RE: hexside control
Posted: Sat Jun 06, 2009 6:10 pm
Shoot, and I was about to send my 'concur' email to Joe stating the air team was ready for GOLD...
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: Grotius
So the IJN pilots in the "trained" pool all have XP of 35? No more "free" high-XP pilots at all, right? In stock, for example, we get about 10 65-ish pilots a month.
That's OK with me -- I assume we now have to train everyone on the map. I gather that supply runs won't work for fighter pilots. What are you doing to train your new pilots on-map, YH?

ORIGINAL: Yamato hugger
Heres a handy workaround I have found:
You will see that I just entered Alor Star with 3 units. The NE hexside is red (Jap controlled) while the east and SE are green (other guy controlled). I give the artillery and the armor unit orders to move to the next base (Georgetown) while the remaining infantry unit goes combat mode and will attack the base.
"But you cant move to the next base because of the green hexside" you AFBs cry! This is true, the units ordered to move are moving to the north east (you can see the little movement direction indicator on the unit), but worry not JFBs, after you take the base, NEXT turn all those hex sides will be red, and although the units will still be heading NE, when you re-order them to move to Georgetown, they will point south east like they should and the miles they went THIS turn doesnt re-set. So you are basically getting a "free move". The armor unit will probably move about 15 miles. So you can seriously speed up your advance if the allied player does a "Sir Robin" on you like this.

ORIGINAL: Yamato hugger
ORIGINAL: Grotius
So the IJN pilots in the "trained" pool all have XP of 35? No more "free" high-XP pilots at all, right? In stock, for example, we get about 10 65-ish pilots a month.
That's OK with me -- I assume we now have to train everyone on the map. I gather that supply runs won't work for fighter pilots. What are you doing to train your new pilots on-map, YH?
Well the few that arent in combat (the Japs start with about half as many combat squadrons as in WitP) I simply put them on training missions. This unit for example has been "training" for about 10 days:
I reported how fast the training mission was a few months back and it was ignored, so I have to assume that its working as designed. A few of these pilots gained 30 points in air to air combat in 10 days. Their defense still sucks, but once they get into Tojos (or even Oscars), they will make their weight felt.
ORIGINAL: TheElf
Shoot, and I was about to send my 'concur' email to Joe stating the air team was ready for GOLD...
ORIGINAL: Yamato hugger
Actually the tactic works just fine as well in WitP. Always has. But people seem to forget the minor detail that a unit cant move and attack at the same time, so those people I think erroneously think that not only are units attacking, but moving at the same time and this is where they have a problem with it, as would I if that were the case. But it isnt. You either attack OR move, not both.
Now supply is another matter, and frankly, it drives me crazy. Since you only "control" the hex you are physically in at the moment and no one controls any hexsides of unoccupied hexes, its actually possible for both sides to use the same rail line supplying their forces (or road, or whatever supply path).
In the attached pic, if you imagine that hexes 1 and 2 are unoccupied then the Chinese and Japs can both trace supply along this same rail line in the same turn because neither side controls any of the hexsides along it (shown by colored arrows).
In the base hex on the north, if the Chinese controlled the SW hexside, their supply could move through that hexside, but their control of that hexside doesnt stop the supply from coming INTO that hex.
So the general rule of thumb is this: hexside control only stops movement FROM that hex through that hexside. It does NOT stop movement from another hex INTO that one. It takes a while to adjust your mind to this, but its actually a nice concept for unit movement but I personally have reservations on the supply movement (my own opinion).
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ORIGINAL: Fishbed
ORIGINAL: TheElf
Shoot, and I was about to send my 'concur' email to Joe stating the air team was ready for GOLD...
Damn, funny how no-one noticed your brilliant and noble effort about that GOLD thing.
ORIGINAL: Yamato hugger
ORIGINAL: Fishbed
ORIGINAL: TheElf
Shoot, and I was about to send my 'concur' email to Joe stating the air team was ready for GOLD...
Damn, funny how no-one noticed your brilliant and noble effort about that GOLD thing.
We could have gone gold years ago if you dont care about that little "making it work" thingie [:D]
ORIGINAL: Yamato hugger
ORIGINAL: Grotius
So the IJN pilots in the "trained" pool all have XP of 35? No more "free" high-XP pilots at all, right? In stock, for example, we get about 10 65-ish pilots a month.
That's OK with me -- I assume we now have to train everyone on the map. I gather that supply runs won't work for fighter pilots. What are you doing to train your new pilots on-map, YH?
Well the few that arent in combat (the Japs start with about half as many combat squadrons as in WitP) I simply put them on training missions. This unit for example has been "training" for about 10 days:
I reported how fast the training mission was a few months back and it was ignored, so I have to assume that its working as designed. A few of these pilots gained 30 points in air to air combat in 10 days. Their defense still sucks, but once they get into Tojos (or even Oscars), they will make their weight felt.
30 points in 10 days??? I don´t want to bring in negative waves again, but seriously, then even the WITP standard training of bombing an empty base works better because it takes usually 2,5 months to get from 40-70 exp.
ORIGINAL: tigercub
but as you can see its only training one of 12 lists that can be unproved a pond so not that big of a deal.