Some new questions from a new player
Moderator: Hubert Cater
-
- Posts: 68
- Joined: Mon Sep 19, 2022 1:36 pm
Some new questions from a new player
Hi,
Having fun in our first PBEM, discovering the game.
Some questions for the community here.
1.
I have an aircraft carrier that has not moved. I want to launch planes to spot in some hexes but I can't seem to do this without expending all the aircraft carriers movement first. How to launch planes before moving the ship? I'm sure there is a way to do this, but how?
2.
Russia has reached 100% mobilisation, and the USA has proposed Arctic convoy. But I have not declared war yet on Germany. If I do so, will this lower the mobilisation of USA?
3. When exactly during a turn does an ennemies ports repair? At the beginning or at the end? If at the beginning, does this mean that lowering a port from 5 to 4 on my turn has no effect, since at the beginning of his turn it will just bounce back to 5?
4.
I need to transport a unit by sea asap by naval cruise mode. I know there is a lonely 2 point destroyer out there. If I bump into it, will it stop my movement, or will I just take 1 point of damage and make it to destination? Is it correct to say that naval cruise can go through an ennemi unit ONLY if it has been spotted somehow before? (In this case my transport would move through it and just take a 1pt hit, correct?
5.
And finally: the naval game is a bit gamely. Is there a good mod for this easy to install? I found a trace of Naval War Mod somewhere but can't seem to locate where to download it. Is it any good? Is there anything else ?
Thanks!
Having fun in our first PBEM, discovering the game.
Some questions for the community here.
1.
I have an aircraft carrier that has not moved. I want to launch planes to spot in some hexes but I can't seem to do this without expending all the aircraft carriers movement first. How to launch planes before moving the ship? I'm sure there is a way to do this, but how?
2.
Russia has reached 100% mobilisation, and the USA has proposed Arctic convoy. But I have not declared war yet on Germany. If I do so, will this lower the mobilisation of USA?
3. When exactly during a turn does an ennemies ports repair? At the beginning or at the end? If at the beginning, does this mean that lowering a port from 5 to 4 on my turn has no effect, since at the beginning of his turn it will just bounce back to 5?
4.
I need to transport a unit by sea asap by naval cruise mode. I know there is a lonely 2 point destroyer out there. If I bump into it, will it stop my movement, or will I just take 1 point of damage and make it to destination? Is it correct to say that naval cruise can go through an ennemi unit ONLY if it has been spotted somehow before? (In this case my transport would move through it and just take a 1pt hit, correct?
5.
And finally: the naval game is a bit gamely. Is there a good mod for this easy to install? I found a trace of Naval War Mod somewhere but can't seem to locate where to download it. Is it any good? Is there anything else ?
Thanks!
Re: Some new questions from a new player
1). Hold the Shift Key
2). No
3). Yes, it will bounce back to 5. They repair 1 per turn
4). You will stop, get ambushed, and take damage.
5). Don’t know the answer to this one.
2). No
3). Yes, it will bounce back to 5. They repair 1 per turn
4). You will stop, get ambushed, and take damage.
5). Don’t know the answer to this one.
-
- Posts: 692
- Joined: Fri Feb 08, 2002 10:00 am
- Location: Corpus Christi, Texas
- Contact:
Re: Some new questions from a new player
Harry Kellogg's Naval War Mod is in the Community Pack and does a fairly decent job of rendering a more accurate naval simulation.
SeaMonkey
-
- Posts: 68
- Joined: Mon Sep 19, 2022 1:36 pm
Re: Some new questions from a new player
Thank you.
Any feedback on the naval mod version?
(I play on a mc through parallels and I can't seem to find the description/manual anywhere. Does it exist on a forum or web page somewhere?
Any feedback on the naval mod version?
(I play on a mc through parallels and I can't seem to find the description/manual anywhere. Does it exist on a forum or web page somewhere?
- BillRunacre
- Posts: 6513
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
Re: Some new questions from a new player
There is a folder called Manuals within the campaign's file structure, and inside it is a file called NAVAL READ ME that gives details of Hairog's changes.
Within my instal it can be found here:
C:\Program Files (x86)\Matrix Games\Strategic Command WWII - World at War\Community Pack\Campaigns\_1939 World at War Naval War Mod\Manuals
Though I do not know if it will be the same on a mac.
Within my instal it can be found here:
C:\Program Files (x86)\Matrix Games\Strategic Command WWII - World at War\Community Pack\Campaigns\_1939 World at War Naval War Mod\Manuals
Though I do not know if it will be the same on a mac.
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
We're also on Facebook! https://www.facebook.com/FurySoftware/
-
- Posts: 68
- Joined: Mon Sep 19, 2022 1:36 pm
Re: Some new questions from a new player
Thank you for the reply.
I found the file.
So a last (?) batch of questions.
1.
I have a UK air unit located in an Greece whose capital is about to be taken by the enemy. What happens to my air unit when the minor surrenders?
2.
What benefit does intelligence give? Do players invest in it? Spending 450 MPP tp get three levels and then have endless turns with useless units spotted and only occasionally a more useful spotted unit seems quite a luxury. With 450 MPP you can buy some other research that is really worthwhile. Does anyone spend their MPP on intelligence? And what is the actual chance for a research breakthrough?
3.
I have learnt the hard and painful way that naval units without air cover versus enemy air units is a recipe for disaster. Does an air unit that flies over an enemy naval unit get hit by flake, or does only the target unit's AA taken in consideration?
4.
When I use strategic bombers, they tend to be easily shot to pieces are and are very expensive to repair. Any advice in using strategic bombers in an intelligent way?
Great game!
I found the file.
So a last (?) batch of questions.
1.
I have a UK air unit located in an Greece whose capital is about to be taken by the enemy. What happens to my air unit when the minor surrenders?
2.
What benefit does intelligence give? Do players invest in it? Spending 450 MPP tp get three levels and then have endless turns with useless units spotted and only occasionally a more useful spotted unit seems quite a luxury. With 450 MPP you can buy some other research that is really worthwhile. Does anyone spend their MPP on intelligence? And what is the actual chance for a research breakthrough?
3.
I have learnt the hard and painful way that naval units without air cover versus enemy air units is a recipe for disaster. Does an air unit that flies over an enemy naval unit get hit by flake, or does only the target unit's AA taken in consideration?
4.
When I use strategic bombers, they tend to be easily shot to pieces are and are very expensive to repair. Any advice in using strategic bombers in an intelligent way?
Great game!
Re: Some new questions from a new player
#1: It depends I have noticed on whether the country is being "conquered" or "liberated." In Greece's case (=conquered by the Axis) I believe you will still control all hexes that you did when the opposition ends his turn, but they may be in poorer supply. In any event I'd operate that air unit out of there if it isn't too late just to be safe; the enemy likely will try to attack it with his ground units as soon as he gets a chance. If the country is liberated however all non-controlled hexes revert to the liberator, which could leave many completely out of supply, and at supply level 3 even if on a town/city.
#2: S&I has a nifty extra effect, in that it gives the country in question a 1% research boost for ALL invested techs. That I believe indeed also boosts the chance of a Breakthrough, which is simply equal to the current adjusted normal percentage increase per turn, with S&I/Sharing/Espionage all figured in (i.e. the B.t. chance is rolled for, then the regular increase is determined and added on to that). It used to be that a Breakthrough couldn't happen until the tech reached 40%, but that hasn't been the case for many patches now I believe (devs can correct me-want to say it is 20% now, maybe zero?).
#3: No en-route interceptions by either flak units OR fighters (carriers too), alas. Note this has been discussed here but so far for either (not intrinsic unit AA which only happens when that unit is directly attacked as you said) has not been implemented.
#4: The usual complaint here in the forums is that strat bombers suffer relatively LITTLE damage and benefit grossly from their tech allowing double-chitting. Note in the default scenarios they also have a chance to evade damage. Just make sure they have an available escort, and mind relative tech levels (the buffs do get bonuses vs. fighters as they go up levels).
#2: S&I has a nifty extra effect, in that it gives the country in question a 1% research boost for ALL invested techs. That I believe indeed also boosts the chance of a Breakthrough, which is simply equal to the current adjusted normal percentage increase per turn, with S&I/Sharing/Espionage all figured in (i.e. the B.t. chance is rolled for, then the regular increase is determined and added on to that). It used to be that a Breakthrough couldn't happen until the tech reached 40%, but that hasn't been the case for many patches now I believe (devs can correct me-want to say it is 20% now, maybe zero?).
#3: No en-route interceptions by either flak units OR fighters (carriers too), alas. Note this has been discussed here but so far for either (not intrinsic unit AA which only happens when that unit is directly attacked as you said) has not been implemented.
#4: The usual complaint here in the forums is that strat bombers suffer relatively LITTLE damage and benefit grossly from their tech allowing double-chitting. Note in the default scenarios they also have a chance to evade damage. Just make sure they have an available escort, and mind relative tech levels (the buffs do get bonuses vs. fighters as they go up levels).
-
- Posts: 68
- Joined: Mon Sep 19, 2022 1:36 pm
Re: Some new questions from a new player
Thank you Elassar. You are a veteran here I see!
My air unit is in Crete on the port, so I was hoping I could leave it there after the axis conquer Athens. But I understand from your message that I better operate out.
I like the idea of S&I so I will invest in it to at least level 3 and see what happens.
OK on the flak AA.
I am using the strat bomber to desperately attempt to stop german advance on Egypte by bombing Tobruk and cannot give it escorts unfortunately.
Special Forces:
I have not quite understood the utility of special forces yet. Any place to read advice on this? Why would one buy one outside of those that arrive in scripted events? Their super power of being able to reembark from any hex costs a fortune and is a real luxury IMHO. Better to get the initial invasion right the first time with regular, more powerful units.
Any advice on playing WiE or WW1 games? How are they different, better or worse?
(I wonder if there will be a new WWII strategic command (or a mega patch) or if Bill will continue focusing on other eras. There seems like so much potential to develop these games in WWII in different ways: enhancing the naval game (taking some ideas perhaps from Warplan), adding decision events, etc...)
My air unit is in Crete on the port, so I was hoping I could leave it there after the axis conquer Athens. But I understand from your message that I better operate out.
I like the idea of S&I so I will invest in it to at least level 3 and see what happens.
OK on the flak AA.
I am using the strat bomber to desperately attempt to stop german advance on Egypte by bombing Tobruk and cannot give it escorts unfortunately.
Special Forces:
I have not quite understood the utility of special forces yet. Any place to read advice on this? Why would one buy one outside of those that arrive in scripted events? Their super power of being able to reembark from any hex costs a fortune and is a real luxury IMHO. Better to get the initial invasion right the first time with regular, more powerful units.
Any advice on playing WiE or WW1 games? How are they different, better or worse?
(I wonder if there will be a new WWII strategic command (or a mega patch) or if Bill will continue focusing on other eras. There seems like so much potential to develop these games in WWII in different ways: enhancing the naval game (taking some ideas perhaps from Warplan), adding decision events, etc...)
Re: Some new questions from a new player
I think it's the exact opposite. If a country is conquered and surrenders all it's hexes go to the conqueror, except for those where units of an allied of the surrendering nation are present. So in the example given, Greece surrenders but all hexes with UK units (or other allied nations, except for Greece) on it stay UK controlled (but probably with reduced supply). What I usually like to do is to get an allied garrison to Crete so it doesn't get occupied and I can use it as a staging point later.Elessar2 wrote: ↑Mon Feb 06, 2023 9:30 pm #1: It depends I have noticed on whether the country is being "conquered" or "liberated." In Greece's case (=conquered by the Axis) I believe you will still control all hexes that you did when the opposition ends his turn, but they may be in poorer supply. In any event I'd operate that air unit out of there if it isn't too late just to be safe; the enemy likely will try to attack it with his ground units as soon as he gets a chance. If the country is liberated however all non-controlled hexes revert to the liberator, which could leave many completely out of supply, and at supply level 3 even if on a town/city.
On the other side, if you liberate a country you have to take back all the hexes occupied. In your example Greece is occupied by the Axis and you take Athens back. Depending on who it took it will get a minor of that nation but no other territories of Greece are handed over. You will have to take them on your own.
-
- Posts: 68
- Joined: Mon Sep 19, 2022 1:36 pm
Re: Some new questions from a new player
Thanks for your insight. I think I'll stay there then.
Re: Some new questions from a new player
W@W and WiE use virtually the same code I believe.
-
- Posts: 189
- Joined: Sun Aug 17, 2008 3:19 pm
Re: Some new questions from a new player
When special forces amphibiously land they retain supply for some turns without a source. So if it will take a turn or two to take a city or port, then they won't immediately go to zero.baronvonmunchausen wrote: ↑Tue Feb 07, 2023 9:48 am Special Forces:
I have not quite understood the utility of special forces yet. Any place to read advice on this? Why would one buy one outside of those that arrive in scripted events? Their super power of being able to reembark from any hex costs a fortune and is a real luxury IMHO. Better to get the initial invasion right the first time with regular, more powerful units.
I buy them for Germany if doing Sea Lion, Britain, and the United States. Japan gets so many free, not really a reason for them. India as well, once I've produced all their infantry. Everybody else.... not really worth it.