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A few questions
Posted: Fri Jul 25, 2008 12:14 pm
by ILCK
OK, I'm slowing working through this game. I've finished one turn.
Refit my units, no problem.
Do naval units continue to execute whatever orders you gave them or do you have to re-issue orders each turn? The UI doesn't give a lot of good info on that,
My big problem is refitting HQ's. I click on the HQ refit but there's nothing to do and the manual doesn't seem to help me. How do I reload activation points for my HQ's?
RE: A few questions
Posted: Fri Jul 25, 2008 12:55 pm
by Lascar
ORIGINAL: ILCK
OK, I'm slowing working through this game. I've finished one turn.
Refit my units, no problem.
Do naval units continue to execute whatever orders you gave them or do you have to re-issue orders each turn? The UI doesn't give a lot of good info on that,
My big problem is refitting HQ's. I click on the HQ refit but there's nothing to do and the manual doesn't seem to help me. How do I reload activation points for my HQ's?
Naval units will continue to execute their orders until their endurance level is reached or they are so severely damaged that they will return to port. Otherwise you will need to issue a return order for them to steam back to port.
Are you sure that you have HQs that actually need HQ points and also that you have HQ points to allocate. If so, you simply click on the shell icon during the Strategic phase and if there are eligible HQs then they will be highlighted.
RE: A few questions
Posted: Fri Jul 25, 2008 6:49 pm
by ILCK
ORIGINAL: Lascar
Naval units will continue to execute their orders until their endurance level is reached or they are so severely damaged that they will return to port. Otherwise you will need to issue a return order for them to steam back to port.
Are you sure that you have HQs that actually need HQ points and also that you have HQ points to allocate. If so, you simply click on the shell icon during the Strategic phase and if there are eligible HQs then they will be highlighted.
Thanks for the answer on the ships.
As for the HQ's, yes I needed to buy HQ refits. I'm enjoying the game, albeit while fighting my (impossible) desire to blitz my foes, but the UI leaves something to be desired.
I'm going to talk about hQ's and check my assumptions here:
Essentially all leaders become 1 activation point leaders by the end of the game because 1 point is all you can add. I'm not sure I understand the logic of this mechanism. The effect is that if I want to sustain any sort of offensive is that I have to layer HQ's in the area I want to mount an offensive in order to do more than push one time. Especially since I have to mount an "offensive" into unoccupied enemy territory this seems to really grind things to a halt. This appears to be how, despite the initial setup appearances, the Austrians can survive the Russians. I get the feeling that managing these activations is the real art in the game.
RE: A few questions
Posted: Fri Jul 25, 2008 9:20 pm
by hjaco
You can only replenish 1 activation point per HQ per strategy phase.
If you hover the mouse over an HQ you see a X/Y number which states how many activation points out of how many possible a HQ is currently having.
But in any case you are correct - proper use of activations is a major key factor in the game.
RE: A few questions
Posted: Mon Aug 11, 2008 4:45 pm
by toddtreadway
Do HQ's give any kind of combat or other modifiers? I.e., is there any combat modifier for various HQ's?
Also, does the number of activations an HQ has have any other effect other than allowing multiple activations? E.g., higher levels give higher bonus, etc.?
RE: A few questions
Posted: Mon Aug 11, 2008 5:00 pm
by FrankHunter
Do HQ's give any kind of combat or other modifiers? I.e., is there any combat modifier for various HQ's?
No there isn't. It was considered enough to appear in early versions but in the end I decided against leader bonuses.
Also, does the number of activations an HQ has have any other effect other than allowing multiple activations? E.g., higher levels give higher bonus, etc.?
No.