First day of game

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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rasnell
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RE: First day of game

Post by rasnell »

What are your tips and strategies regarding the use of air? Do you create a separate formation blending fighters with bombers? Do you place this formation in a city? Are you able to set the formation outside of a city?

What area of intercept is covered if they are simply left to defense?

If you want to protect an area of artillery or tanks, can you simply move the formation to that area (outside of a city or airfield) and leave them there on defense?
rasnell
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RE: First day of game

Post by rasnell »

Supply question: I have sent units far ahead to scout unexplored and unoccupied territory. They are so far removed from HQ and the nearest city and there are no roads that they are stalled, red, out of supply and no longer able to move.

What is your strategy for solving this:?

1. More trucks at HQ which would push supply farther along to fill requests?
2. Engineers to move roads toward them and connect supply lines?
3. New HQ closer to stranded units? Does this extend the supply lines?
4. Look at supply grid, begin building roads or place HQ at exactly the point where the grid turns to a color other than green?
Westheim
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RE: First day of game

Post by Westheim »

ORIGINAL: rasnell
If you want to protect an area of artillery or tanks, can you simply move the formation to that area (outside of a city or airfield) and leave them there on defense?

I'm not good at air strategy at all, but if I get that one right, the answer would simply be: you can't move air units outside a city or airfield (or carrier).
ORIGINAL: rasnell

2. Engineers to move roads toward them and connect supply lines?

That's why in random games I always create two or three motorized engineer units first for doing that exploration thing. The point is: they build roads while they explore and that way always are in supply. 60 engineers with 3 trucks can build six hexes of road each turn (if I'm correct).
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rasnell
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RE: First day of game

Post by rasnell »

That's why in random games I always create two or three motorized engineer units first for doing that exploration thing. The point is: they build roads while they explore and that way always are in supply. 60 engineers with 3 trucks can build six hexes of road each turn (if I'm correct).

Hmm. That gives me an idea. Could I put engineers with armored cars and press forward that way while building roads? Obviously slower way to move, but gets me where I'm going with some protection.
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RE: First day of game

Post by Joshuatree »

Well you could do that, but armored cars are great for fast sweeping pincer movements (remember, attacking from multiple sides, opposite sides gives you extra attack bonus). If you put them ( waste them IMHO) in an engineer unit they too lose all action points when the engineers build a road. So I think most if us build engineer only units and protect them... most of the time :-)
Westheim
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RE: First day of game

Post by Westheim »

So the 1 PP for the extra unit of armoured cars is well invested instead of putting them with the engineers.
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rasnell
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RE: First day of game

Post by rasnell »

I love this game. Started with all land battles and I'm now trying my first blend with navy. Need help again. I really don't understand seacap.

I believe I create cargo ships to build seacap. But why doesn't it show up to allow me transfers? Do the cargo ships have to have a HQ on board? Do the ships have to be in the sending and receiving ports?

Manual is utterly lacking on this one.
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RE: First day of game

Post by Grymme »

Strategic transfer is always done from a HQ. So you need to have your cargoship in a HQ. This HQ has to be in a port/city. The hex where you want to transfer the unit to/unit which you want to reinforce also have to be a HQ (i think). Then when you choose transfer/strategic transfer you will get the option to use landcap or seecap (down to the right in the screen). Then you need to have enough seecap. Each cargoship gives 2 000 points (i think).
 
Wrote this of the top of my head. But try to do it during theese conditions and see if it works.
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Jeffrey H.
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RE: First day of game

Post by Jeffrey H. »

Think cargoships=trucks for seacap and landcap. Not literally of course, but in practice that's how it works. Leave them in your HQ's, the more you have the more seacap you will have for resupply, reenforcement and strat moves.
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rasnell
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RE: First day of game

Post by rasnell »

I wish Grymme and Jeffrey H. had written the manual. Very clear. Just one more detail. Do you have to keep the sea lane open from the continent where you are transferring units and the HQ in port where the cargo ships are?
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RE: First day of game

Post by Grymme »

Thanks. Actually i thought the manual was fine. It tought the basics, but not the more advanced stuff. Few people would read a 1000 page manual anyway (well maybe me). Better to have a short one.

No, not per se. But if there is enemy units inbetween they can cause antisupply losses. This can include both loss of supply and units. So if you try to ship for example 4 tanks with 4 cargoships through an area where i have 10 subs close you might lose some of both subs and cargoship. In extreme cases (totally blocked ports) they could sink all cargoships and all the cargo.

If i only have. Say 1 sub and its not directly blocking the way, but close. i might lose a little of the cargo. So it really simulates the antisupplywarfare well. You can starve an enemy through a naval blockade. (IF the ASW setting is on off course).

Generally speaking you can just asume that anything that would be bad in real life will be bad in AT. And the opposite.
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henri51
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RE: First day of game

Post by henri51 »


[quote]ORIGINAL: Westheim

I'm not good at air strategy at all, but if I get that one right, the answer would simply be: you can't move air units outside a city or airfield (or carrier).

[quote]ORIGINAL: rasnell

You can move air units to another airfield within range.

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Jeffrey H.
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RE: First day of game

Post by Jeffrey H. »

ORIGINAL: rasnell

I wish Grymme and Jeffrey H. had written the manual. Very clear. Just one more detail. Do you have to keep the sea lane open from the continent where you are transferring units and the HQ in port where the cargo ships are?

LOL thanks for the props but I'd probably not be so good at it either.

I'm not really sure what you mean by "sea lane open" but if it is what I think, often times your port city can get blockaded by enemy naval units. What happens then is that anti-supply takes a severe toll on your recieving forces. Assuming you have anti supply checked in the game options. There's a good naval ops AAR as a sticky here:

tm.asp?m=1619142

You might find some good info in this thread, it's more or less how I got going on the naval side of things.
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rasnell
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RE: First day of game

Post by rasnell »

Bump. Do you have to keep the sea lane open from the continent where you are transferring units and the HQ in port where the cargo ships are?
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RE: First day of game

Post by Scott_WAR »

Jeffrey already answered. YES, IF you have Anti Supply on. Otherwise you will lose some of whatever it is you are transfering.
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RE: First day of game

Post by Twotribes »

ORIGINAL: rasnell

Bump. Do you have to keep the sea lane open from the continent where you are transferring units and the HQ in port where the cargo ships are?

The computer picks a supply path from Hqs to receiving units. If across water that path is subject to interdiction at any point along the path. Naval forces do not have to be right on the path but just with in a usable distance. The closer the more the path loses in transfers.

Same applies if you manually transfer forces.

So YES you should keep the sea lanes clear. You do not HAVE to but failing to do so can see your entire effort to transfer production and supply along those sea lanes fail or be severely restricted, to include the loss of cargo ships if manually transferring.
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Joshuatree
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RE: First day of game

Post by Joshuatree »

Like Twotribes said; you will lose supply if the enemy has ships within action radius, it's the number in the red dots. And you'll lose troops too, as in you send two tanks manually... and only one arrives [:@]
And don't trust solely on your airforce to deal with these ships, when the rains come the flyboys don't fly (if you have seasons on).
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RE: First day of game

Post by welk »

ORIGINAL: Joshuatree

(if you have seasons on).

Please, one question : how do you make that in the game : "season on" ? I did not found the option
Scott_WAR
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RE: First day of game

Post by Scott_WAR »

Its on the second game creation menu. For example, say you are creating a random game. Once you enter all the factors, such as map size etc, and create the map, on the next options screen you can add seasons, hardcore logisitcs etc.
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RE: First day of game

Post by welk »

Thanks for reply. But I asked for editor : How can I calibrate seasons in the game editor ? Not founded the buttons.[8|]
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