Naval movement- Selection of a Group of Ships
Moderator: Shannon V. OKeets
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adarbrauner
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Naval movement- Selection of a Group of Ships
RaC:
"You make one naval move with surface naval units every time you:
1- move a group of organized surface naval units from one port to any other destination.
Example: it would count as 1 naval moveif you moved6 ships from the USA to the 0 section of the Caribbean sea [etc...]"
I'm trying to figure out how to "select" a number of ships placed in port as one sole "Stack" or group, in order to committ them as a sole group and movement - if possible, because I see that I'm not succeding in it, so probably I'm missing something.
Any kind suggestion, please?
"You make one naval move with surface naval units every time you:
1- move a group of organized surface naval units from one port to any other destination.
Example: it would count as 1 naval moveif you moved6 ships from the USA to the 0 section of the Caribbean sea [etc...]"
I'm trying to figure out how to "select" a number of ships placed in port as one sole "Stack" or group, in order to committ them as a sole group and movement - if possible, because I see that I'm not succeding in it, so probably I'm missing something.
Any kind suggestion, please?
- juntoalmar
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RE: Naval movement- Selection of a Group of Ships
Hi,
There are several ways to do it.
1. Activate Fly-Over (by double clicking in a land empty hex), and then select the units you want one by one
2. Control+Click in the hex
3. Use the naval forms (double click in a sea area)
4. (by memory) Activate the "Units in hex" window, I think with control+H
I suggest that you check out the tutorial video for Naval, as Steve explains all this in detail.
There are several ways to do it.
1. Activate Fly-Over (by double clicking in a land empty hex), and then select the units you want one by one
2. Control+Click in the hex
3. Use the naval forms (double click in a sea area)
4. (by memory) Activate the "Units in hex" window, I think with control+H
I suggest that you check out the tutorial video for Naval, as Steve explains all this in detail.
(my humble blog about wargames, in spanish) http://cabezadepuente.blogspot.com.es/
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Shannon V. OKeets
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RE: Naval movement- Selection of a Group of Ships
4 - Using the Units in Hex form doesn't work for selecting units to move (someday I'll fix that).ORIGINAL: juntoalmar
Hi,
There are several ways to do it.
1. Activate Fly-Over (by double clicking in a land empty hex), and then select the units you want one by one
2. Control+Click in the hex
3. Use the naval forms (double click in a sea area)
4. (by memory) Activate the "Units in hex" window, I think with control+H
I suggest that you check out the tutorial video for Naval, as Steve explains all this in detail.
1 - Besides selecting individual units from the Flyouts form, double left clicking on a naval unit will select all eligible units. If you double click on a submarine, it selects all the subs. If you double click on a non-sub unit, it selects all the non-sub units. Repeating the double click, unselects them all.
2 - This brings up the Select Units form.
3 - The Naval Review Details form, specifically.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
- paulderynck
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RE: Naval movement- Selection of a Group of Ships
And... you can't move subs in the same naval move with surface ships. And be aware of the relationships and differences between range and movement points. People have gotten frustrated trying to move a group of ships several sea zones when the problem all along was they all had sufficient movement points but one or more had insufficient range.
Personally when leaving a port I find CTRL-left-click on the port is the best because the resulting selection box has many features for tailoring which ships are to be selected.
Personally when leaving a port I find CTRL-left-click on the port is the best because the resulting selection box has many features for tailoring which ships are to be selected.
Paul
RE: Naval movement- Selection of a Group of Ships
ORIGINAL: paulderynck
Personally when leaving a port I find CTRL-left-click on the port is the best because the resulting selection box has many features for tailoring which ships are to be selected.
I agree totally. That form which pops up is really, really good for selecting naval units which you want to move out of port.
Peter
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adarbrauner
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RE: Naval movement- Selection of a Group of Ships
Meanwhile I used the CTRL+left click. It works good!
Another subsequent question please:
suppose you moved your stack, which carries an INF unit s well, into the n.1 box of the Sea area, let's say in Baltic Sea, in Barbarossa scenario.
Let's say you expected to land into a certain russian held location with that unit.
Now, the game has skipped the Invasion sub phase.
Is it because I forgot/did something wrong, or because the scenario definitions forbid Germany to land on first turn?

Another subsequent question please:
suppose you moved your stack, which carries an INF unit s well, into the n.1 box of the Sea area, let's say in Baltic Sea, in Barbarossa scenario.
Let's say you expected to land into a certain russian held location with that unit.
Now, the game has skipped the Invasion sub phase.
Is it because I forgot/did something wrong, or because the scenario definitions forbid Germany to land on first turn?

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Mike Dubost
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RE: Naval movement- Selection of a Group of Ships
ORIGINAL: adarbrauner
Meanwhile I used the CTRL+left click. It works good!
Another subsequent question please:
suppose you moved your stack, which carries an INF unit s well, into the n.1 box of the Sea area, let's say in Baltic Sea, in Barbarossa scenario.
Let's say you expected to land into a certain russian held location with that unit.
Now, the game has skipped the Invasion sub phase.
Is it because I forgot/did something wrong, or because the scenario definitions forbid Germany to land on first turn?
Well, as I see it, there are 2 possible explanations:
Activity limits or optional rules.
Since this is the first impulse of the game, in order to move the navy, you must have taken either a naval or a combined impulse. It is not necessarily apparent to a new player that debarking units into hexes your side controls or invading hexes the other side controls counts as one land move per unit so debarking or invading.
In a land impulse, you don't care because land moves are limited only by the number of units that can move. In a naval impulse, you get 0 land moves. In a combined impulse, you get a number dependent upon the major power controlling the unit (NB [=Note Bene, or note well] that minors count against their controlling major power, so if Germany aligns Romania, Romanian units take up German land moves). So, if you want to invade in a combined impulse, don't forget to hold on to one land move per unit (NB, don't forget like I did once that paradrops and air transport take up a land move per unit)>
The optional rules chosen can also impact this. If amphibious rules is ON, only Marines may invade from regular transports, all others must be aboard AMPH units, except as noted in the next sentence. If using SCS transport, non-motorized infantry-type (includes MAR, ENG too) DIV may invade off CA/CL units.
EDIT, such DIV can also invade off BB units, but I think this is likely a waste of a powerful unit.
Did this help you, or is there another explanation?
RE: Naval movement- Selection of a Group of Ships
Taking a look at the main form, it is clear that the current action was a combined, as the attack limit is three. Thus it is almost certainly activity limits that prevented the invasion.
Also note that invading from the one box is generally not a good idea, as the defending notional will get +2 to its defense. Thus, even in a surprise turn invading into an empty hex, you are likely to lose.
Also note that invading from the one box is generally not a good idea, as the defending notional will get +2 to its defense. Thus, even in a surprise turn invading into an empty hex, you are likely to lose.
I thought I knew how to play this game....
- Joseignacio
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RE: Naval movement- Selection of a Group of Ships
Yep. Since the game is now in the Land Combat Declaration I tend to believe it's what Courtenay says.
As I told you, Adarbrauner, the first thing you need to know is what you can do and what you can't in each of the types of Actions. Without this, you are blind.
As I told you, Adarbrauner, the first thing you need to know is what you can do and what you can't in each of the types of Actions. Without this, you are blind.
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adarbrauner
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RE: Naval movement- Selection of a Group of Ships
Seemingly the number of allowed land movements has been exausted in the previous land moves sub phase;
didn't know, or mind, that the landing requires an additional move.
Nor had I studied yet that for every landing the defender is given notional defenders...
Cannot learn everything at once seemingly.
Thank you your answers and explanations,
and wishes for a good weekend
didn't know, or mind, that the landing requires an additional move.
Nor had I studied yet that for every landing the defender is given notional defenders...
Cannot learn everything at once seemingly.
Thank you your answers and explanations,
and wishes for a good weekend
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Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
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RE: Naval movement- Selection of a Group of Ships
There is a lot of material available to help you learn.ORIGINAL: adarbrauner
Seemingly the number of allowed land movements has been exausted in the previous land moves sub phase;
didn't know, or mind, that the landing requires an additional move.
Nor had I studied yet that for every landing the defender is given notional defenders...
Cannot learn everything at once seemingly.
Thank you your answers and explanations,
and wishes for a good weekend
Might I suggest reading through a Picture and Text tutorial before each time you sit down to play? That should only take a couple of minutes and you would gradually learn a lot - and avoid running into major problems when you make decisions in the game.
There are also the interactive tutorials, the training videos, and the Players Manual. In aggregate, all that information is redundant. But that was intentional, to give the player a choice on how he learns the game. Oh, and there are also the Help buttons on every form that bring up the text from the Players Manual for whichever form you are using at the moment.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
- Joseignacio
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- Location: Madrid, Spain
RE: Naval movement- Selection of a Group of Ships
ORIGINAL: adarbrauner
Seemingly the number of allowed land movements has been exausted in the previous land moves sub phase;
didn't know, or mind, that the landing requires an additional move.
Nor had I studied yet that for every landing the defender is given notional defenders...
Cannot learn everything at once seemingly.
Thank you your answers and explanations,
and wishes for a good weekend
adarbrauner I am not a honest preacher, because I don't quite follow my own advices, which doesn't mean they are not correct. I understand that many player don't have time for reading entire books or collections of books before playing. I am the fist one who uses to go to play half-informed, because I am so eager. With MWIF too, although thanks God I played WIF before.
I understand I may have sounded a bit harsh but really to know which action you are going to have is basic, it allows and otherwise closes your strategy to the limits of it.
You may not know how much the terrain costs in rain (you may learn it the hard way) or why being in a "higher" level in the sea gives you better search and combat abilities, but you need to decide your strategy: paradrops (you need to have an air and a land move reserved for it) / invasion (naval move + land move), etc.. If you don't, you are playing blind, when you want to invade, ground strike, transport, ... you'll suddenly see you cannot and feel upset. That's what I meant, you don't need to lern all at once, but there are very important things, then important things, and then the rest.
[:)]
RE: Naval movement- Selection of a Group of Ships
And: to be honest: when I started to play this monster game for the first time on the board, we spend more time checking things in the rule book, than on the map itself.... [;)]
Peter
- juntoalmar
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RE: Naval movement- Selection of a Group of Ships
WiF was introduced to me by a friend who's a lawyer. I think he enjoys more discussing the interpretation of the rules than moving armies around... [:D]
(my humble blog about wargames, in spanish) http://cabezadepuente.blogspot.com.es/
RE: Naval movement- Selection of a Group of Ships
ORIGINAL: juntoalmar
WiF was introduced to me by a friend who's a lawyer. I think he enjoys more discussing the interpretation of the rules than moving armies around... [:D]
He will be soo disappointed when playing MWIF.... [:D]
Peter
RE: Naval movement- Selection of a Group of Ships
Our group made the discovery that the rules to WiF were written on quantum paper. They changed after we read them. That is our firm belief, with much evidence to support it. [:)]ORIGINAL: Centuur
And: to be honest: when I started to play this monster game for the first time on the board, we spend more time checking things in the rule book, than on the map itself.... [;)]
I thought I knew how to play this game....
- Joseignacio
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RE: Naval movement- Selection of a Group of Ships
The WIF book could have been, in size and in density one university semester subjects. That's why instead of reading it, I had it explained and then I just read the specific rule to check any doubt.
The problem is that with a 100 pages micro-writing book on complicated issues, of course, it was bound to get some misinterpretations even with supposed "expert" advice. When I went to EuroWIFCon suddenly all those misinterpretations which were "correct" in our group exploded in my face [:@] (didn't we met there, Centuur?) [:)] .
In fact, due to the continuous changes, my bad memory and the old mistakes learnt from old, I many times have to ask or I make wrong decisions or invalid moves (This is one reason I love MWIF, it doesn't allow invalid moves). When they are pointed at me and the move invalidated, it usually f.ucks my strategy...[8|]
The problem is that with a 100 pages micro-writing book on complicated issues, of course, it was bound to get some misinterpretations even with supposed "expert" advice. When I went to EuroWIFCon suddenly all those misinterpretations which were "correct" in our group exploded in my face [:@] (didn't we met there, Centuur?) [:)] .
In fact, due to the continuous changes, my bad memory and the old mistakes learnt from old, I many times have to ask or I make wrong decisions or invalid moves (This is one reason I love MWIF, it doesn't allow invalid moves). When they are pointed at me and the move invalidated, it usually f.ucks my strategy...[8|]




