HQs/formation and supply

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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slimer
Posts: 2
Joined: Fri Jul 25, 2008 7:04 pm

HQs/formation and supply

Post by slimer »

Hi!

I apologise if these questions have been asked already. I've googled, RFTMed and searched the forums for an answer, but I've unfortunately come up short.

I'm totally new to TOAW 4, but not new to war-games. WITE, for instance, places emphasis on HQs being in rather close proximity to their units, and the units in the formation being rather close to one another. I've been playing the Korea tutorial as NK, and I notice that my units recovery very slowly. I also notice that it's rather hard - at least for me ;) - to keep a formation together. As turns go by, my formations aren't very...formed. Does this affect unit readiness? If so, any tips on cohesion?
Oberst_Klink
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Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
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RE: HQs/formation and supply

Post by Oberst_Klink »

ORIGINAL: slimer

Hi!

I apologise if these questions have been asked already. I've googled, RFTMed and searched the forums for an answer, but I've unfortunately come up short.

I'm totally new to TOAW 4, but not new to war-games. WITE, for instance, places emphasis on HQs being in rather close proximity to their units, and the units in the formation being rather close to one another. I've been playing the Korea tutorial as NK, and I notice that my units recovery very slowly. I also notice that it's rather hard - at least for me ;) - to keep a formation together. As turns go by, my formations aren't very...formed. Does this affect unit readiness? If so, any tips on cohesion?
Kamerad

to give you a quick an straight answer regarding the last question - definitely yes. EDIT: HQ's give a bonus to supply, so indirectly to readiness as well, as Bob pointed out EDIT END. As for tips, tricks and how the various features of TOAW IV work, be more than welcome to have a look at my nicely (I hope?!) designed tutorial slides, incl. the .SCE files, too.

Tutorial '41: tm.asp?m=4382552
Tutorial '42: tm.asp?m=4387818
Tutorial '42 - Editor: tm.asp?m=4401098
Tutorial '43: tm.asp?m=4390285
Tutorial '43 - Combat: tm.asp?m=4394374
Tutorial '44: tm.asp?m=4397183
Tutorial '45: tm.asp?m=4412329

Klink, Oberst
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Curtis Lemay
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Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: HQs/formation and supply

Post by Curtis Lemay »

ORIGINAL: slimer

Hi!

I apologise if these questions have been asked already. I've googled, RFTMed and searched the forums for an answer, but I've unfortunately come up short.

I'm totally new to TOAW 4, but not new to war-games. WITE, for instance, places emphasis on HQs being in rather close proximity to their units, and the units in the formation being rather close to one another. I've been playing the Korea tutorial as NK, and I notice that my units recovery very slowly. I also notice that it's rather hard - at least for me ;) - to keep a formation together. As turns go by, my formations aren't very...formed. Does this affect unit readiness? If so, any tips on cohesion?
It does not affect unit readiness or anything else. The only aspect to consider is that adjacent HQs give a supply bonus to cooperative units.
My TOAW web site:

Bob Cross's TOAW Site
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