Can I ??
Posted: Sat Sep 16, 2006 10:30 pm
Can a person do arty. and air assualts and resolve those attacks before doing the ground attack? If so how?
ORIGINAL: golden delicious
Either;
a) make them as a separate set of attacks. Don't launch any ground attacks at all. Of course then you run the risk of failing the force proficiency check.
And what is that?
b) make sure your bombardments involve less equipment than your ground attacks.
Pure bombardments (i.e. with no ground units involved) are pretty ineffective in TOAW
I was just interested in making the pile to deal with smaller before I use my guys.
as in reality (see the Somme), so they're only useful for airfield attacks and in some unusual circumstances.
ORIGINAL: Janet Reno
ORIGINAL: golden delicious
Either;
a) make them as a separate set of attacks. Don't launch any ground attacks at all. Of course then you run the risk of failing the force proficiency check.
And what is that?
I was just interested in making the pile to deal with smaller before I use my guys.
ORIGINAL: golden delicious
Either;
a) make them as a separate set of attacks. Don't launch any ground attacks at all. Of course then you run the risk of failing the force proficiency check.
b) make sure your bombardments involve less equipment than your ground attacks.
Pure bombardments (i.e. with no ground units involved) are pretty ineffective in TOAW as in reality (see the Somme), so they're only useful for airfield attacks and in some unusual circumstances.
ORIGINAL: a white rabbit
..like 3* min loss attacks to lift troops out of trenches, then add some bombers and a few fighters for spice, and then, just to remind Ben, hi-shell weight artillery works directly on supply level, and so on readiness,
ORIGINAL: golden delicious
ORIGINAL: a white rabbit
..like 3* min loss attacks to lift troops out of trenches, then add some bombers and a few fighters for spice, and then, just to remind Ben, hi-shell weight artillery works directly on supply level, and so on readiness,
You can squeeze a little extra performance out of the pure bombardments- or you could add a couple of infantry units on minimise losses and triple the effect.
ORIGINAL: Chuck2
What if the defending unit is fortified? They get 8x times the strength IIRC. Therefore, a bombardment makes sense to try to get the unit in mobile status before attacking. Also, bombardments guarantee you won't have a "turn buring" attack where several rounds are used up in one attack.
ORIGINAL: golden delicious
ORIGINAL: a white rabbit
..like 3* min loss attacks to lift troops out of trenches, then add some bombers and a few fighters for spice, and then, just to remind Ben, hi-shell weight artillery works directly on supply level, and so on readiness,
You can squeeze a little extra performance out of the pure bombardments- or you could add a couple of infantry units on minimise losses and triple the effect.
ORIGINAL: a white rabbit
..at the cost of a percent of the turn, whereas pure artillery, if not moved, and in a fair state of readiness can get in "free" shoots,
ORIGINAL: golden delicious
ORIGINAL: a white rabbit
..at the cost of a percent of the turn, whereas pure artillery, if not moved, and in a fair state of readiness can get in "free" shoots,
Not without exploiting a bug in the game system. Any attack will always use at least 10% of the turn otherwise.
You can squeeze a little extra performance out of the pure bombardments- or you could add a couple of infantry units on minimise losses and triple the effect.
ORIGINAL: macgregor
Or just one. A very small one. I thought this kind of gamey tactic was going to be addressed in this version.
ORIGINAL: a white rabbit
..come on, artillery, with loadsa cannon balls, powder charges and stuff stacked next to the cannon, or in the caissons just behind, takes no time at all to go bang bang bang,
..not a bug,
ORIGINAL: golden delicious
ORIGINAL: a white rabbit
..come on, artillery, with loadsa cannon balls, powder charges and stuff stacked next to the cannon, or in the caissons just behind, takes no time at all to go bang bang bang,
Not in the real world, unfortunately.
..not a bug,
Actually, yes, a bug. Acknowledged as a bug by the community **and by TOAD. Executing combat rounds should always consume at least 10% of the turn. The only way it will not do so is if you save the game and then reload.