NOOB Questions:
I have played the "Road to" scenarios ALOT - before I jump into the "Big Game".
In the "Road to" scenarios - I have thought alot about the different construction/RR units.
1) Why are thier regular construction bat's and then there are R.A.D. bat's, & O.T. construction bat's --- is there a difference between these title designations?
2) Do "construction bat's" help in the repair of ports or railyards?
In all the "Road To" scenarios not once have I seen a Corps HQ detach a construction/RR unit to repair rail lines..
This is also very rare, but even Army Group HQ's do not detach construction/RR units either. They seem to be teats on a bull - that is most of the time. One time I was playing the "Road to Leningrad" scenario and had parked 18th Army HQ in Riga on turn 3 or 4. I was testing a theory and had manually transferred alot of of constrction/RR units to that HQ. I seem to remember (getting old LOL) that I had the HQ set to "locked". Then I unlocked it and WHAM! The construction/RR units spread out like roaches after a light is turned on in a room. Is there something to this???? Inquiring minds want to know.
Also:
I am still confused about support units.
And yes I have read the manual and read forum threads, but I still can get my head totally wrapped around that whole system.
I have made attacks and the support units have rushed in to participate. However - for instance - in the pop-up combat box - some artillery units have a CV value of (1) and others that are participating have a CV value of (0). Does the (0) mean that they are participating - but don't have enough firepower employed to qualify for a designation of (1) or more?
Also does the support unit that is embedded in the Corps HQ, or more particulary - artillery units - have to be within a certain distance of the actual battle to be deployed in the battle. I KNOW that HQ's have to be within 5 hexes (50 miles) of the battle to employ support units. But does distance make a difference in the firepower of deployed artillery support units - 2 hexes (20 miles) or 3 hexes (30 miles) - (position of the Corps HQ of the actual battle)? It's hard to imagine that the smae artillery unit can take part in 3 or 4 different battles with combat units spread over 100's of miles. I mean horse drawn arty being dragged 50 miles to a battle, then being dragged another 50 miles to another...and so on. I know that the turns are a whole week...but it's seems a little far-fetched.
The ADD SUB LOCK of HQ's is still a bit of a mystery to me. No matter how many times I read a thread, a strategy for it or the manual I am still a bit confused.
1) Does clicking ADD - increase the # of support units that can take part in a particular battle? I mean you can increase or decrease this number from 0 to 9! Or does this number just determine how many SU's you might receive from a higher HQ?
2) Does setting a HQ to LOCKED mean that it is closed shut to receiving SU's from a higher HQ? Does that also mean that SU's are limited or shut down from participating in battles?
3) If I have a Corps HQ or for that matter an Army HQ stuffed with SU's - is it prudent to LOCK it?
OKAY - I know it's alot of questions - but I have more:
AIR UNITS:
1) What is the limit for participation? I know all about setting the counter to zero - to employ as many aircraft as possible - but how about the other part of the Air Doctrine - does anybody set that over 200%?
2) What is the penalty for moving air units around? Is it best done after the whole turn is done? Do any of you experienced players have any tips in regard to that?
3) I know that it is best for air units to be placed in clear hexes or as a second choice (light woods). What about a city or town? Is it horrible to place them in Heavy Woods or a swamp hex?
4) Do you GROUP you air units (as I do) to take advantage of HQ AA. Or do you leave them scattered around the map? I do know that they have HQ's and must be within 5 hexes, but is there a disadvantage to grouping 3 bases in just one hex? I also know about placing AB's that contain fighters closer to the front because of thier limited flying miles and possible sorties.
5) Does decreasing the availability to say (Bomb City) to a lower # or even 0 have an effect on possible participation for other possible attacks (i.e. Interdiction, interception etc..)?
6) What the HELL (lol) do Night fighters do? What is thier purpose and how do we see the results of night operations?
7) Why do air units that I can assign from the National reserve mostly have only 3 planes? Is that considered an air unit? Or are they still in the process of being filled out?
Well. I guess that's it (for now..hehe), but I didn't want to spend endless hours starting a Grand Campaign without knowing answers to most of these questions.
Like I said I am mostly a silent reader and player but I appear from time to time when something is bugging me and no amount of reading of the manual or threads fully answer my questions.
I thank anybody in advance for anybody willing to help me out.



