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RE: Operational Boot Camp (tutorial)
Posted: Tue Jan 11, 2011 8:01 pm
by Garth Vader
Thank you for the excellent tutorial. I bought the version with the printed manual (although it's not here yet) because I hate trying to read off the screen while trying to do something in another window but this was easy to follow.
After finishing the Leningrad scenario I have a few questions.
Do you manually bomb targets very often?
I did the airfield attacks you suggested in turn one, although wasn't allowed to do quite as many as you.
I was able to do the resupply and tried to do some airfield attacks later on, but often was out of range and didn't see an easy way to determine what was in range.
Manual RR repair. I started along the line you suggested but after a few turns couldn't keep going. I ended up doubling back and could repair for a while and then had to switch directions again. Am I missing something?
Partisans. during the AI's turn I saw some units on the map, but couldn't see them on my turn, although the one time I was able to identify and check the hex there was some text about a unit in the hex. Is there something I should be doing about them?
RE: Operational Boot Camp (tutorial)
Posted: Tue Jan 11, 2011 8:31 pm
by Zovs
Do you manually bomb targets very often?
Its situation dependent. Usually I let the AI have a go and when he can't figure it out I take over, but it depends on different factors like air supply, transport, bomb or what phase I am in.
easy way to determine what was in range.
There has been some talk on this and no easy to implement solution has come out yet (graphical & code wise). So the next best thing even though it's may be time consuming is to bring up the air bases an look at them. For me that is too much work and I instead use the CR and select the Air Base tab and do a quick scan of miles flown. I am not as fussy with the Air Missions so much.
Manual RR repair. I started along the line you suggested but after a few turns couldn't keep going. I ended up doubling back and could repair for a while and then had to switch directions again. Am I missing something?
You'll have to help me out here more, don't quite follow you. Essentially what you need to make sure is that you move the NKPS into a hex and fix it before moving out to the next rail hex to repair. Otherwise if you skip a rail track the one your in won't be able to be repaired. Use the Show Rail Damage to help you out (green good, red bad...)
Partisans. during the AI's turn I saw some units on the map, but couldn't see them on my turn, although the one time I was able to identify and check the hex there was some text about a unit in the hex. Is there something I should be doing about them?
First you need to make sure your garrisoning cities and urban hexes you captured. Generally its 4k, 8k and 12k for garrisons for city, urban and heavy urban, you can use Shift-K and also the city display to see the status of your garrisons. If your not maintaining a garrison partisans will pop up. There are two modes active and inactive, if they active then they can conduct partisan attacks and you'll need to deal with them.
RE: Operational Boot Camp (tutorial)
Posted: Tue Jan 11, 2011 8:42 pm
by karonagames
Manual RR repair. I started along the line you suggested but after a few turns couldn't keep going. I ended up doubling back and could repair for a while and then had to switch directions again. Am I missing something?
I think this might be related to the limit on rail repair in relation to the rail head rule. In the Baltic zone you can repair up to 6 hexes per turn, and 4 outside the zone.
RE: Operational Boot Camp (tutorial)
Posted: Wed Jan 12, 2011 4:07 am
by jomni
ORIGINAL: dlazov66
BTW, noticed the use of the Star of David...
In the PDF? Not quite understanding what you mean here?
Personally, it's no biggie. Not exactly the Star of David but it resembles it. Don't know if it will offend anyone. I guess no one's complaining about the use in the context of an Axis advance anyway. Maybe I'm just thinking too much.
Here's one from P169

RE: Operational Boot Camp (tutorial)
Posted: Wed Jan 12, 2011 12:59 pm
by sambruzs
Cheers,
Looking forward to the PDF!
Well done! thank you
RE: Operational Boot Camp (tutorial)
Posted: Wed Jan 12, 2011 1:32 pm
by Garth Vader
ORIGINAL: dlazov66
You'll have to help me out here more, don't quite follow you. Essentially what you need to make sure is that you move the NKPS into a hex and fix it before moving out to the next rail hex to repair. Otherwise if you skip a rail track the one your in won't be able to be repaired. Use the Show Rail Damage to help you out (green good, red bad...)
It might have been what was mentioned below. I will try and pay more attention next game and maybe get a screen shot.
First you need to make sure your garrisoning cities and urban hexes you captured. Generally its 4k, 8k and 12k for garrisons for city, urban and heavy urban, you can use Shift-K and also the city display to see the status of your garrisons. If your not maintaining a garrison partisans will pop up. There are two modes active and inactive, if they active then they can conduct partisan attacks and you'll need to deal with them.
So do you just split a security division or something for a garrison? I read somewhere here about using fortified regions as part of a garrison and figured out how to do that. Then are they just under OKH or some other top level command? When I created the fortified regions they were under OKH but showed up with the red box around them when I selected OKH. But when I checked the CR and the dthq for negative numbers they weren't listed so I assumed they were in command.
RE: Operational Boot Camp (tutorial)
Posted: Sat Jan 15, 2011 2:38 pm
by pvthudson01
If you all need a backup location for the file, without the free hosting file pop ups and what not I will have it hosted on my domain for a little bit (you can just right click and save as on the link below)
http://www.bluntforcegamer.com/Books/Operational%20Boot%20Camp%202010%20v1.05.pdf
RE: Operational Boot Camp (tutorial)
Posted: Fri Jan 21, 2011 5:07 pm
by leehunt27@bloomberg.net
thanks pvthudson01 i just saved it from your bluntforcegamer.com location. very useful PDF!!
RE: Operational Boot Camp (tutorial)
Posted: Fri Jan 21, 2011 6:20 pm
by pensfanvw
ORIGINAL: sambruzs
Cheers,
Looking forward to the PDF!
Well done! thank you
Personally, it's no biggie. Not exactly the Star of David but it resembles it. Don't know if it will offend anyone. I guess no one's complaining about the use in the context of an Axis advance anyway. Maybe I'm just thinking too much.
Here's one from P169
I for the life of me cannot see how the Star of David would offend anyone. Jomni, I think you are reading too much into this. Just my opinion.
Al
RE: Operational Boot Camp (tutorial)
Posted: Fri Jan 21, 2011 7:43 pm
by pompack
ORIGINAL: pensfan
ORIGINAL: sambruzs
Cheers,
Looking forward to the PDF!
Well done! thank you
Personally, it's no biggie. Not exactly the Star of David but it resembles it. Don't know if it will offend anyone. I guess no one's complaining about the use in the context of an Axis advance anyway. Maybe I'm just thinking too much.
Here's one from P169
I for the life of me cannot see how the Star of David would offend anyone. Jomni, I think you are reading too much into this. Just my opinion.
Al
Especially since it looks like an explosion graphic to me [&:]
RE: Operational Boot Camp (tutorial)
Posted: Fri Jan 21, 2011 8:18 pm
by Zovs
When when I used MS icon to create that graphic image I was just thinking of an explosion to show that I attacked that hex is all.
Not meant to offend anyone with that image.
RE: Operational Boot Camp (tutorial)
Posted: Sun Jan 30, 2011 1:09 am
by SuluSea
Thanks for taking time to put this together as it's been a huge help in helping me understand things.[:)]
RE: Operational Boot Camp (tutorial)
Posted: Sun Jan 30, 2011 1:14 am
by Zovs
You are welcome.
RE: Operational Boot Camp (tutorial)
Posted: Fri Feb 04, 2011 4:10 pm
by markwall06
I've printed out this monster tutorial .pdf and have been working through it in the game. I managed to get to page 122 which is where I should break down the 11th ID. I am able to do that without problem but I'm unable to move the broken down units as you have indicated. If I rebuild the unit then I do get the movement capability back.
What is it I am doing wrong?
RE: Operational Boot Camp (tutorial)
Posted: Fri Feb 04, 2011 4:29 pm
by cookie monster
ORIGINAL: markwall06
I've printed out this monster tutorial .pdf and have been working through it in the game. I managed to get to page 122 which is where I should break down the 11th ID. I am able to do that without problem but I'm unable to move the broken down units as you have indicated. If I rebuild the unit then I do get the movement capability back.
What is it I am doing wrong?
Regiments pay a higher movement cost to enter enemy zones of control and pending control hexes.
When they are of low morale (<85) this movement cost can be as high as 4 Movement Points.
Try the split and move with a unit which is unmoved.
RE: Operational Boot Camp (tutorial)
Posted: Fri Feb 04, 2011 5:09 pm
by markwall06
In the example all 3 regiments have a morale of 90.
There's just no way to complete this as per the tutorial. If I split prior to moving, which is what I think you must be suggesting, then I can't get anywhere near the hex in question. The best I can do is to stop one hex short of the tutorial target hex, split, then move, which leaves me one hex shorter than that suggested.
Is it just a problem with the tutorial, do you think?
I'm not being critical, I just want to be sure I'm not doing something wrong, the tutorial does show I should be able to do it.
Perhaps someone else could have a go and report back?
RE: Operational Boot Camp (tutorial)
Posted: Sun Feb 06, 2011 3:08 pm
by markwall06
ORIGINAL: dlazov66
3. Show losses screen
- View Axis/Soviet ground losses in men, guns and AFV
- Check total men KIA, captured and disabled for both sides
- Perform mental analysis of said losses with the logistic phase in mind
- View total air losses of both sides
- Reference total and type of destroyed units thus far
4. Show OOB
- Quick check of men, guns, AFVs and aircraft by nation
- Quick check ot see if any HiCom leaders changed (and if so why? Halder, Vatutin, Bock, etc.)
5. Show Victory Points
- Brief scan to see what it is and where I am at compared to historical commanders
I've been really enjoying both your walkthrough pdf and this sequence of play. Just two queries - when you say "Perform mental analysis of said losses with the logistic phase in mind", what do you mean?
And "where I am at compared to historical commanders", does that come from your actual historical knowledge?
Thanks
RE: Operational Boot Camp (tutorial)
Posted: Sun Feb 06, 2011 6:21 pm
by Zovs
Well went I perform a mental analysis what I am doing is looking at the totals from the OOB, and then looking at the losses from the loss screen (ground, air and destroyed) and then I take a look at the logistics report. So I am just doing ongoing analysis of my forces on the field (OOB), what is arriving (Logistics report) and comparing that to the losses (loss report).
Yes to the historical comparison.
RE: Operational Boot Camp (tutorial)
Posted: Wed Feb 09, 2011 10:32 am
by Praag
ORIGINAL: markwall06
In the example all 3 regiments have a morale of 90.
There's just no way to complete this as per the tutorial. If I split prior to moving, which is what I think you must be suggesting, then I can't get anywhere near the hex in question. The best I can do is to stop one hex short of the tutorial target hex, split, then move, which leaves me one hex shorter than that suggested.
Is it just a problem with the tutorial, do you think?
I'm not being critical, I just want to be sure I'm not doing something wrong, the tutorial does show I should be able to do it.
Perhaps someone else could have a go and report back?
Same problem for me, I've tested with version 1.03 beta 2, a patch may have changed move capacity for regiments
RE: Operational Boot Camp (tutorial)
Posted: Wed Feb 09, 2011 12:41 pm
by Zovs
I wrote this prior to any patches back in Dec shortly after release. Most of the concepts and ideas should still be achievable. You may not have an exact follow step a-z but for the most part it should suffice.
Some of the rules have changed since release such as the extra MP cost for regiments and brigades and the new morale rules etc. Sorry for any inconvenience this may have cause and I hope you still get something out of the guide.