish mouse clicks. I'm a big supporter of undo in cases where no intel was obtained by the action taken.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Looking at DCCB
Well, I've finally started a game against the AI and spent most of my weekend playing 17 turns of the long Case Blue scenario (as Germans).
I have to say that with a couple of exceptions noted below, I really like the game. Hard to explain, but the scale, etc. seem to work well, and you don't see the 25-hex panzer sprints like in WitE. Also, for the first time ever in a wargame, I'm not looking at CVs, etc. to determine whether to attack, or how many units to use--it is generally a more subtle calculation, trying to get combined arms, attacking from multiple directions, using a card, etc.
My main three "dislikes":
1) I HATE all the clicks necessary to move units around and the unconventional mechanic for moving units. Until I played I thought that all of the complaints about no undo button were overdone, but now I understand. Frankly, if I don't buy more games in this series, this would probably be the reason why... The combat sistem is also fairly clunky, but not as bad as movement because not all units attack every turn.
2) I don't care much for how artillery and air attacks have to be launched separately from land attacks, it seems very "un-combined arms". Also, I don't understand the difference between using arty as a barrage vs using it in a standard land attack--ie, is the regimental arty even used in a standard land attack?
3) The map is really ugly! Sure I don't expect fancy graphics in this kind of game, but whew, my eyes need a break. Not a big deal I guess, I will start checking out some map mods, but thought I'd mention it.
Also, I would love answers to three questions which I can't seem to figure out:
a) the manual talks about HQ power and percentages shown on unit counters, but I don't see this number on combat units, only HQs. Does HQ power affect combat units? If so, how can I tell what it is?
b) I moved some aircraft to a forward city and got the "damaged location" message. I moved the planes anyway, but how are the cities repaired? Is it automagic or do I need to move engineers there, etc.?
c) I can't find where in the manual it talks about overloading the HQs with units. I think I read somewhere that as long as both of the ratios are above 1, your HQ is not overloaded--is that right? How can I tell how many units are commanded by a HQ (other than going to the OOB)?
I have to say that with a couple of exceptions noted below, I really like the game. Hard to explain, but the scale, etc. seem to work well, and you don't see the 25-hex panzer sprints like in WitE. Also, for the first time ever in a wargame, I'm not looking at CVs, etc. to determine whether to attack, or how many units to use--it is generally a more subtle calculation, trying to get combined arms, attacking from multiple directions, using a card, etc.
My main three "dislikes":
1) I HATE all the clicks necessary to move units around and the unconventional mechanic for moving units. Until I played I thought that all of the complaints about no undo button were overdone, but now I understand. Frankly, if I don't buy more games in this series, this would probably be the reason why... The combat sistem is also fairly clunky, but not as bad as movement because not all units attack every turn.
2) I don't care much for how artillery and air attacks have to be launched separately from land attacks, it seems very "un-combined arms". Also, I don't understand the difference between using arty as a barrage vs using it in a standard land attack--ie, is the regimental arty even used in a standard land attack?
3) The map is really ugly! Sure I don't expect fancy graphics in this kind of game, but whew, my eyes need a break. Not a big deal I guess, I will start checking out some map mods, but thought I'd mention it.
Also, I would love answers to three questions which I can't seem to figure out:
a) the manual talks about HQ power and percentages shown on unit counters, but I don't see this number on combat units, only HQs. Does HQ power affect combat units? If so, how can I tell what it is?
b) I moved some aircraft to a forward city and got the "damaged location" message. I moved the planes anyway, but how are the cities repaired? Is it automagic or do I need to move engineers there, etc.?
c) I can't find where in the manual it talks about overloading the HQs with units. I think I read somewhere that as long as both of the ratios are above 1, your HQ is not overloaded--is that right? How can I tell how many units are commanded by a HQ (other than going to the OOB)?
RE: Looking at DCCB
1) it gets easier if you use hotkeys. to be honest i find the ui of this game the best. i have big problems with HPS titles in this regard. DC feels very natural for me.
2) artillery in infantry units are counted in while doing land attacks. they also provide counter artillery fire and do inflict losses on the attacking artillery.
3) Warsaw to Paris has better maps. it was a step back. the available mods improve that a lot in my opinion
a) it does affect morale, combat efficiency and is quite important.
b) cities repair automatically. they take damage from fighting, airstrikes and artillery. moving in a damaged city reduces the air units efficiency.
c) that's right: anything above 1 is sufficient, anything below one reduces HQ bonus.
2) artillery in infantry units are counted in while doing land attacks. they also provide counter artillery fire and do inflict losses on the attacking artillery.
3) Warsaw to Paris has better maps. it was a step back. the available mods improve that a lot in my opinion
a) it does affect morale, combat efficiency and is quite important.
b) cities repair automatically. they take damage from fighting, airstrikes and artillery. moving in a damaged city reduces the air units efficiency.
c) that's right: anything above 1 is sufficient, anything below one reduces HQ bonus.
RE: Looking at DCCB
Keunert, thanks.
But how can I tell how much HQ power a unit has? I don't see it on the counter or on the unit panel??
I will have to try moving units with the hotkeys, maybe it will be easier. The movement mechanics in the HPS games are also a bit quirky but I can't say I minded them very much for some reason.
I forgot to mention one other thing I don't like, maybe someone can enlighten me: I really don't like how it is not possible to take actions with entire stacks, but onlyl individual units or groups. Is there really no way to move/attack with a stack?
But how can I tell how much HQ power a unit has? I don't see it on the counter or on the unit panel??
I will have to try moving units with the hotkeys, maybe it will be easier. The movement mechanics in the HPS games are also a bit quirky but I can't say I minded them very much for some reason.
I forgot to mention one other thing I don't like, maybe someone can enlighten me: I really don't like how it is not possible to take actions with entire stacks, but onlyl individual units or groups. Is there really no way to move/attack with a stack?
RE: Looking at DCCB
It is under unit detail. I think that you can make a HQ range overlay. but i am not at home right now to check this.
here is a screen:
tm.asp?m=3188316
btw: HQ power only applies to land units. not to air units.
you have to check the manual on what kind of bonus you will get. it depends on staff xp and on the commander himself. it is really important to have max. HQ power.
here is a screen:
tm.asp?m=3188316
btw: HQ power only applies to land units. not to air units.
you have to check the manual on what kind of bonus you will get. it depends on staff xp and on the commander himself. it is really important to have max. HQ power.
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RE: Looking at DCCB
I forgot to mention one other thing I don't like, maybe someone can enlighten me: I really don't like how it is not possible to take actions with entire stacks, but onlyl individual units or groups. Is there really no way to move/attack with a stack?
There is a Move All button that lets you move an entire Divison at once, double arrows, but all the components have to be able to reach the hex so sometimes it limits where the majority of a unit can reach.
There is also an All Attack button and a List button on the Attack screen.
The All button will commit every unit next to the defender who can attack to the assault. You can then remove units if you have to many stacking points attacking. The drawback is you have to do a lot of clicking to see which unit is in which hex and the make up of each unit.
The List button shows all the units that could join the attack. If you mouse over the individual unit you get the make up and readiness of each unit.
Neither are perfect but when you have a lot of hexes you are attacking from and a lot of units that could attack they are helpful.
RE: Looking at DCCB
I understand about the Move All button and All Attack button, but I don't find them very useful; I want to be able to select stacks, not divisions or all units adjacent to a defender.
Keunert, thanks for the screenie; I've looked before but could not find it, but will look again. It seems fairly inconspicuous if it is that important. Another dumb question: when I click on any HQ I get a distracting rainbow-colored overlay--is that HQ power, I can't find in the manual what this overlay is?
Keunert, thanks for the screenie; I've looked before but could not find it, but will look again. It seems fairly inconspicuous if it is that important. Another dumb question: when I click on any HQ I get a distracting rainbow-colored overlay--is that HQ power, I can't find in the manual what this overlay is?
RE: Looking at DCCB
Thats the HQ power range. i think 100% is a 8 hex range. every hex more gives a 20% penalty.
the manual is by far the worst part of the game.
the manual is by far the worst part of the game.
RE: Looking at DCCB
If you click on a unit. Then press the Unit Details Tab. Under the Basic Detail tab you will see all kinds of interesting information on that unit:

The HQ Power is the percentage modifier applied to cards when they are played, and to the HQ Combat mod/Morale Mod. If the unit is within 5 of the Parent HQ, it will say 100%. If you are 6 hexes away, it will be 75%, at 7 it will be 50% and at 8 it will be 25%.
SO if the card gives a 40 bonus to attack, at range 8 that will only be a 20 bonus.
Basically try and keep all units within 5 of the Corp HQ (that's Army to you poor slobs on the other side of the tracks), and all Corps within 5 of its Army.
Note that any units attached to the higher commands (Army or OKH) will not get any combat or morale mod.
The HQ combat mod 86% is equal to that big percentage you see when you click on the HQ. It is at full strength because I am close enough to get 100% (within 5 hexes).
The unit is a bit low on supply stock as it has been doing a lot of fighting, and is only getting 75% of its requested supplies (39 instead of 52) as it is over 100 AP's away, but less then 150 Aps from OKH (following the path of OKH->Army->Corp->unit) as I am using hardcore supply rules.
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“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great
RE: Looking at DCCB
Liquidsky, thanks, very helpful.
Does anyone know if I can turn the HQ power overlay off? It really lights up the map when I click on an HQ unit, and not in a good way!
Does anyone know if I can turn the HQ power overlay off? It really lights up the map when I click on an HQ unit, and not in a good way!
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RE: Looking at DCCB
76mm, you can find the option to turn off the HQ power overlay in the Prefs, when you are in a game.
DC3 Bug Spotters Gold Logie award
RE: Looking at DCCB
With the stack move issue you could argue that the game is representing command and control from army to corps to division - so anything else requires extra staff work (clicks).
"It takes three years to build a ship, it takes three centuries to build a tradition"
Admiral Andrew Cunningham
1941
Admiral Andrew Cunningham
1941
RE: Looking at DCCB
ORIGINAL: patchogue
With the stack move issue you could argue that the game is representing command and control from army to corps to division - so anything else requires extra staff work (clicks).
heh, yeah, I guess, but it is still a pain in the ***. I am just really sick of all of the clicks necessary to move 3 of 4 of a regiment's divisions, etc.
RE: Looking at DCCB
Most of the time I am either moving full divisions with the multi move button, or my divisions are sitting static on the front. Only in the opening stages of the campaign, when the Russians are retreating a couple hexes per turn, do I have to move my divisions piecemeal, and I admit it is a pain.
For the Russians, I suppose they can have an awful lot of non divisional units stacked together, and it would be nice to be able to move them all together.
Perhaps it would be more useful if the multi move button referred to all units in the hex, instead of pulling all the divisional units...or maybe just add a button.
“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great