Long campaign
Moderator: MOD_SPWaW
Larry Wagner: Yes I like a full battalion, but not on a small map. Actually, the point I was trying to make is that I considered my force smaller than yours. I'm using the default German '39 core points, which I'm thinking is either 3200 or 3400. I can deal with playing with less infantry in core, it's just that I cannot bear playing with less than 25 tanks there. I generally am most comfortable with 30-35 (at least with the small campaign maps).
I do wish somebody would fix the campaigns not taking advantage of the larger map sizes. Some of the core default core points are considerably too high for the map IMO (though the '39 German one is ideal - some of them later in the war, are too high not only because of a higher default value, but also because some nation's forces are very cheap). This makes it difficult to play a WWII campaign, since you cannot reduce the default core points as far as I know. I suspect most campaigners prefer to play with the stated defaults, so that there's some sort of hope of comparing one's effectiveness to someone else's.
I do wish somebody would fix the campaigns not taking advantage of the larger map sizes. Some of the core default core points are considerably too high for the map IMO (though the '39 German one is ideal - some of them later in the war, are too high not only because of a higher default value, but also because some nation's forces are very cheap). This makes it difficult to play a WWII campaign, since you cannot reduce the default core points as far as I know. I suspect most campaigners prefer to play with the stated defaults, so that there's some sort of hope of comparing one's effectiveness to someone else's.
BA Evans: That's the way it used to work. Now, the bare minimum is the 'XXX'. Seems like someone said that if I wanted a 3000 pt. core, I had to put the value 3000 in, since that would make it the value entered, unlike as it was before where the positive or negative value affected the default value (so that 3000 pts. in the field would ADD to the default instead).
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Charles22,
For what I consider an ideal force is a balance of all arms so that all threats are covered and any mission can be carried out. I find that SPWAW is like playin the game Rock, Paper, Scissors.
The three PZG motorized companies are the core of my three strike forces. I asign to each company; 1 FO, 1 Sniper, 1 scout vehical asigned to company HQ, three ATR units later to be converted to engineers assigned to each platoon, 3 PZI's assigned one per platoon (to be converted to stug/TD in 1940) and 1 platoon of PZIV cs tanks. The trucks to be coverted to HTs asap.
Later in 1940 the 37mm ATG is coverted to 88mm ATG and the 75mm IG coverted to SIG 150, the 2 truck sections to JPZ/TD and spflak. Transport for 88 provided with support points.
The med Tank Company is the Battalion reserve. Tank upgrades will be to tiger/panther.
I always match the core points of the AI to match my own.
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Larry Wagner
USMC, SGT.
1972-1985
For what I consider an ideal force is a balance of all arms so that all threats are covered and any mission can be carried out. I find that SPWAW is like playin the game Rock, Paper, Scissors.
The three PZG motorized companies are the core of my three strike forces. I asign to each company; 1 FO, 1 Sniper, 1 scout vehical asigned to company HQ, three ATR units later to be converted to engineers assigned to each platoon, 3 PZI's assigned one per platoon (to be converted to stug/TD in 1940) and 1 platoon of PZIV cs tanks. The trucks to be coverted to HTs asap.
Later in 1940 the 37mm ATG is coverted to 88mm ATG and the 75mm IG coverted to SIG 150, the 2 truck sections to JPZ/TD and spflak. Transport for 88 provided with support points.
The med Tank Company is the Battalion reserve. Tank upgrades will be to tiger/panther.
I always match the core points of the AI to match my own.
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Larry Wagner
USMC, SGT.
1972-1985
Larry Wagner
USMC, SGT.
1972-1985
USMC, SGT.
1972-1985
It seems like someone said? Why don't you just go in and test it yourself?Originally posted by Charles22:
BA Evans: That's the way it used to work. Now, the bare minimum is the 'XXX'. Seems like someone said that if I wanted a 3000 pt. core, I had to put the value 3000 in, since that would make it the value entered, unlike as it was before where the positive or negative value affected the default value (so that 3000 pts. in the field would ADD to the default instead).
Here is the test I did. It took me about 1 minute using v4.5.
Started a WWII Campaign with 'XXX' for battle points in the preferences screen. The U.S. force got 4418 points to spend
Started a WWII Campaign with 1600 for battle points in the preferences screen. The U.S. force got 1518 points to spend.
Note: U.S. A0 = 82 points
The battle points seems to be working just fine. Imput the amount you want to play with and that is the amount you get. Couldn't be simpler.
BA Evans
I have to admit that I haven't fooled around much with OOB assignments for the campaign game. I've assigned a core force with units that I'm almost certain are not historical. I plan on a remedy for that when I start a new campaign.
However, I'm still now sure how the force assignment works. I understand that you can choose a 'core' force that stays with you and can be upgraded as the campaign progresses. The AFV crews and troops that live through the campaign gain experience, etc...correct? The support forces, though, represent units that are temporarily attached to your core force? For just one battle? I assume that the points assigned for the support units have nothing to do with the force pool of points assigned for your core force. Am I correct here?
Also, I noticed that between missions, the force pool points for my core force are increased. What controls this increase or decrease? Do you get more points if you perform well on the previous mission?
Finally, the computer chooses units from a force pool which is comperable to yours, correct? With 'Actual Unit Cost' on, I'm assuming that the AI will get, for example, many, many 7-tp. Polish tanks to my relatively few Pz. IIIs and Pz. IIs. It's interesting because I think the Poles only had around 170 7-tp.s at the beginning of the '39 Polish campaign, and I must have already knocked out half that many.
Forgive me if this is all in the manual.
Thanks.
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Rob
However, I'm still now sure how the force assignment works. I understand that you can choose a 'core' force that stays with you and can be upgraded as the campaign progresses. The AFV crews and troops that live through the campaign gain experience, etc...correct? The support forces, though, represent units that are temporarily attached to your core force? For just one battle? I assume that the points assigned for the support units have nothing to do with the force pool of points assigned for your core force. Am I correct here?
Also, I noticed that between missions, the force pool points for my core force are increased. What controls this increase or decrease? Do you get more points if you perform well on the previous mission?
Finally, the computer chooses units from a force pool which is comperable to yours, correct? With 'Actual Unit Cost' on, I'm assuming that the AI will get, for example, many, many 7-tp. Polish tanks to my relatively few Pz. IIIs and Pz. IIs. It's interesting because I think the Poles only had around 170 7-tp.s at the beginning of the '39 Polish campaign, and I must have already knocked out half that many.
Forgive me if this is all in the manual.
Thanks.
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Rob
Rob
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- Location: Atlanta, GA 30068
Rfox,
Good questions. P49 of the v4.1 manual says to see the Campaign sections below but it isn't there. (MATRIX take note of this).
You have the correct understanding of how things work for the core and support units, experience points, etc.
The troops stay the same if you upgrade so if you upgrade an infantry unit to a tank, the crew will still have its infantry-type statistics for armor command, etc.
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An old soldier but not yet a faded one.
OK, maybe just a bit faded.
Good questions. P49 of the v4.1 manual says to see the Campaign sections below but it isn't there. (MATRIX take note of this).
You have the correct understanding of how things work for the core and support units, experience points, etc.
The troops stay the same if you upgrade so if you upgrade an infantry unit to a tank, the crew will still have its infantry-type statistics for armor command, etc.
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An old soldier but not yet a faded one.
OK, maybe just a bit faded.
Never take counsel of your fears.
BA Evans: Understood. About half of the time I will conduct such testing, but I was at work when I posted, and also I wanted to make absolutely certain that there's no such thing as reducing the default, because saying it can be reduced may lead to confusion, when it in fact reduction does not occur off the XXX setting, though it used to.
I haven't been playing any for the last couple of weeks, considering that it would be fruitless with my wanting to play a new campaign with the V4.6 asterisk taken out. There's little or no point in playing a campaign that you know you'll terminate when the new version comes out.
[This message has been edited by Charles22 (edited January 24, 2001).]
I haven't been playing any for the last couple of weeks, considering that it would be fruitless with my wanting to play a new campaign with the V4.6 asterisk taken out. There's little or no point in playing a campaign that you know you'll terminate when the new version comes out.
[This message has been edited by Charles22 (edited January 24, 2001).]
Larry: thank you for the confirmation. It would be REALLY nice if Matrix would update the manual with this kind of information.
Are you saying, then, that the amount of force pool points I receive between campaign missions is a function of the level of defeat or victory from the preivious mission? Games such as Talonsoft's East Front employ this sort of performance point system allocation. It would be interesting if SP:WAW did the same sort of thing. Or, are the points randomly allocated?
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Rob
Are you saying, then, that the amount of force pool points I receive between campaign missions is a function of the level of defeat or victory from the preivious mission? Games such as Talonsoft's East Front employ this sort of performance point system allocation. It would be interesting if SP:WAW did the same sort of thing. Or, are the points randomly allocated?
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Rob
Rob
Heck, I managed to pop an S35 with an SdKfz 222, and the little begger even managed to get away to brag about it... the smoking wreckage of the other two armored cars helped cover his escape. Not something I'd count on, though. The race isn't always to the swift, nor the battle to the strong, but that's the way to bet.
Tombstone: Yeah, but the JPZI is something in terms of core forces, which isn't very dependable because of it's weakness. It isn't helped any either by it just being available for the first time in '40. If you were fighting the S-35 after you had quite a few battles in, if they survived the battles before then, then they would be a lot more worthy say if you fought the French at a later date. In other words, since you can't buy them in '39, they suffer from the crew already being compromised a bit due to upgrade. So the question would be, are you better off with a JPZI with no armor to speak of with a more inexperienced crew with a bit more destructive range, or are you better off with a PZ38T/PZIVC(D)/PZ35T with the tactics I described? So many pros and cons.
As far as campaigning goes, I don't like them, because it's very difficult to use them effectively and not get them destroyed, but they're great for support, particularly if you use what I term as the hide-shoot-and-hide method, which is, to place it in a place it cannot be seen, move it one hex to where it can fire, and then carefully watch the movement radius to predict how many rounds you can fire and still get back to the hidden hex (the Nashorn would really be a blast with such a role).
As far as campaigning goes, I don't like them, because it's very difficult to use them effectively and not get them destroyed, but they're great for support, particularly if you use what I term as the hide-shoot-and-hide method, which is, to place it in a place it cannot be seen, move it one hex to where it can fire, and then carefully watch the movement radius to predict how many rounds you can fire and still get back to the hidden hex (the Nashorn would really be a blast with such a role).