Default start positions

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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SMK-at-work
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RE: Default start positions

Post by SMK-at-work »

I agree with everything 7th said :)

Air warfare is really kind of cool, and yes it is very important - having effective reccee greatly increases the power of your artillery.

I haven't used gas much - I've ben on hte receiving end a few times & I'm not really sure what effect it has!! I did use tanks a couple of times a few builds back, vs the AI, but again I'm not really sure what they did.

City numbers are some measure of importance - not sure exactly what hte mechanics are but if you take a high number city it has a larger effect on morale than if you take a low numbered one.

The number of corps that can be "activated" by spending a HQ point depends on how many corps there are adjacent and stacked with it - there are stacking limits for all hexes - I think open terrain has the highest at 14 points, and 10 points for mountains is the lowest from memory. Infantry corps are worth 3, HQ's 1, artillery 1 or 2, ditto cavalry.

We've got a new build to play with so let the games begin!![8D]

Oh yes - the letters on units refer to their quality - but are not the same for each nationality. So all nationalities get "A", B and C class units, but they have to be really digging into their reserves to get D and E class ones - I've seen them for Serbs and Turks.

However units with hte same letter are not necessarily the same quality - eg Turkish and Austrian "A" class units are almost certainly worse quality than German ones......but we don't really know just how much difference there is!
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sol_invictus
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RE: Default start positions

Post by sol_invictus »

Thanks for all of the great info 7th and SMK. Really looking forward to the AAR.
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randell765
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RE: Default start positions

Post by randell765 »

7th sommersets

I am a bit confused when you say you can perform offensive actions in an hq area.  That means that you have to have at least 1 hq so many hexes away from your armies?  Or is supply stretched?


whoops, forgot to add, is there any way to speed up Italy getting into the war quicker?
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RE: Default start positions

Post by sol_invictus »

I'm also still curious about British intervention. If Germany decides to go East to knock Russia out as soon as possible and stays on the defense in the West, what are the odds that Britain will stay neutral until mid-late 1915? This seems to be the big strategic question that will set the pace for the entire war. Does Germany have the capability to launch an amphibious landing against Russia on the Baltic coast?
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7th Somersets
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RE: Default start positions

Post by 7th Somersets »

randell765
 
The HQ, when activated, allows units in the same hexagon as the HQ and the ones next to the HQ hexagon to launch offensives.
 
As part of the strategic phase you can also put resources into diplomacy. These are used to influence other countries. This affects not only Italy - but most countries. At the beginning of the game (as SMK showed above) Turkey is not in the war - although very pro-German. Belgium is neutral. etc etc. There is a lot of scope to affect other countries and alter the course of the war.
 
Arinvald
 
Britain is at war at the start of the game, but German actions do affect what they can do. As to your strategic suggestions - try them out and see what happens! I certainly don't have all the answers...
 
Regards.
 
 
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RE: Default start positions

Post by randell765 »

Arinvald
The HQ, when activated, allows units in the same hexagon as the HQ and the ones next to the HQ hexagon to launch offensives.
ok, when the HQ is present, adjacent armies can attck.  But how do armies go onto the offense, eg.start heading towards Russia?  Do you bring the HQ with you?  Do you build more?  Or is there some type of supply line? I actually find it a bit odd that you have to have an HQ by you to launch an offensive. 
 
Now, I could see that having an HQ present increases morale, fatigue,supply, etc,etc,etc.  But to need an HQ present to launch attacks seem a bit unrealistic. 
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sol_invictus
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RE: Default start positions

Post by sol_invictus »

7th Somersets, thanks, last I heard many months ago, Britain was neutral at start. That could be very troubling for any German plans to go all out in the East in 1914. Care to elaborate on how a German defensive stance in the West would affect British actions? Partial mobilization and no blockade perhaps?
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RE: Default start positions

Post by SMK-at-work »

HQ's represent the accumulated supplies required to launch an offensive - on their own they are nothing - it is only when you spend resources to give them supply points (activation points) that they become useful.  The resource cost to launch an ofensive is very high and they have to be planned for well in advance - plus you'd better hanve plenty of artillery and manpower replacement resources!!

IMO it is very realistic - although perhaps a bit generous - 1 activation point can activarte 1 corps or 10 with no difference.

AFAIK german stance in the West has no effect on the brits - they're in because they're in.  We'll see shortly tho, 'cos I'm doing an east front assault in my game as the CP!

The Blockade of Germany is represented explicitly - germany has some transports, and can set them to "shipping" - they have a requirement for 2 transports in the Baltic and 2 in the North Sea.  If the TE can destroy those transports then it reduces Germany's resource pool.
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sol_invictus
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RE: Default start positions

Post by sol_invictus »

Thanks for the info. Good luck in your Eastern venture. I have always been fascinated with the possibilities of a Russia first strategy, though the fact that Britain starts the game already at war definately makes this gambit less appealing. Personally, I think if Germany doesn't violate Belgium neutrality, there should be a chance of delayed British intervention; at least for 3-6 months. What would be the major penalty for the TE if they violate Belgium neutrality?
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RE: Default start positions

Post by SMK-at-work »

Violating Belgian neutrality upsets teh Americans, the Dutch and a couple of other neutrals, so it would set back US intervention later in teh war - if it lasts that long.
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RE: Default start positions

Post by sol_invictus »

Thanks, that is good to know. I was hoping that the Yanks would get upset over any villianous TE stomping on poor defenseless Belgium. That should give the TE something to think about if they get any ideas while/if Germany is busy in the East and on defense in the West.
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RE: Default start positions

Post by sol_invictus »

So how about some AAR action. Everything about this game seems to proceed at a glacial pace.[;)] I guess that is somewhat appropriate for the subject. I swear, I feel like I have been stuck in the muddy, rat infested trenches for years waiting to go over the top.
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RE: Default start positions

Post by SMK-at-work »

The game does go at a glacial pace when one person is in the US and hte other in New Zealand and both have lives [:'(] - I wo't get another turn done until rtomorrow night, and then will build an animated GIF of progress to date...  So far we've had 2 turns....
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sol_invictus
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RE: Default start positions

Post by sol_invictus »

Ah, sounds good to me. Of course, the obvious solution to this delima, is for you both to move to the same timezone and give up your futile lives for the good of the wargame community.[:'(]
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RE: Default start positions

Post by SMK-at-work »

Happy to do so - I look forward to your cheque arriving to finance my move to Fiji since it's roughly half way [&o][&o]

I'm sure Eric will enjoy it there too once you've paid his expenses[:D]
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RE: Default start positions

Post by sol_invictus »

Check is in the mail.[;)]
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