Tip thread

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cookie monster
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RE: Tip thread

Post by cookie monster »

I loaded up 41 grand campaign as the germans and its there.

So here I've pinned the tail on the donkey

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PeeDeeAitch
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RE: Tip thread

Post by PeeDeeAitch »

Be wary of the HQ buildup, it can both be a war winner and a war-loser. It will allow the units (in range) the following turn to have near maximum movement, but it will eat up trucks horribly.  Experiment with this, at the proper time it can spring a panzer trap that can take the best of objectives - at the listed cost, in the long run it may just doom you too.
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FJeff
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RE: Tip thread

Post by FJeff »

Ah, it's not in Leningrad. I'll have to check the other shorter scenarios.
And it's one, two, three,
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RE: Tip thread

Post by Pawsy »

If there on railway line do this still consume trucks? Like the idea :D
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Mynok
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RE: Tip thread

Post by Mynok »


Yes, I believe it does (not 100% sure) because the use of the trucks represents (as I understand it) lift to carry extra dumps and supplies.
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Pawsy
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RE: Tip thread

Post by Pawsy »

I find that the AI is way better at attacking airfields than me [;)]
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RE: Tip thread

Post by randallw »

Soviet players should be aware of the timetable for when they can combine units into larger ones.
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Mynok
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RE: Tip thread

Post by Mynok »

ORIGINAL: FJeff

Ah, it's not in Leningrad. I'll have to check the other shorter scenarios.

It is in all scenarios. If you move your HQ, it doesn't show up. It has to be stationary for the entire turn.
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Jakerson
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RE: Tip thread

Post by Jakerson »

Another tip I have for Axis player do not forget to use your manual rail repair unit they can really speed up rail repair of most important rail lines much faster than automated repair units can.
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cookie monster
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RE: Tip thread

Post by cookie monster »

For the Soviets

Before assigning a Corps to a different command at 15 AP split the corps up into 3 divisions

Each division can then be reasigned at a cost of 1-2 AP each.

MUCH cheaper.

Sometimes to change command of a FRONT it can cost 50 AP

With Zhukov at STAVKA he may pass the ADMIN roll on a transfer to half the conversion cost to 25 AP

The FRONT can then be transferred normally for free

This method can potentially save you 25 AP
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RE: Tip thread

Post by stewartbragg »

ORIGINAL: Magnum88

I have started to consider a unit's morale in deciding which of them attacks pocketed enemy units. Getting their morale to 86 is a huge advantage (only +1 for each enemy hex) and they gain around 1 point each victory over the weak isolated units. There are other considerations but this is a big one because it will let them advance faster later on. I use it also to help the Hungarian and Romanian mountain troops beef up their morale for the winter to come.

Good idea. [&o]
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RE: Tip thread

Post by rlp2 »

The supply levels for HQs (0 thru 9).
Is 0 the highest level of supply? Or is 9 the highest level?
Could not find this in the manual. If it is in the manual, where at?

Thanks
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RE: Tip thread

Post by rlp2 »

What do the symbols (-) and (+) behind Rifle Squads mean?

Could not find this in the manual. If it is in the manual, where at?

Thanks
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cookie monster
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RE: Tip thread

Post by cookie monster »

ORIGINAL: Bob Pendleton

The supply levels for HQs (0 thru 9).
Is 0 the highest level of supply? Or is 9 the highest level?
Could not find this in the manual. If it is in the manual, where at?

Thanks

I dont have a clue what you are talking about.

Could you explain further
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RE: Tip thread

Post by Baron von Beer »

ORIGINAL: Bob Pendleton

What do the symbols (-) and (+) behind Rifle Squads mean?

Could not find this in the manual. If it is in the manual, where at?

Thanks
Typically it is enhanced or reduced strength relative to other like units in that period. Eg a - might not have an MG in the squad, a + may have an extra MG, or some other type of additional weaponry, etc.
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cookie monster
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RE: Tip thread

Post by cookie monster »

ORIGINAL: Bob Pendleton

What do the symbols (-) and (+) behind Rifle Squads mean?

Could not find this in the manual. If it is in the manual, where at?

Thanks

I guess your playing the Russians.

When you click on Rifle Squad in the production screen you can see that they upgrade.

Rifle squad upgrades to rifle squad +
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RE: Tip thread

Post by randallw »

I believe both the Sovs and Germs have rifle squads changed a few times during the war.
Magnum88
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RE: Tip thread

Post by Magnum88 »

Manual 7.6.3.2 (page 146) explains the numbers. The number means how many of each support unit type the AI will automatically give the HQ. 0 means locked.
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RE: Tip thread

Post by rlp2 »

Thanks for help

In my earlier question I said Supply Level, but meant Support Level. My mistake.
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Senno
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RE: Tip thread

Post by Senno »

The construction range of Army HQ to Corps and Corps to regular units appears to be extremely beneficial if followed religiously. It's now October 9 and my forces are in a linebacker defense in generally size 4 forts. The last to reach their assigned spots for winter are in size 2 forts. I expect to see size 5 forts hopefully along the line in general. The 3 Romanian Mtn brigades are in size 4 forts in the Crim snugged in already. They have been in position the longest, so I am interested in how long til size 5 forts start popping.

I stopped the infantry offense in on the last August turn, beginning repositioning. The Panzers however conducted local attacks tearing up rail lines until Sept 9 or so, when suddenly virtually surrounded by the hordes. While tehy couldn't penetrate ZOC, they lined it completely. I had to back out back the way the Panzers had come in to escape. Had I stayed exposed almost the entirety of the Panzers would have been cut off. I hope tearing up rail lines pays dividends in a delayed winter offensive for the Soviets.

The AG HQ's are extremely forward though, so when the forts pop 5 (or blizzard, whichever first), the HQ's will be repositioned for general safety during the Soviets offensive period.

Game is against AI and not PBEM, btw.
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