tutorials and manual

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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Traveler
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Joined: Wed Mar 30, 2005 11:47 pm

tutorials and manual

Post by Traveler »

They are both inadiquit. I've read the manual carfully and done the tutorials. While I understand basic machanics (they are nicely simple), there is a complete lack of deep explanation on how to do things. For example, how does Germany create and use V1 and V2 (or are they even modeled)? If i spend research on making fighters get one more point of evaision, how much effect will that have against flack? The relationship between repair points, production points, resource points, and supply points is as clear as mud. ect, ect, ect........
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Erik Rutins
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RE: tutorials and manual

Post by Erik Rutins »

Traveler,

I'm sorry the tutorials and manual didn't help. I'll try to answer as best I can.

V1 and V2 are not modeled separately. As Germany, I would research heavy bomber evasion and use them for infrastructure bombardment as the equivalent of the V1/V2.

Each point of evasion is used as a multiplier to determine the units defense in combat. I believe the manual does cover this. In general, it's Evasion x Durability. That gives you the defense number that the enemy uses as their target when they are attacking your unit. They roll dice equal to their attack value. If it equals or exceeds your defense, they cause a hit. It takes two to destroy a unit. If they double your defense, they do two hits and destroy you outright.

Repairs simply cost Supplies. Each supply truck you build generates 5 supply points.

When you're building something, it takes 1 Resource and 1 Heavy Industry to generate 1 Production Point. To move each unit one step closer to being available on the production chart, it takes 1 Production Point. On the last turn, just before it is placed on the map the unit will also need Manpower (2 points, I believe) to actually exit production and enter play.

Hope that helps.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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CommC
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RE: tutorials and manual

Post by CommC »

Erik,
I definitely think you should start up a FAQ on combat, production, research and supply (if not available already).

The manual is confusing on some of these points.

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Blackheart223
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RE: tutorials and manual

Post by Blackheart223 »

I would like to a Quick Reference Sheet that has all the combat and production data. I think it would help both NFGs (like me) and vets alike.
Traveler
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Joined: Wed Mar 30, 2005 11:47 pm

RE: tutorials and manual

Post by Traveler »

Thanks for trying to explain production to me; it just seems way to complicatied. I think it would have been better if research had been completely seperat from production.
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