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RE: Garrison Report
Posted: Sun Mar 23, 2008 5:40 pm
by rickier65
Tom Webber is very active here. If he's not, watching this thread, start a thread titled "probelm with WaWv32" and I suspect that will catch his eye. And he tweaks things pretty darn fast).
Also, I see someone is starting up a multiplayer in the opponents wanted if youre looking for PBEM. And make sure you check out the community site
http://www.advancedtactics.org
- you can always challenge folks on the ladder there.
This is good AAR thanks.
Rick
RE: Garrison Report
Posted: Sun Mar 23, 2008 5:47 pm
by bwheatley
Ahh thanks rick!
RE: Balkins
Posted: Sun Mar 23, 2008 5:48 pm
by rickier65
1 - Units far away from their HQ suffer some penalties:
a) As they move farther from the HQ the HQ combat bonus reduces.
b) if they get far enough away, the supply they get gets less than requested, until they actually no longer receive supplies.
c) I think they above also applies to replacement equipment - though I'm not sure.
Rick
June 1941
Posted: Sun Mar 23, 2008 5:53 pm
by bwheatley
Situation this turn.

RE: June 1941
Posted: Sun Mar 23, 2008 5:55 pm
by bwheatley
I'm still out pacing the soviets but its a good thing i added new units or i'd be at war now!

RE: Balkins
Posted: Sun Mar 23, 2008 5:57 pm
by bwheatley
ORIGINAL: Rick
1 - Units far away from their HQ suffer some penalties:
a) As they move farther from the HQ the HQ combat bonus reduces.
b) if they get far enough away, the supply they get gets less than requested, until they actually no longer receive supplies.
c) I think they above also applies to replacement equipment - though I'm not sure.
Rick
replacement equip is not automatically handled is it? I'm constantly transfering new equipment onto the line.
RE: Balkins
Posted: Sun Mar 23, 2008 5:58 pm
by bwheatley
Ok armor 3 here we come!
RE: Balkins
Posted: Sun Mar 23, 2008 6:03 pm
by bwheatley
OK in the battle for the channel i traded 2 sub II's for 1 battleship. Thats a good trade in my eyes. One step closer to killing that blasted carrier thats been ravaging my country side.

RE: Balkins
Posted: Sun Mar 23, 2008 6:08 pm
by bwheatley
I've modified my production a little and cut out the level bomber and replaced it with a fighter. Then changing konisberg to make 10 engineers. I will need them it appears the soviets have been blowing bridges so i will need them to be able to stay fluid.
RE: Balkins
Posted: Sun Mar 23, 2008 6:11 pm
by rickier65
No replacment equipment is not automatically handled.
Rick
Africa Korps
Posted: Sun Mar 23, 2008 6:16 pm
by bwheatley
Here is Das Africa Korp slogging it out in the bush. I really need some airpower out here but i'm stretched pretty thin as it is.

HQ layout
Posted: Sun Mar 23, 2008 6:18 pm
by bwheatley
For the most part here is how i have my HQ. Experienced players let me know if i'm doing ok.
I have the OKW that is supreme HQ in the land to everything. Then under that i have the sub HQ's that run fronts etc.
Now every single city is under OKW so all materials go right to OKW. OKW has a very very good supply network i have 100 trains and coming up on 20 halftracks. I've got about 75k worth of land movement a turn. So all reinforcements goto OKW and then I send out what i need every turn to units in the field.. That the way to do it?
RE: HQ layout
Posted: Sun Mar 23, 2008 6:33 pm
by bwheatley
Does this mean that i killed 290 Enemy supply and 21 enemy infantry on the open sees?

RE: HQ layout
Posted: Sun Mar 23, 2008 6:53 pm
by jjdenver
ORIGINAL: bwheatley
For the most part here is how i have my HQ. Experienced players let me know if i'm doing ok.
I have the OKW that is supreme HQ in the land to everything. Then under that i have the sub HQ's that run fronts etc.
Now every single city is under OKW so all materials go right to OKW. OKW has a very very good supply network i have 100 trains and coming up on 20 halftracks. I've got about 75k worth of land movement a turn. So all reinforcements goto OKW and then I send out what i need every turn to units in the field.. That the way to do it?
Well I would use trucks instead of halftracks at OKW or just trains. Halftracks are really intended to be used in frontline units to mechanize them.
I like to keep my entire HQ chain only 2 levels deep so if you have OKW and under that a number of HQ's then I think that's how I'd do it.
RE: HQ layout
Posted: Sun Mar 23, 2008 7:33 pm
by IRONCROM
ORIGINAL: jjdenver
ORIGINAL: bwheatley
For the most part here is how i have my HQ. Experienced players let me know if i'm doing ok.
I have the OKW that is supreme HQ in the land to everything. Then under that i have the sub HQ's that run fronts etc.
Now every single city is under OKW so all materials go right to OKW. OKW has a very very good supply network i have 100 trains and coming up on 20 halftracks. I've got about 75k worth of land movement a turn. So all reinforcements goto OKW and then I send out what i need every turn to units in the field.. That the way to do it?
Well I would use trucks instead of halftracks at OKW or just trains. Halftracks are really intended to be used in frontline units to mechanize them.
I like to keep my entire HQ chain only 2 levels deep so if you have OKW and under that a number of HQ's then I think that's how I'd do it.
I second jj's comments. If you run all your supplies through OKW you won't have to worry about your front line HQ's getting weighted down by excess supplies and it's a hell of a lot easier to manage.
You can run all of your replacments through OKW as well, but there is a benifit to sending your replacments directly to the front line HQ's. Every time you transfer subformations from one HQ to another there is a substantial loss of rediness. Units recieving reinforcments from there same color HQ will suffer a minmal loss in rediness. So if the newly created subformations are sent directly from your production cities to your front line HQ's they will be combat ready (higher starting rediness) that much faster then if they came from OKW.
RE: HQ layout
Posted: Sun Mar 23, 2008 8:17 pm
by bwheatley
Ahh thats a good idea so then i'd have to make cities that are specifically designed for supplies or units and then change them properly.
Soviet Build Up
Posted: Sun Mar 23, 2008 8:23 pm
by bwheatley
Wow They built up 700 points in 1 turn. I could only do 400 points. I think if i don't get my stuff together this turn we're going to have a war on our hands....

RE: Soviet Build Up
Posted: Sun Mar 23, 2008 8:29 pm
by bwheatley
OK i'm going to redo my whole supply chain so i have strictly supply cities and strictly unit cities unit cities will goto the front supply cities will goto OKW.
How would you guys recommend which city to use as supply cities etc?
RE: Soviet Build Up
Posted: Sun Mar 23, 2008 8:49 pm
by bwheatley
OK supply is completely redone now. I'm making 14750 Supplies and 59.6 PP a turn along with 136 Rifleman, 2 Tanks along with other assorted items.
RE: Soviet Build Up
Posted: Sun Mar 23, 2008 8:58 pm
by bwheatley
We're going to try to encircle this unit with our armorer cars and wipe them out while we have supply that is.
Once things light up in the USSR we're going to be in for a long slogging fight. I think this turn we might not have enough PP and we will get war declared on us lets pray not!
