more questions

Post Reply
MJMishcon
Posts: 9
Joined: Fri Dec 25, 2015 8:00 am

more questions

Post by MJMishcon »

I continue to play/learn WEGO Overlord and have some more questions for more experienced players;

1) Does intensity of combat impact chance to advance after combat?
2) Does “stacking” aerial recon improve results (e.g. does placing three aerial recon “binos” on one hex give you three chances to lift FOW or is it one roll regardless)?
3) The Allied night bombers available in Turn 1 of the D-Day Overlord scenario all list “2” as possible return availability but they are all withdrawn on turn 2. Bug or feature?
4) In the D-Day Overlord scenario the starting ground asset “VII Corp” lists an Intel radius of 10 hexes but there is no “lightening” of hexes when placed as one gets with ground asset “V Corp”. Bug or feature?
5) Is there any way to highlight (as occurs with assets that are linked to an HQ) those units/assets due to be withdrawn in the next one or two turns? There is a scroll-able list of withdrawals but I have found no way to link the scroll list to the action list. R-clicking each naval/air/ground asset works but is labor intensive.
6) Page 49 of the manual says naval units may be assigned interdiction missions. How do I do that?
7) In the D-Day Overlord scenario I note some units (e.g. V Corp 299th Eng BN) cannot move directly from hex 34,24 (Charlie Dog Beach) to hex 33, 24 (Pointe et Raz de la Perce'e) while Infantry and Rangers can. Intended? I also note no supply along that path.
8) In the scenario “The Americans Link-up” I note there were no new fuel nor ammo nor replacements for the Americans for the entire game albeit the popup indicated there would be. Intended?

So far “The Americans Link-up” has been most enjoyable for me. Enough units and time to allow the Dice Gods and Murphy to dance but not so many that tracking the moves turns the map into a Jackson Pollock.

Thank you for taking time to read this.
User avatar
Saint Ruth
Posts: 1490
Joined: Wed Dec 16, 2009 1:39 pm

Re: more questions

Post by Saint Ruth »

MJMishcon wrote: Thu Oct 30, 2025 8:20 pm I continue to play/learn WEGO Overlord and have some more questions for more experienced players;

1) Does intensity of combat impact chance to advance after combat?
Indirectly. The more casualties received, the more likely a unit is to retreat. And intensity increases casualties.
2) Does “stacking” aerial recon improve results (e.g. does placing three aerial recon “binos” on one hex give you three chances to lift FOW or is it one roll regardless)?
No, stacking has no effect. If the max intel strength of 2 units is 3, that's the max used.
3) The Allied night bombers available in Turn 1 of the D-Day Overlord scenario all list “2” as possible return availability but they are all withdrawn on turn 2. Bug or feature?
Oh, I'll look at that. Shouldn't have a return date if they're going to be withdrawn!
4) In the D-Day Overlord scenario the starting ground asset “VII Corp” lists an Intel radius of 10 hexes but there is no “lightening” of hexes when placed as one gets with ground asset “V Corp”. Bug or feature?
VII Corps has an intel range of 1. It's on the top right, under the flag:
Image
5) Is there any way to highlight (as occurs with assets that are linked to an HQ) those units/assets due to be withdrawn in the next one or two turns? There is a scroll-able list of withdrawals but I have found no way to link the scroll list to the action list. R-clicking each naval/air/ground asset works but is labor intensive.
No... but that is a good idea...
6) Page 49 of the manual says naval units may be assigned interdiction missions. How do I do that?
If you go into, e.g. Air units and press the air unit button a few times to loop through its missions, from Interdiction (I) to Counter-Air (C). When e.g. unit has an interdiction mission allocated, the image on the right will state it

Image
7) In the D-Day Overlord scenario I note some units (e.g. V Corp 299th Eng BN) cannot move directly from hex 34,24 (Charlie Dog Beach) to hex 33, 24 (Pointe et Raz de la Perce'e) while Infantry and Rangers can. Intended? I also note no supply along that path.
I think that's a cliff. Some units like Rangers can, but not all.
8) In the scenario “The Americans Link-up” I note there were no new fuel nor ammo nor replacements for the Americans for the entire game albeit the popup indicated there would be. Intended?
Cheers, I'll look into that.
So far “The Americans Link-up” has been most enjoyable for me. Enough units and time to allow the Dice Gods and Murphy to dance but not so many that tracking the moves turns the map into a Jackson Pollock.
Good to hear!

Thank you for taking time to read this.
[/quote]
No problem!
MJMishcon
Posts: 9
Joined: Fri Dec 25, 2015 8:00 am

Re: more questions

Post by MJMishcon »

Thank you for the response

If I may followup:
a) Thank you for the info on the VII Corp HQ unit but the 10 hex Intel Estimate VII Corps I was referring to is not the unit but one of the Assign Ground Intel Assets. It does not change the hexes effected the same way other Ground Intel Assets appear to.
b) Thank you for the info on Air Units but the rules (page 49) state Naval units may also "Provide anti-aircraft protection or .. interdiction fire". Is there a way to do that?

If you are taking suggestions: having the space bar (or the X key) close the Unit Move Panel would be helpful. I'd prefer the space bar as the tutorial does say that the space bar closes "any open displays". My mouse repetitive motion tendonitis thanks you.

The game continues to be good enough so that I wake up early to get a turn or two in before my wife wakes up.

Thank you for taking the time to read this.
User avatar
Timian
Posts: 185
Joined: Sat Sep 14, 2013 6:53 pm
Location: Tucson, AZ

Re: more questions

Post by Timian »

Question “a” - - Need to defer to Saint Ruth, but looks to me like you’ve found a bug.

Question “b” - - Back in October 2024, when bcgames and I were going final on the scenarios . . . We made the decision - given the large number of Naval Assets the Allies have - to limit them to only Bombardment. No Counter Air or Interdiction.

Hope this helps,


Don.

P.S. Very happy to hear you’re enjoying the game. If you want to give Multiplayer a try, don’t hesitate to shoot me a note (dontimian@hotmail.com).
User avatar
Saint Ruth
Posts: 1490
Joined: Wed Dec 16, 2009 1:39 pm

Re: more questions

Post by Saint Ruth »

MJMishcon wrote: Fri Oct 31, 2025 10:05 am Thank you for the response

If I may followup:
a) Thank you for the info on the VII Corp HQ unit but the 10 hex Intel Estimate VII Corps I was referring to is not the unit but one of the Assign Ground Intel Assets. It does not change the hexes effected the same way other Ground Intel Assets appear to.
b) Thank you for the info on Air Units but the rules (page 49) state Naval units may also "Provide anti-aircraft protection or .. interdiction fire". Is there a way to do that?

If you are taking suggestions: having the space bar (or the X key) close the Unit Move Panel would be helpful. I'd prefer the space bar as the tutorial does say that the space bar closes "any open displays". My mouse repetitive motion tendonitis thanks you.

The game continues to be good enough so that I wake up early to get a turn or two in before my wife wakes up.

Thank you for taking the time to read this.
Oh, thanks, I'll look into that about the Intel.

And I'll see what I can do about the closing the unit move panel with the space bar.

There's a new patch coming soon so I'll try to get it in (what will be in, is the highlighting of units that will be withdrawn).

Great to hear you're enjoying the game!
Post Reply

Return to “WEGO World War II: Overlord”