Old wargamer, new player.
Posted: Thu Mar 06, 2008 3:46 pm
Hello all.
New to the game, first campaign (as CP), really enjoying it so far. I dig the HQ mechanic quite a bit, makes the game feel very much like a WWI game vs. WWII, which has been the holy grail for seemingly forever.
That said, I'm running into a few snags here and there. I've perused the manual (haven't really read it in depth yet), and searched the forum, so if I missed something, please let me know.
A few questions/comments:
1. Once you make your national purchases during the strategic phase, is there any way to change them? Appears to me that once you purchase something on the national screen, you're stuck. It's a minor interface beg, but it would be nice to have the flexibility to change those purchases before hitting "continue".
2. Using the naval orders, I sent the AH fleet raiding out into the Eastern Med, using most (if not all-- can't recall) of my naval assets. Next turn, they fight with a bunch of fleets, very satisfying. But then they were damaged, and I wanted to recall them to port-- but I saw no way of doing it. I figured that the "return" function would do the trick, but it never seemed to work. Is there an obvious way of doing this? (In the meantime, the AH fleet was stuck out there, and eventually got sunk).
3. WRT transports, I get that as a basic strategy for the CP you should always use 2 transports in the Baltic at all times, and that it's really not a good idea to use transports in the Atlantic, as they get sunk. Correct?
4. Is there a good submarine strategy for the CP? Has anyone ever used subs effectively? How many do you need? Where do you deploy them? Is it cost-effective, or a waste of CP resources?
5. Bulgaria enters the war, I use them against Serbia. I exhaust their 2 HQ points. Bulgaria eventually accrues enough industrial points to purchase new HQ refits, the HQ refit button is there on the national purchase screen. . . but I can't purchase any HQ refits. Is this WAD or a bug? My forum search found some discussion about minor powers not getting HQ refits, but if that was the case, why is HQ refit even an option for Bulgaria? (Besides, the Ottomans can refit their HQ's no problem. . . ?)
6. This is probably in the manual, but are assaults into hexes improved by attacking from multiple hexes/directions? I.e. if I can load up a 4-corps attack from one hex or two 2-corps attacks from two hexes, does it make any difference which I choose?
7. Any tips on the "ideal" attack into a hex? I'm guessing it's a mix of "Arty on 1st impulse, attack with high readiness/high strength units plus Arty support on 2nd impulse, outnumber the enemy, outclass the enemy" kind of tactic, but I was wondering what the best way is to maximize my chances.
8. Is there an advantage to attacking with friendly artillery that's already been loaded vs. "reload and barrage"?
9. Is there a defensive advantage to having friendly artillery in a hex? Does it have to already be loaded? Is it just versus enemy artillery (counterbattery) or is it against enemy units attacking into the hex? Does friendly arty assist surrounding hexes when attacked?
10. Is it better to use artillery early and often, even when not attacking? For the points cost, it seems a cheap way to keep up the "wastage" on the enemy front, as long as the enemy isn't entrenched. But not sure if this is cost effective to use artillery outside of assaults.
11. If I understand it correctly, artillery vs. trenches is a straight progression, i.e. Level 1 artillery is good only against targets out in the open, but nullified by Level 1 (or higher) entrenchments. Basically, to be effective artillery technology level must be at least one level higher than the target entrenchment. Is this true? Or is artillery still effective if it's equal to the entrenchment? Is there any (degraded) effectiveness in using lower-level artillery against higher-level entrenchments?
10. I've found the number of industrial points to be VERY limiting-- I find myself wishing I had just a few more on every turn. I understand that you can't/shouldn't be able to do everything you want every turn, but it's really on the margin of being less than it should be. By the end of 1916 my R&D is far behind what I think it should be, my HQ points are hard to keep up, I have understrength units everywhere, not enough air, forget about doing more than one naval sortie of the High Seas Fleet, I haven't built ANY new units, etc. etc..
All this feeds my first impression is that the game is TOO limiting, but again, it could be just because I'm not focusing on what I need to focus on.
What's the most direct way to maximize German and AH industrial points? I.e. the best/easiest areas to attack/obtain? Other strategies for it?
11. Still don't quite understand R&D. What do the percentages mean on the R&D screen? If I add points, is it a set number of points required for each advance, or am I buying a percentage chance for increase?
12. After the first few turns I realized that I was playing the game FAR too aggressively. I did great in France-- during the setup I reinforced the Schlieffen right wing, marched into Paris before 1914 was out-- but used up HQ points like crazy. I ignored the east until 1915, and found that the Russians have a steamroller right on the border. I'm into 1916 now, and AH is growing very weak, still haven't finished off Serbia, the Italians and now Romanians have jumped in, and I just can't seem to do much against the Russians with Germany-- the line is as static as in the West.
Aside from the obvious advice to take things slower next time, is there any advice/basic strategies for handling the East and the Balkans? Given the quality and quantity of troops in the West, I'm confident that I can make progress/hold my own against the Brits and the French. Trouble is, I just don't see the AH as being good for anything but speedbumps (quite historical, I guess), and I don't get enough extra German units early to do anything against Russia until 1915/1916, but by then it's too late.
Sooo. . . any ideas?
---
Anyway, I apologize, there's a lot to chew over. Thank you to all in advance. I'm enjoying the game so far, it's really well done, and I appreciate how many questions get answered/clarified in this excellent forum!
Cheers,
Dave
New to the game, first campaign (as CP), really enjoying it so far. I dig the HQ mechanic quite a bit, makes the game feel very much like a WWI game vs. WWII, which has been the holy grail for seemingly forever.
That said, I'm running into a few snags here and there. I've perused the manual (haven't really read it in depth yet), and searched the forum, so if I missed something, please let me know.
A few questions/comments:
1. Once you make your national purchases during the strategic phase, is there any way to change them? Appears to me that once you purchase something on the national screen, you're stuck. It's a minor interface beg, but it would be nice to have the flexibility to change those purchases before hitting "continue".
2. Using the naval orders, I sent the AH fleet raiding out into the Eastern Med, using most (if not all-- can't recall) of my naval assets. Next turn, they fight with a bunch of fleets, very satisfying. But then they were damaged, and I wanted to recall them to port-- but I saw no way of doing it. I figured that the "return" function would do the trick, but it never seemed to work. Is there an obvious way of doing this? (In the meantime, the AH fleet was stuck out there, and eventually got sunk).
3. WRT transports, I get that as a basic strategy for the CP you should always use 2 transports in the Baltic at all times, and that it's really not a good idea to use transports in the Atlantic, as they get sunk. Correct?
4. Is there a good submarine strategy for the CP? Has anyone ever used subs effectively? How many do you need? Where do you deploy them? Is it cost-effective, or a waste of CP resources?
5. Bulgaria enters the war, I use them against Serbia. I exhaust their 2 HQ points. Bulgaria eventually accrues enough industrial points to purchase new HQ refits, the HQ refit button is there on the national purchase screen. . . but I can't purchase any HQ refits. Is this WAD or a bug? My forum search found some discussion about minor powers not getting HQ refits, but if that was the case, why is HQ refit even an option for Bulgaria? (Besides, the Ottomans can refit their HQ's no problem. . . ?)
6. This is probably in the manual, but are assaults into hexes improved by attacking from multiple hexes/directions? I.e. if I can load up a 4-corps attack from one hex or two 2-corps attacks from two hexes, does it make any difference which I choose?
7. Any tips on the "ideal" attack into a hex? I'm guessing it's a mix of "Arty on 1st impulse, attack with high readiness/high strength units plus Arty support on 2nd impulse, outnumber the enemy, outclass the enemy" kind of tactic, but I was wondering what the best way is to maximize my chances.
8. Is there an advantage to attacking with friendly artillery that's already been loaded vs. "reload and barrage"?
9. Is there a defensive advantage to having friendly artillery in a hex? Does it have to already be loaded? Is it just versus enemy artillery (counterbattery) or is it against enemy units attacking into the hex? Does friendly arty assist surrounding hexes when attacked?
10. Is it better to use artillery early and often, even when not attacking? For the points cost, it seems a cheap way to keep up the "wastage" on the enemy front, as long as the enemy isn't entrenched. But not sure if this is cost effective to use artillery outside of assaults.
11. If I understand it correctly, artillery vs. trenches is a straight progression, i.e. Level 1 artillery is good only against targets out in the open, but nullified by Level 1 (or higher) entrenchments. Basically, to be effective artillery technology level must be at least one level higher than the target entrenchment. Is this true? Or is artillery still effective if it's equal to the entrenchment? Is there any (degraded) effectiveness in using lower-level artillery against higher-level entrenchments?
10. I've found the number of industrial points to be VERY limiting-- I find myself wishing I had just a few more on every turn. I understand that you can't/shouldn't be able to do everything you want every turn, but it's really on the margin of being less than it should be. By the end of 1916 my R&D is far behind what I think it should be, my HQ points are hard to keep up, I have understrength units everywhere, not enough air, forget about doing more than one naval sortie of the High Seas Fleet, I haven't built ANY new units, etc. etc..
All this feeds my first impression is that the game is TOO limiting, but again, it could be just because I'm not focusing on what I need to focus on.
What's the most direct way to maximize German and AH industrial points? I.e. the best/easiest areas to attack/obtain? Other strategies for it?
11. Still don't quite understand R&D. What do the percentages mean on the R&D screen? If I add points, is it a set number of points required for each advance, or am I buying a percentage chance for increase?
12. After the first few turns I realized that I was playing the game FAR too aggressively. I did great in France-- during the setup I reinforced the Schlieffen right wing, marched into Paris before 1914 was out-- but used up HQ points like crazy. I ignored the east until 1915, and found that the Russians have a steamroller right on the border. I'm into 1916 now, and AH is growing very weak, still haven't finished off Serbia, the Italians and now Romanians have jumped in, and I just can't seem to do much against the Russians with Germany-- the line is as static as in the West.
Aside from the obvious advice to take things slower next time, is there any advice/basic strategies for handling the East and the Balkans? Given the quality and quantity of troops in the West, I'm confident that I can make progress/hold my own against the Brits and the French. Trouble is, I just don't see the AH as being good for anything but speedbumps (quite historical, I guess), and I don't get enough extra German units early to do anything against Russia until 1915/1916, but by then it's too late.
Sooo. . . any ideas?
---
Anyway, I apologize, there's a lot to chew over. Thank you to all in advance. I'm enjoying the game so far, it's really well done, and I appreciate how many questions get answered/clarified in this excellent forum!
Cheers,
Dave