Oone more NOob question

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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Tusler@Matrix
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Oone more NOob question

Post by Tusler@Matrix »

I've looked around some but this is so basic I cannot find it. I am a flight simmer primarily but have a great interest in these strategy games. I have played the tutorial 3 times and finally got a minor win in Sicily. My question is when I send the amphibious craft over to the island all is good. After I send the troops to battle, what do I do with the amphibious craft, when I click on them there is a line going back to where they started. If I click on the ready in the icon it turns to refit. I wish it said return instead like when we send them out it says invade.
Sorry if I wasted your time, thanks.
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loki100
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RE: Oone more NOob question

Post by loki100 »

There are four roles for the Task Forces (TF) post the landings;

a) if you keep a TF offshore it will keep the temporary port that was created by the invasion in existence. Note the TFs can move in the turn, and you can swap them around but at the end of turn you need one TF at sea off any hex that has a temp port (note the same TF can maintain more than one). Till you have some normal ports and these repaired you need this to keep your supply lines

b) if you capture a level 1 or 2 port then placing a TF in or adjacent to the port will repair it in one turn - the more you do this, the more you can release your TF from protecting the landing ports

c) any TF adjacent to an attacked hex will add their gunfire. This can be really devastating in causing disruptions (and the good thing is that disrupted elements can't fight that turn). Again as above, the TF can move to position do this, and then move to carry out another function

d) if you place a TF off an enemy held port it will block the flow of supply - very useful say at Palermo. In this case the TF must be in position at the end of your turn - so it can still do (c) in turn.

Moving beyond the Sicily scenario to the Italian or the Grand Campaign.

e) send any spare (see a+b+e) TF back to Africa to start preparing for secondary invasions - Sardinia and the Italian mainland. You'll most likely need the latter to trigger Italian surrender and to cross from Sicily to the mainland.
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loki100
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RE: Oone more NOob question

Post by loki100 »


...
AARs:
WiTW: Once Upon a Time (somewhere)in the West; Fischia il vento; (oh) For a few Panzers More; XXX Corps Diary; Infamy, Infamy!
Others at AGEOD [/quote]
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Tusler@Matrix
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RE: Oone more NOob question

Post by Tusler@Matrix »

Thanks for the info, I actually did read the manual about amphibious operations, but it makes more since the way you explained it. I'll keep playing and watching youtube videos and maybe a little more will sink in.
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cfulbright
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RE: Oone more NOob question

Post by cfulbright »

ORIGINAL: Tusler@Matrix

I've looked around some but this is so basic I cannot find it. I am a flight simmer primarily but have a great interest in these strategy games. I have played the tutorial 3 times and finally got a minor win in Sicily. My question is when I send the amphibious craft over to the island all is good. After I send the troops to battle, what do I do with the amphibious craft, when I click on them there is a line going back to where they started. If I click on the ready in the icon it turns to refit. I wish it said return instead like when we send them out it says invade.
Sorry if I wasted your time, thanks.
I've never seen "Refit" appear on a TF. I don't see a Ready icon.

Cary
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