Various Questions

The new game by Brian Kelly, sequel to Desert War: 1941-1942
Post Reply
thekossack
Posts: 17
Joined: Sun Dec 24, 2000 10:00 am
Location: Agartha

Various Questions

Post by thekossack »

Just sinking my teeth into this, and so far, I think this a wonderful product! As I work my way through the scenarios I have some questions about game mechanics;

1. Turn resolution sequencing; Confirming that artillery bombardments/airstrikes will always be resolved prior to any unit moving, ergo, there is no way to move away to avoid a strike. Related, how exactly is the timing of set piece battles integrated into move order resolution? Can defending units flee a planned set piece assault before it is launched?

2. Flanking Bonus - the rules mention a larger bonus for a "rear" attack. How is a rear attack defined as opposed to a normal flank bonus?

3. Asset Persistence - I'm still a little fuzzy on persistence (or lack thereof) on Air Superiority and Interdiction levels achieved by asset deployment. Lets say on one turn I achieve air advantage and interdiction level of 3. On the following turn neither I nor the opponent deploys air assets. Do these levels remain or do they apply for the turn they were deployed?

4. Intel Levels - I'm not sure how the Intel settings for the sides/nations at scenario setup interact with actual unit defined intel settings. In other words, is an armored unit Intel ability defined by the scenario setting or the unit type intel setting?
"Men are moved by two levers only: fear and self-interest."<br />-Napoleon Bonaparte
User avatar
bcgames
Posts: 3105
Joined: Wed Jun 02, 2010 1:24 pm
Location: Bramble Rose Farm, KS
Contact:

Re: Various Questions

Post by bcgames »

thekossack wrote: Sat May 14, 2022 5:13 pm Q. Asset Persistence...Do these levels remain or do they apply for the turn they were deployed?
A. Asset use only affects the turn they are employed.
thekossack wrote: Sat May 14, 2022 5:13 pm Q. Intel Levels - I'm not sure how the Intel settings for the sides/nations at scenario setup interact with actual unit defined intel settings. In other words, is an armored unit Intel ability defined by the scenario setting or the unit type intel setting?
A. Both. The scenario setting for intel is a variable in the game editor...but is held as a constant in WEGO WW2: Stalingrad scenarios. Unit type intel capability is a constant...hard-coded...it cannot be set by the scenario designers. Bottomline: Intel collection capabilities are the same from one scenario to the next.
User avatar
Saint Ruth
Posts: 1437
Joined: Wed Dec 16, 2009 1:39 pm

Re: Various Questions

Post by Saint Ruth »

thekossack wrote: Sat May 14, 2022 5:13 pm Just sinking my teeth into this, and so far, I think this a wonderful product! As I work my way through the scenarios I have some questions about game mechanics;

1. Turn resolution sequencing; Confirming that artillery bombardments/airstrikes will always be resolved prior to any unit moving, ergo, there is no way to move away to avoid a strike. Related, how exactly is the timing of set piece battles integrated into move order resolution? Can defending units flee a planned set piece assault before it is launched?
Yes, bombardments, airstrikes happen immediately and you can't avoid them.
Set piece battles happen at the start of a turn before movement. However, Recon units will automatically withdraw before an attack (as they are highly mobile). By the way, you can force a Recon unit to stand and fight by giving it "Hold At All Costs" orders.
To try and flee a planned set-piece attack, you can give a unit Withdraw Orders and it will try to withdraw, but it may fail (depends on the difference in quality between attacker and defender and also on the readiness of the defender).
thekossack wrote: Sat May 14, 2022 5:13 pm2. Flanking Bonus - the rules mention a larger bonus for a "rear" attack. How is a rear attack defined as opposed to a normal flank bonus?
+2 shift from 3 directions and +1 from 2 directions...maybe a pic is worth a thousand words :D

Image
User avatar
Zahar00
Posts: 20
Joined: Mon Aug 29, 2016 4:12 pm

Re: Various Questions

Post by Zahar00 »

Replacements command which can be used from time to time. It works on all units around the hex I choose. But then what will I actually replenish? I mean it replenishes equipment and men, right? By how much? I don't really know how this works, and I don't know which unit coefficients will increase.
How it works exactly?
User avatar
bcgames
Posts: 3105
Joined: Wed Jun 02, 2010 1:24 pm
Location: Bramble Rose Farm, KS
Contact:

Re: Various Questions

Post by bcgames »

Zahar00 wrote: Wed May 18, 2022 7:58 pm Replacements command which can be used from time to time. It works on all units around the hex I choose...By how much?
A Repl+ Logistics Asset will provide a 10% increase of strength of all units within the designated range. For example, a unit that starts the turn at 68% would be increased to 78%.

A Repl+ use of Replacement Points will provide a 10% increase of strength to all units within the receiving organization. For example, a division receiving Repl+ will increase all of its on-map units by 10%. Dead units are dead; they will not be revived.
thekossack
Posts: 17
Joined: Sun Dec 24, 2000 10:00 am
Location: Agartha

Re: Various Questions

Post by thekossack »

Thank you so much for the explanations. Really great system!
"Men are moved by two levers only: fear and self-interest."<br />-Napoleon Bonaparte
User avatar
Zahar00
Posts: 20
Joined: Mon Aug 29, 2016 4:12 pm

Re: Various Questions

Post by Zahar00 »

bcgames wrote: Thu May 19, 2022 2:35 am
Zahar00 wrote: Wed May 18, 2022 7:58 pm Replacements command which can be used from time to time. It works on all units around the hex I choose...By how much?
A Repl+ Logistics Asset will provide a 10% increase of strength of all units within the designated range. For example, a unit that starts the turn at 68% would be increased to 78%.

A Repl+ use of Replacement Points will provide a 10% increase of strength to all units within the receiving organization. For example, a division receiving Repl+ will increase all of its on-map units by 10%. Dead units are dead; they will not be revived.
Cool :idea: Thanks!
Post Reply

Return to “WEGO World War II: Stalingrad”