Game Play Questions
Moderators: Jason Petho, Peter Fisla, asiaticus, dogovich
Game Play Questions
Have played a few of the boot camp battles - and I was hoping to set up this thread to get some general help.
Some of these are dumb I'm sure, but I appreciate the support!
1) Hexes --- I can't find a way to get them to ID. I click - hover etc. Am I missing something?
2) In large campaign type battles where you are a Battalion Commander - is there a way to just play with your command and have the AI run the rest of the battle? The sheer management of the # of units --- is a bit much when first learning game.
Thanks
Some of these are dumb I'm sure, but I appreciate the support!
1) Hexes --- I can't find a way to get them to ID. I click - hover etc. Am I missing something?
2) In large campaign type battles where you are a Battalion Commander - is there a way to just play with your command and have the AI run the rest of the battle? The sheer management of the # of units --- is a bit much when first learning game.
Thanks
Come with me and I'll show you where the Crosses of Iron grow
- Jason Petho
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RE: Game Play Questions
In the videos folder is a introduction to the game. Might want to give it a watch. I'll be making some more as time moves on, especially to help show some of the new features. The included video goes through bootcamp 1 and takes about 20 minutes.
RE: Game Play Questions
I've a question on game play. For purposes of isolation, do you literally have to have a unit in every hex surrounding the enemy unit? If you leave one hexside open, is it still possible for the enemy unit to get supply? I guess what I'm asking is whether, for purposes of isolation, friendly units exercise a zone of control over adjoining hexes to prevent a line of supply.
- Jason Petho
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RE: Game Play Questions
Units will exert a zone of control of a one hex radius, so no, you don't have to have every hex occupied in order to isolate an opposing unit or units.
RE: Game Play Questions
What determines whether a HQ is in supply? For example, if you have a scenario with only battalion HQs, what determines whether they are in supply? The base ammo level? Is there anything you can do to improve the chances of getting back into supply? Like improving the moral by terrain or putting a leader with the HQ? I'm not sure, but sometimes it seems the HQ will drop to low on supply even though the HQ didn't move and didn't shoot. Or if it shot, what determines whether it's low on supply during the next turn? I can see where a battalion HQ would look to a regimental HQ for supply, but what if there is no regimental HQ.
RE: Game Play Questions
ORIGINAL: 1925frank
What determines whether a HQ is in supply? For example, if you have a scenario with only battalion HQs, what determines whether they are in supply? The base ammo level? Is there anything you can do to improve the chances of getting back into supply? Like improving the moral by terrain or putting a leader with the HQ? I'm not sure, but sometimes it seems the HQ will drop to low on supply even though the HQ didn't move and didn't shoot. Or if it shot, what determines whether it's low on supply during the next turn? I can see where a battalion HQ would look to a regimental HQ for supply, but what if there is no regimental HQ.
Hey Dean: [8D]
How do Headquarters (HQs) provide supply?
A. At the start of each friendly turn, a “supply check” is made for each friendly unit that fired in the preceding turn. This first supply check is made using the unit’s “parent” HQ. If that check fails, another check is made against the base supply level. The closer the unit is to its “parent” HQ, the greater the chance that the first supply check will be successful – from 100% if the unit is stacked with its HQ, to 50% out at the “range” shown by pressing the W Hot Key while the HQ is highlighted. Beyond the 50% range, the chance of resupply continues drops off. If this “percentile” die roll fails, then a second percentile die roll is made using that side’s ammo level (seen on the Unit List, press the U Hot Key display this value); if this second die roll is equal to or less than the friendly Ammo level the unit does not run Low on Supply for that turn.
(JTCS User Manual - page 116)
Regards, - Mike
"You have to learn the rules of the game. And then you have to play better than anyone else." - Albert Einstein
"You have to learn the rules of the game. And then you have to play better than anyone else." - Albert Einstein
- Jason Petho
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- Joined: Tue Jun 22, 2004 10:31 am
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RE: Game Play Questions
The CS-Manual-[EBOOK].pdf in your Manuals folder is updated to 2.01 UPDATE.
Starting on Page 71 gives a rather decent explanation of supply and all things related to supply.
You can also access the PDF by pressing F1 on the keyboard. Or About --> Manual (F1)
Hope that helps
Jason Petho
Starting on Page 71 gives a rather decent explanation of supply and all things related to supply.
You can also access the PDF by pressing F1 on the keyboard. Or About --> Manual (F1)
Hope that helps
Jason Petho
RE: Game Play Questions
Thanks Mike and Jason.
I'm familiar with the rules, but I don't see where the highest HQ in the scenario fits within those rules.
Indirect Fire units use the base ammo level both to maintain supply and to regain supply. A HQ is not an indirect fire unit, so this rule doesn't apply to either maintaining or regaining supply.
Other units maintain supply first by using the HQ and, if that fails, then the base ammo supply. This would include HQs, but if there is no higher HQ, the HQ must maintain supply strictly by base ammo level. For example, if the highest HQ in the scenario is a battalion HQ, there is no regimental or divisional HQ to check against. It necessarily relies on the base ammo level.
Regaining supply by units other than indirect fire units is done strictly by using the HQs. The base ammo level is not used to regain supply once a unit goes low on ammo. But wouldn't this preclude the highest level HQ from regaining supply once it went low on supply? For smaller scenarios, where the highest HQ is a battalion HQ, battalion HQs go low on supply either because they moved or because they fired and failed to maintain supply as explained above, but those HQs thereafter regain supply. How are they doing that if there is no higher HQ and the base ammo level is not used for purposes of regaining supply? I'm concluding those HQs must be regaining supply the same way as indirect fire units -- that is, by the base ammo level, even though the rules say base ammo level isn't used.
My impression in small scenarios where the battalion HQ is the highest HQ, once the battalion HQ is eliminated, all the units under it are not capable of regaining supply once they go low on supply because regaining supply is done strictly by using the HQ. This doesn't seem to be true of HQ themselves though. They regain supply after going low on supply even though there is no higher HQ, which would seem to be a prerequisite to regaining supply because a HQ is not an indirect fire unit.
I'm familiar with the rules, but I don't see where the highest HQ in the scenario fits within those rules.
Indirect Fire units use the base ammo level both to maintain supply and to regain supply. A HQ is not an indirect fire unit, so this rule doesn't apply to either maintaining or regaining supply.
Other units maintain supply first by using the HQ and, if that fails, then the base ammo supply. This would include HQs, but if there is no higher HQ, the HQ must maintain supply strictly by base ammo level. For example, if the highest HQ in the scenario is a battalion HQ, there is no regimental or divisional HQ to check against. It necessarily relies on the base ammo level.
Regaining supply by units other than indirect fire units is done strictly by using the HQs. The base ammo level is not used to regain supply once a unit goes low on ammo. But wouldn't this preclude the highest level HQ from regaining supply once it went low on supply? For smaller scenarios, where the highest HQ is a battalion HQ, battalion HQs go low on supply either because they moved or because they fired and failed to maintain supply as explained above, but those HQs thereafter regain supply. How are they doing that if there is no higher HQ and the base ammo level is not used for purposes of regaining supply? I'm concluding those HQs must be regaining supply the same way as indirect fire units -- that is, by the base ammo level, even though the rules say base ammo level isn't used.
My impression in small scenarios where the battalion HQ is the highest HQ, once the battalion HQ is eliminated, all the units under it are not capable of regaining supply once they go low on supply because regaining supply is done strictly by using the HQ. This doesn't seem to be true of HQ themselves though. They regain supply after going low on supply even though there is no higher HQ, which would seem to be a prerequisite to regaining supply because a HQ is not an indirect fire unit.
- Jason Petho
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RE: Game Play Questions
Here is the except for the Middle East manual, maybe the highlighted will provide an answer?
Middle East
3.3 Supply
Created: Jason Petho – June 1, 2014
Updated:
Version: 1.00
3.3.1 What is Supply?
Supply in Middle East is a check at the beginning of each turn to determine if each unit that fired the previous turn has maintained supply or has regained supply if the unit was Low on Ammo.
3.3.2 Supply System
At the beginning of each friendly turn, a supply check is made for each non-Isolated unit that fired the previous turn to see if it maintains its supply. A unit attempting to maintain supply does so through its “parent” Headquarters. If the units “parent” Headquarters is not on the map, the program will search for the next Headquarters that commands the unit; for example, the unit’s regimental or divisional Headquarters. The program measures the range from the “parent” Headquarters to determine a base probability and then makes a percentile die roll. Supply is maintained if that die roll is less than or equal to that base probability.
If the die roll fails, a second percentile die roll (0-99) is made against the base ammo level for the friendly side. If the second die roll fails, the unit will not have its supply maintained and will be considered Low on Ammo.
Additionally, each friendly non-Isolated Headquarters will conduct a supply check to see if maintains supply. Like combat units, the supply check is made against the distance to the Headquarters “parent Headquarters”. If that fails, a second percentile die roll (0-99) will be made against the base ammo level. If the Headquarters does not maintain supply, it will be considered Low on Ammo.
3.3.3 What are the effects of being Low on Ammo?
A unit that is Low on Ammo is indicated by a “hollow” bullet icon near the top of the Icon Bar along the left side of the Unit Info Display. The highlight all friendly units that are Low on Ammo, press the button in the Tool Bar presenting an empty shell highlighted in red or press Y on the keyboard.
If a combat unit is Low on Ammo, Direct Fire attacks will only attack a number of times equal to its Strength Points divided by two, fractions rounded up. Normally, a combat unit while in full supply is allowed the number of attacks equal to the number of Strength Points it has. A combat unit that assaults when Low on Ammo will do so at 75% effectiveness.
An Indirect Fire unit that is Low on Ammo will not be able to attack until it regains supply. This represents a number of situations; including, a breakdown in communication, ammunition is being conserved, the battery is supporting an action off map, etc.
A Headquarters unit that is Low on Ammo will not be able to perform supply checks for units under its command umbrella for that turn. Headquarters that are low on supply will not be able to attack until the unit regains supply.
3.3.4 How do I Regain or Maintain Supply?
When a unit is Low on Ammo, it will attempt to Regain Supply. At the start of each friendly turn, every non-Isolated unit that is Low on Ammo will perform a supply check similar to the calculation described above. The program measures the range from the “parent” Headquarters to determine a base probability and then makes a percentile die roll. Supply is regained if that die roll is less than or equal to that base probability. Unlike Maintaining Supply, if the Regain Supply attempt fails, the program will not conduct a second attempt against the Base Ammo Level. If the “parent” Headquarters is no longer on the map, the Low on Ammo unit will not be able to Regain Supply.
Maintaining Supply is primarily based on the supply range of headquarter units. Each Headquarters type has supply range appropriate for the its level; for example, a division headquarters will have a larger supply range than a battalion headquarters. The various Headquarters Supply Ranges are as follows:
Headquarters Type Range in Hexes
Army HQ Unlimited
Corps HQ 90
Division HQ 30
Brigade HQ 15
Regiment HQ 15
Battalion HQ 8
The Supply Ranges listed above depict the 50% chance of maintaining supply during supply calculations.
3.3.5 How do Leaders affect Supply?
Leaders will increase the supply range of the “parent” headquarters by the Command Rating of the Leader. The Leader must be stacked with the headquarters and not have moved the previous turn.
3.3.6 What is Enhanced Supply?
When using the Command Control optional rule, the supply ranges for the various Headquarters will have their 50% range modified depending on the year and the nationality. For example; in 1973, Israeli headquarters have a 120% modifier to the 50% modified range. An Israeli battalion headquarters has a standard range of 8 hexes, which is then modified by 120% (8 x 1.2) resulting in 10 hexes. Israeli battalion headquarters will then have a 50% range of 10 hexes, thereby increasing their effectiveness in providing supply for its subordinate units.
For a full list of the Supply Adjustment Values, see Section 3.3.9.
3.3.7 What are the highlights?
Highlights to consider about Supply:
1. The program conducts two supply checks for each unit that had previously fired at the beginning of every turn; one against the parent Headquarters and the other against the Base Ammo Level. .
2. Combat units that are Low on Ammo will assault at 75% effectiveness and have their attack strength (per Strength Point in the combat calculations) reduced in half.
3. Protect your Headquarters, if it is eliminated, it may result if your Low on Ammo units no longer being able to Regain Supply.
3.3.8 Frequently Asked Questions - Supply
Question – Why is my Low on Ammo unit unable to regain supply?
Answer – Make sure the unit has a Headquarters on the map and that the affected unit is close enough to increase the odds of regaining supply.
Answer 2 – If the “parent” Headquarters is no longer on the map, the Low on Ammo unit will no longer be able to Regain Supply.
RE: Game Play Questions
My answer is that for purposes of maintaining supply, HQs use the same method as direct-fire units, that is, HQs check against their parent HQ and if that fails, check against base ammo level. That I'm not confused about.
And for purposes of regaining supply, my answer is that HQs use the same method as indirect-fire units, that is, a check against the base ammo level only. Rule 3.3.3. states: "Headquarters that are low on supply will not be able to attack [fire, as distinguished from assault] until the unit regains supply." "Not be able to attack [fire]" is what happens to indirect-fire units, not direct-fire units, when they go low on ammo. See rule 3.3.3. Direct-fire units can still attack (fire) but only at half their normal attack value, rounded up.
So my conclusion is a HQ is a hybrid unit. While in supply, HQs are treated like a direct-fire unit for purposes of maintaining supply, but once a HQ goes low on supply, HQs are treated like an indirect-fire units both for purposes of attacking (firing, which they can't do while low on ammo) and for purposes of regaining supply.
The reason I hesitate to come to this conclusion is because the manual says nothing about HQs being hybrid units, and I've never considered HQs to be indirect-fire units. This is the first time I've notice HQs can't fire while low on ammo. If HQs are direct-fire units, then pursuant to rule 3.3.4, once they go low on supply, they should remain low on supply unless there is a higher parent HQ on the map. Rule 3.3.4 states that a direct-fire unit that is low on supply and which has no parent HQ left on the map is no longer able to regain supply once it goes low on supply. But my experience is that in small scenarios, where battalion HQs are the highest HQ on the map, battalion HQs regain supply notwithstanding the fact there is no higher parent HQ on the map, and, as a direct-fire unit, that was inconsistent with the manual, as the manual says a higher parent HQ is necessary to regain supply for a direct-fire unit.
And for purposes of regaining supply, my answer is that HQs use the same method as indirect-fire units, that is, a check against the base ammo level only. Rule 3.3.3. states: "Headquarters that are low on supply will not be able to attack [fire, as distinguished from assault] until the unit regains supply." "Not be able to attack [fire]" is what happens to indirect-fire units, not direct-fire units, when they go low on ammo. See rule 3.3.3. Direct-fire units can still attack (fire) but only at half their normal attack value, rounded up.
So my conclusion is a HQ is a hybrid unit. While in supply, HQs are treated like a direct-fire unit for purposes of maintaining supply, but once a HQ goes low on supply, HQs are treated like an indirect-fire units both for purposes of attacking (firing, which they can't do while low on ammo) and for purposes of regaining supply.
The reason I hesitate to come to this conclusion is because the manual says nothing about HQs being hybrid units, and I've never considered HQs to be indirect-fire units. This is the first time I've notice HQs can't fire while low on ammo. If HQs are direct-fire units, then pursuant to rule 3.3.4, once they go low on supply, they should remain low on supply unless there is a higher parent HQ on the map. Rule 3.3.4 states that a direct-fire unit that is low on supply and which has no parent HQ left on the map is no longer able to regain supply once it goes low on supply. But my experience is that in small scenarios, where battalion HQs are the highest HQ on the map, battalion HQs regain supply notwithstanding the fact there is no higher parent HQ on the map, and, as a direct-fire unit, that was inconsistent with the manual, as the manual says a higher parent HQ is necessary to regain supply for a direct-fire unit.
- Jason Petho
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- Joined: Tue Jun 22, 2004 10:31 am
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RE: Game Play Questions
As mentioned in 3.3.2, all Headquarters will conduct a separate supply check at the start of every turn, whether or not it has fired or moved (which is unique to headquarters). If it doesn't have a parent HQ, it will conduct a supply check against the base ammo level - unlike combat units.
Headquarters are separate from direct fire or indirect fire units. I would avoid trying to classify them as Direct or Indirect Fire for supply purposes, for they are they are unique in how they function.
Indirect fire units do not conduct a supply check against headquarters, it only conducts the supply check against the base ammo level.
Jason Petho
Headquarters are separate from direct fire or indirect fire units. I would avoid trying to classify them as Direct or Indirect Fire for supply purposes, for they are they are unique in how they function.
Indirect fire units do not conduct a supply check against headquarters, it only conducts the supply check against the base ammo level.
Jason Petho