some last mintue questions

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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randell765
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some last mintue questions

Post by randell765 »

I know I have asked a lot of questions, I just have a few more before release, I can't believe it's this close to being done.


1)I I have units in hex 1 and hex 2(to the right of 1), the enemy is in hex 0(to the left of 1) If I attack the enemy in 0,will both units attack at the same time? Or will it be an attack from hex 1 then an attack from hex 2?

2)what about if I have units trenched in a hex and I am moving more troops into that hex and the enemy attacks, does the enemy attack all the units or only the ones in that hex to begin with?

Thank you for any help
7th Somersets
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RE: some last mintue questions

Post by 7th Somersets »

Randell,
 
Not sure if I fully understand the question... you have an orders part of the turn where any activated infantry unit can move into/attack any adjacent enemy hex. You give orders to all of the units that are capable of attacking and then when you have finished planning your turn and give the command all actions are carried out from both sides (IGOWEGO?) The result may be that you attack an enemy hex from a number of adjacent hexagons at the same time.
 
Regarding who moves first - I have not fully understood the sequences, but each unit has a readiness level. As I see it, those with the highest levels seem to move first (this may be particularly relevant when determining who is the attacker/defender if two opposing units try to move into the same unnocupied hex at the same time.) In my experience if you attack an entrenched hex - the defenders seem to get there first (or at least that has happened to the best of my recollection in all of the games that I have played.)
 
Hope this helps.
 
 
 
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sol_invictus
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RE: some last mintue questions

Post by sol_invictus »

How about a situation where both adjacent hexes attack each other? If the "slower" attacker is entreched, would he get a defensive bonus for any entrechments that he has in his hex? Also, how intuitive and sleek is the interface? I really hate playing games where I feel like I am fighting the interface every turn, though in this instance, I would almost certainly suck it up and drive on.
"The fruit of too much liberty is slavery", Cicero
randell765
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RE: some last mintue questions

Post by randell765 »

An example of what I am saying is let's say there is an empty hex, you have two units, one slower and one faster.  You decide to put both units in the hex, the enemy has 1 unit they decide to put in the hex. The enemy goes in the hex and your faster unit goes in the hex.
 
Waht I am asking is does the battle take place right then?  Or does it allow for your 2nd unit(the slower one) to enter the hex as well before battle begins?  Sorry if this sounds confusing.
 
ALso, are there any bonuses if you flank a unit?
SMK-at-work
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RE: some last mintue questions

Post by SMK-at-work »

The interface is very simple IMO, although to me some of the icons/buttons are a bit small.
 
Each combat has an attacker and a defender - if both sides attack each otehr then whichever is deeemed the "defender" will get any entrenchment benefits he has in that hex.
 
All battles occur after ALL movement - and all units only ever move 1 hex anyway, so there are no slower or faster units :)
Meum est propisitum in taberna mori
randell765
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RE: some last mintue questions

Post by randell765 »

Thank you, wasn't sure on this
7th Somersets
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RE: some last mintue questions

Post by 7th Somersets »

SMK,
 
I may be wrong here - but if you get a situation where your unit has a higher readiness level - and two opposing sides are trying to enter the same unnocupied hex, the one with the higher readiness will get there first and have defensive advantages. So while each phase of a turn a unit will move 1 hex - some are 'quicker' at doing it than others.
 
Randell,
 
I don't believe that you get flanking bonuses - but if the enemy is in a salient it allows you to mass a lot more artillery and infantry around to help your attack.
 
Arinvald,
 
I agree with SMK regarding ease of use of the interface - It seems pretty straight forward to me.
 
Regards.
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sol_invictus
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RE: some last mintue questions

Post by sol_invictus »

Thanks for the replies. I look forward to diving into this one very soon.

A few months ago, someone asked about the victory conditions and Frank replied that he was tweaking them a bit, if I remember correctly. Now that the game is essentially complete, what are the victory conditions for each coalition? Is a stalemate possible?

One more thing. How did Frank caome down with the entry of Britain? If Germany does not violate Belgium neutrality, will Britain have a variable entry date?
"The fruit of too much liberty is slavery", Cicero
SMK-at-work
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RE: some last mintue questions

Post by SMK-at-work »

I may be wrong here - but if you get a situation where your unit has a higher readiness level - and two opposing sides are trying to enter the same unnocupied hex, the one with the higher readiness will get there first and have defensive advantages. So while each phase of a turn a unit will move 1 hex - some are 'quicker' at doing it than others.
 
That sounds about right - I'm not sure of the exact mechanism - I as more concerned with did it work, and I think it does :)
 
I don't know whether there's variable Brit entry or not in case Belgium is not invaded.  I did try it in the play test game you may remember - the Brits don't arrive in force until 1915 and hte French were perfectly capable of pushing well into Germany on their own!
 
Minor countries will pull out of the war if they lose all their cities - except Belgium which needs toretain any 1 hex but its forces are shattered early on anyway so that doesn't matter really.
 
Major countries have morale, which is affected by losses and capture/loss of cities.  they will pull out of the war if their morale gets too low, which usually requires the loss of at least some major cities, but not necessarily the capital, and loss of hte capital alone will not be sufficient eg Paris is the most likely one to fall, but you have to take a few other cities beyond it to persuade France to surrender IIRC.
Meum est propisitum in taberna mori
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sol_invictus
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RE: some last mintue questions

Post by sol_invictus »

So for the CP to win, would they accumulate Victory Points for each Major City that the capture and eventually gain enough points to win, or do they need to completely knock a couple of Major Powers out of the war? Essentially, can the CP win without forcing the surrender of Russia and France?
"The fruit of too much liberty is slavery", Cicero
SMK-at-work
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RE: some last mintue questions

Post by SMK-at-work »

I don't recall whether there's a set end date at which victory/defeat is decided - I think there may be one in 1919, in which case it would be possible for the CP to win by virtue of having captured & held ground.
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sol_invictus
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RE: some last mintue questions

Post by sol_invictus »

Thanks, I am really going crazy waiting for the release.
"The fruit of too much liberty is slavery", Cicero
7th Somersets
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RE: some last mintue questions

Post by 7th Somersets »

In my opinion the collapse of countries is one of Frank's biggest achievements in this game. Playing for the Entente, for example, one can end up in a situation where France is being completely battered by the Germans and there is then real pressure for the other allies to apply pressure/launch offensives to take the heat off them.
 
I also like the way that morale seems to be affected by a number of things - casualties, food, loss of cities - it makes you aware of the need to impose/break naval blockades, of the usefulness of submarine warfare, of drawing in countries like the USA through diplomacy.
 
Regards.
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