Some questions about WIR.

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bunnypanda
Posts: 3
Joined: Sun Apr 22, 2001 8:00 am
Location: UK

Some questions about WIR.

Post by bunnypanda »

I have played this game for 10 days, thx for the guy who designs this great classics, absolutely brilliant job.

However, I encounter one technical problem and some gamedesign problems. Please help me if you know the solution.

1. When I change the weapon, it has a warning message, 'insufficent memory, please save and restart' showed in the left bottom box. But, I still can play the game after this message shown. It made me can't change any weapon automatically.

GameDesign problem

1. The use of each leader's OPs is only for special supply, am I right? That's means I should use all OPs to supply all army in every term, right?

2. Sometimes, my panzer corps can't move for five hexes, it is because it encounter hidden enemy, am I right?

3. In some battle, if my attack side contains two or more army, the commanders is not the front commanders but the army group's leader, am I right?

Thx for your help, what's more, I love this game very much, can you suggest other similar games or better than this wargames to me?
RickyB
Posts: 1151
Joined: Wed Jul 26, 2000 8:00 am
Location: Denver, CO USA

Post by RickyB »

Originally posted by bunnypanda:
I have played this game for 10 days, thx for the guy who designs this great classics, absolutely brilliant job.

However, I encounter one technical problem and some gamedesign problems. Please help me if you know the solution.

1. When I change the weapon, it has a warning message, 'insufficent memory, please save and restart' showed in the left bottom box. But, I still can play the game after this message shown. It made me can't change any weapon automatically.
WIR is an old DOS game with the old DOS memory limits. You are running right at the edge memory wise, but if this is the only problem should be okay in general. There are a number of old threads about how to free up memory for the game if you need them.
GameDesign problem


1. The use of each leader's OPs is only for special supply, am I right? That's means I should use all OPs to supply all army in every term, right?
Ops points are used to move units and for player directed air attacks, so do these things first. Also, if you plot units, they need ops points left to carry out the plots.
2. Sometimes, my panzer corps can't move for five hexes, it is because it encounter hidden enemy, am I right?

The plotted units can run into and be stopped by a defender, which would show up in combat. Also, running out of ops points would lead to this behavior.
3. In some battle, if my attack side contains two or more army, the commanders is not the front commanders but the army group's leader, am I right?
Leaders in a battle can come from either a direct leader or based on chance a higher leader. I don't believe that having multiple direct leaders increases the chance of a higher leader taking over, but I might be wrong here.
Rick Bancroft
Semper Fi


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Svar
Posts: 379
Joined: Thu Sep 07, 2000 8:00 am
Location: China Lake, Ca

Post by Svar »

Originally posted by bunnypanda:

GameDesign problem

1. The use of each leader's OPs is only for special supply, am I right? That's means I should use all OPs to supply all army in every term, right?

2. Sometimes, my panzer corps can't move for five hexes, it is because it encounter hidden enemy, am I right?

[/QB]
bunnypanda,

The level of a unit's HQ OP's will greatly affect its performance in combat. If the OP's are zero the subordinate units will only perform one of the plotted movements and the effective readiness will by cut in half. If the HQ OP's are over some level (I don't know what) the subordinate units can get a readiness bonus during movement.

OP's are used for all transfers and march movements as well so if you perform them with zero OP's there is a severe penalty to the moving units readiness.

Bottom line, its best to have the attacking units HQ OP level as high as possible.

Svar

[ April 22, 2001: Message edited by: Svar ]
bunnypanda
Posts: 3
Joined: Sun Apr 22, 2001 8:00 am
Location: UK

Post by bunnypanda »

Can anyone tell me how much Ops I should leave for combat in general?

Or I should send two army's leader in that region, one is for sepcial supply and then change HQ to other army for combat use which have a better leadership.
bunnypanda
Posts: 3
Joined: Sun Apr 22, 2001 8:00 am
Location: UK

Post by bunnypanda »

Can anyone tell me how much Ops I should leave for combat in general?

Or I should send two army's leader in that region, one is for sepcial supply and then change HQ to other army for combat use which have a better leadership.
Mist
Posts: 483
Joined: Tue Nov 21, 2000 10:00 am
Location: Russia, Moscow

Post by Mist »

Originally posted by bunnypanda:
Can anyone tell me how much Ops I should leave for combat in general?

Or I should send two army's leader in that region, one is for sepcial supply and then change HQ to other army for combat use which have a better leadership.
You can do that and you should do that it you want to increase your figting units efficiency, but some people here believes that it is a "cheat" and you can win against AI without it because it is stupid and you just spoil your game. Personaly, I used this method in my first play. I did not read about it anywhere. It was OBVIOUS thing to do and I think it will be so while changing of HQ remains free. So you should decide: to use or not to use.
Mist
Posts: 483
Joined: Tue Nov 21, 2000 10:00 am
Location: Russia, Moscow

Post by Mist »

Originally posted by bunnypanda:

can you suggest other similar games or better than this wargames to me?
There are whole lot of similar games, but IMHO nothing is better than this strategical scale, division level, oil, resources, industry, supply, leadership, weather modeling game. At least I don't know anything better.
Svar
Posts: 379
Joined: Thu Sep 07, 2000 8:00 am
Location: China Lake, Ca

Post by Svar »

Originally posted by Svar:
bunnypanda,

Check out page 14 of the manual, it has a table of the costs for operations. It is a function how many units are supported and what their plotted moves are. As far as whether to use a HQ exclusively for special supply, its up to you. If you have two HQs supporting an attack, whether you use both as supporting attacking units and use half of their starting OPs for special supply or use one exclusively for special supply and the other supporting the attack with all of its starting OPs, as long as you give special supply to the same units, you will have the same total number of OPs in both HQs. The only advantage gained from a single unit directing the entire attack will be the bonus gained (also explained on page 14). Be aware that only air units attached to a HQ will fly Ground Attack missions during combat resolution so if you have air units in both HQs you are better off using both to support the attack. Basically for a given attack, it takes the same number of OPs to conduct the attack no matter where they come from.

Svar

[ April 23, 2001: Message edited by: Svar ]
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