novice player needs clarifications to what is written in manual

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sanderz
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RE: novice player needs clarifications to what is written in manual

Post by sanderz »

Q19

I am playing as Germans vs the AI and its turn 3.  I have a Panzer Korps attached to OKW but i want to create a new HQ to put the PzKorps in - however if i hit F6 or use the Utility menu nothing happens.  Are there 'conditions' that apply to creating an HQ?

EDIT : If it makes any difference this is the Possum mod
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Rasputitsa
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RE: novice player needs clarifications to what is written in manual

Post by Rasputitsa »

ORIGINAL: sanderz

Q19

I am playing as Germans vs the AI and its turn 3.  I have a Panzer Korps attached to OKW but i want to create a new HQ to put the PzKorps in - however if i hit F6 or use the Utility menu nothing happens.  Are there 'conditions' that apply to creating an HQ?

EDIT : If it makes any difference this is the Possum mod

You can only have a certain number of PZ Armee, or Infantry Armee HQs, the mod may already be using all the available HOs.

I think that in all the scenarios I have seen, both stock and mods, will already use all the allowable higher HQs, you can only deploy Korps HQs that are listed when you select that function. When they are used up, there are no more, unless destroyed units go back in the list. [:)]
"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon
sanderz
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RE: novice player needs clarifications to what is written in manual

Post by sanderz »

ORIGINAL: Rasputitsa
ORIGINAL: sanderz

Q19

I am playing as Germans vs the AI and its turn 3.  I have a Panzer Korps attached to OKW but i want to create a new HQ to put the PzKorps in - however if i hit F6 or use the Utility menu nothing happens.  Are there 'conditions' that apply to creating an HQ?

EDIT : If it makes any difference this is the Possum mod

You can only have a certain number of PZ Armee, or Infantry Armee HQs, the mod may already be using all the available HOs.

I think that in all the scenarios I have seen, both stock and mods, will already use all the allowable higher HQs, you can only deploy Korps HQs that are listed when you select that function. When they are used up, there are no more, unless destroyed units go back in the list. [:)]

OK thanks

is there any bad effects depending on the number of Korps units attached to a HQ

also - is there any penalty to attaching a Korps directly to, say AGN rather than one of AGNs subsidiary HQ
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Rasputitsa
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RE: novice player needs clarifications to what is written in manual

Post by Rasputitsa »

ORIGINAL: sanderz
is there any bad effects depending on the number of Korps units attached to a HQ

also - is there any penalty to attaching a Korps directly to, say AGN rather than one of AGNs subsidiary HQ

Each commander has ratings and the better commanders can handle more Korps in their Armee HQs, I think there is a list at the back of the manual that shows the commander capabilities. Depends on how many divisions are PZ, or Infantry, but if you exceed the commander rating then you find units will not be able to complete their plotted movements. The distance from the HQ to the Korps counts, but provided your rail net is OK, it shouldn't matter whether Korps are attached to Armee, or Armee Grp level, subject to command rating and OP levels.

Best policy is to set your higher HQs (OKH, AGN,etc.) at a high replacement level, even 100%, you can put damaged units in there to recover to 100% strength, also new units will appear in the higher HQs, sometimes understrength and a high replacement setting gets them up to full power, before you send them out to the fighting Korps HQs.

You should leave some divisions (maybe 1 or 2 of those weaker ones you can't use elsewhere) in your Armee HQs as protection. They will count in the defence odds if your HQ is attacked, otherwise the HQ is defenceless. Also have at least 1 fighter unit in the HQs near the front line, set to CAP, if there is a danger of air attack (AAA support units in the HQ will help, but you will probably want them in your PZ Korps, which will otherwise be a juicy target). Your HQs also represent your airfields and you need to protect them.

The game may look simple and out of date, but when you understand how it works it becomes a very good representation of Grand Strategy on the Eastern Front. I don't think it has been bettered yet, even if other games are more glossy, with a better interface.[:)]

"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon
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pyguinard
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RE: novice player needs clarifications to what is written in manual

Post by pyguinard »

ORIGINAL: Rasputitsa



Hi
Just started looking into this game and have a few questions that i hope its OK to continue in this thread rather than start another.

Q14
Any way to tell what order the units move in, as some seem to be stopping movement of others.

I think it is armour first, otherwise the order they are listed in the sofware, but look at the answer to Q15 to see how you can organise movement.

Knowing the order the units will move in is very important especially when facing a human opponent. They are indeed moving in the order listed in the software. You can tell by cycling through the units in the order phase (press the "N" key). The catch is that in the first of the five pulses, units move from first to last but in the second pulse, units move in reverse order (from last to first). The order reverses back in the third pulse and so on untill the fifth.

This is pretty usefull to know especially if want to perform successive combined attacks with Pz and Inf. units or with Pz units in the last two pulses without plotting static attack.

(Let me know if you need more info on this feature... [:)])


P-Y Guinard
zomak
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RE: novice player needs clarifications to what is written in manual

Post by zomak »

hi
I would like to add some questions too

Q20
special supply and combat value ( CV )
why when I sometimes special supply a corp
its CV drops down instead of going up

Q21
independent sub units have 0 stacking points
how can I recognize which units are 'independent'?

Q22
I have some problems with upgrade system
computer swithes equipment by itself, most of the time in the wrong way
which is better choice here?
to allow computer to do the upgrades or to do it manualy
any difference?

Q23
If I want to acumulate more than 50 tanks in the pool
computer uses those tanks ( after 50 ), to reinfoce existing batallions
how can I accumulate more tanks than 50 in the pool?

example:
I want to make a pool of 120 pzIIIh
so I can replace those few big 100+ pzIIf germans have
I would rather haver one big battalion than more ( but small ) battlalions
are there any advantages of having more small battalions?

I checked russians, and they have the same problem ( perhaps worse )
since T34 goes to rebuild destroyed batallions, instead of going to front to fight
I would rather prefer the old tanks like T26 to rebuild batallions
( tanks that I have many in the pool, so rebuild is faster, like aircraft right? )

any tips here?

Q24
if I upgrade pzIVd tanks ( perhaps other tank types too )
those types of tanks are not available in the pool anymore
which means that I effectively loose those tanks forever
can I recover them somehow?

Q25
replacement level
I want big replacement for ground troops, but low for air-groups
( why to reinforce 120+ groups, they take much lower causalties anyway )
the problem is that I can set only one replacement level for HQ
is this even possible?


zomak
the beginner [:)]

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