Road Movement Arrow Color

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benpark
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Road Movement Arrow Color

Post by benpark »

I am not seeing blue arrows on the map when placing the "Road Movement" orders- they show up as yellow, which makes it a bit hard to follow who is doing what. Did I un-toggle something by accident?

I realized my issue- I forgot about "Move +". A lot to relearn, but enjoyable.

Can individual units get "road movement" orders, rather than by the higher HQ? If so, those could use another color of arrow, to keep it all clear-on map.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
JacquesDeLalaing
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Re: Road Movement Arrow Color

Post by JacquesDeLalaing »

I suspect it might be related to the "move+" supply?

You can only give road movement orders (blue arrow) to formations that have "move+" assigned to them. If you try to road-move a unit that does not have "move+", the order will switch to move attack (yellow arrow) by default.

PS: Oh you've solved it already yourself! :D Of course each unit can get an individual order: either move-defend, move-attack or road-move. The latter is only available if the unit's HQ has move+.
benpark
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Re: Road Movement Arrow Color

Post by benpark »

Thanks! It's one of those "post about it, and then RTFM!" moments. I re-remembered it. Lots of good mechanics here.

A question- Why not just check the higher HQ supply for Move/Combat for the units that will get action- rather than some lower-level HQ? Is there some numeric amount I need be minding each turn.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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bcgames
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Re: Road Movement Arrow Color

Post by bcgames »

benpark wrote: Sun May 07, 2023 9:07 pm A question- Why not just check the higher HQ supply for Move/Combat for the units that will get action- rather than some lower-level HQ? Is there some numeric amount I need be minding each turn.
Sorry, I don't understand the question. Can you expand?
benpark
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Re: Road Movement Arrow Color

Post by benpark »

Thanks- I'm trying to understand the best method for allocating attack/move resources available for a turn. Is there a number for what I have to draw from, and if so- where is that displayed?

A second part of that is the question is about assigning extra available resources to HQ's. If I allocate/select the Move/blue arrow use of these resources to something like an Army-level HQ, what is the gain for allocating them to something at a lower level, like a Division?
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bcgames
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Re: Road Movement Arrow Color

Post by bcgames »

benpark wrote: Thu May 11, 2023 1:54 pm Is there a number for what I have to draw from, and if so- where is that displayed?
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bcgames
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Re: Road Movement Arrow Color

Post by bcgames »

benpark wrote: Thu May 11, 2023 1:54 pm What is the best method for allocating attack/move resources available for a turn.
Not sure what the best method is but I'll tell you what I do.

Rules of Thumb:

Move+
* General rule--don't use it unless you have a good reason. Haste makes waste--whether attacking or defending.
* On the defense, save fuel for rapid movement of reserves to critical points on the battlefield.
* On the defense, if a division needs to break contact and get away to "the next defensive line" consider using Move+ to accomplish the task. Consider leaving detachments left in contact to facilitate the escape of the main body--reconnaissance units are best at this task, but use what ya got.
* On the offense, save your fuel points for the breakthrough--avoid the circumstance where an armored or mech division can't Move+ cuz there's no fuel points. They can still operate, but their ability to punch through enemy zones of control is reduced by half.

Combat+
* General rule--don't use it unless you have a good reason. Get something for the punch--whether attacking or defending.
* General rule--If 2/3rds of the organization benefit, then consider it. Less than that? Better have a real good reasson to expend ammo points.
* On the defense, remember Combat+ quadruples the bombardment strength of artillery. If it looks like the enemy is going all-in on an attack, you can punch him in the nose by assigning Combat+ to the organization and throwing in all it artillery to crank up the defense factor of the unit(s) they are supporting.
* On the offense, a Combat+ and Move+ combo can get armor/mech deep into a weakly held enemy defense.
* On the offense, plan a turn ahead. Move the bulk of the troops of an organization adjacent to the enemy during the first turn, the Combat+ and attack therm in the next turn.

In conclusion, NEVER expend supply points for Combat+ or Move+ unless you have a good reason. Learn to play without 'em and they will be there when you need 'em.
benpark
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Re: Road Movement Arrow Color

Post by benpark »

Thanks very much for the detailed explanation. That's in line with the method I was using- for moving up reserves, or dedicated areas of offensives. Knowing the pool this is derived from is really useful for long-term planning, as well.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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