Human Deploy Procedure? Learning Curve Lesson 9000

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RayM
Posts: 304
Joined: Thu Oct 19, 2000 8:00 am
Location: Marlton, NJ USA

Human Deploy Procedure? Learning Curve Lesson 9000

Post by RayM »

I decided to start over with Tulagi. After selecting my forces as before, I wanted to use human deploy in order to have my forces in their LVTs standing off Blue Beach ready to assault. (This gives me more time overall).

I select the human deploy option and get the screen with my Marines and LVTs on the left edge.

I select "Load all units onto nearest transport". Units are loaded.

I now want to re-locate the LVTs just off Blue Beach.

The 5.0 manual (pg. 115, Deploy Units) states that I should left-click the unit, move the cursor to the new hex, and left click again. I do so and nothing happens. I try a couple for times with the same results.

So, I pull out my copy of the SP III manual (just for these instances) and read the section on deploying units (pg. 67). I execute the steps under "Deploy entire formation" button and again nothing happens. Note: the SP III manual does it differently.

This is not good. Suggestions?
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mogami
Posts: 11053
Joined: Wed Aug 23, 2000 8:00 am
Location: You can't get here from there

start line

Post by mogami »

Are you placeing them behind the start line? try moving just one hex, if this works you are trying to get to close. Look for the blue and green dots on the map and place your units behind the line on your side of the map
Image




I'm not retreating, I'm attacking in a different direction!
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Fallschirmjager
Posts: 3555
Joined: Mon Mar 18, 2002 12:46 am
Location: Chattanooga, Tennessee

Post by Fallschirmjager »

Im not sure but isnt there an option that locks starting places?
And cant the scenario designer lock starting places?
El_Peco
Posts: 88
Joined: Fri May 25, 2001 8:00 am
Location: Milan, Italy

Post by El_Peco »

I think that units, already present in a scenario, can't be moved from their starting places.

Regards.
RayM
Posts: 304
Joined: Thu Oct 19, 2000 8:00 am
Location: Marlton, NJ USA

Post by RayM »

Thanks to everyone for the input. Mogami had the fix. I moved my units S behind the blue start line. Still, it took me five turns to get to the island.

More good news, I started over (much smarter this time) and took a Decisive Victory on Battle 1. I moved on to Battle 2 and set up strong interlocking defensive positions running N to S as close to the blue line as practical. One neat trick was to place a MMG on the slight hill in the center of the line such that I could cover both flanks ans well as the center. I also put Rdr and MMG units together in the same emplacements at key points. I also used my arty much more effectively this time. As before I fired some harrassing fire. Then I waited two turns before they showed up. I must admit to some tension until their first attack. Pretty cool for a game.

This time, the interlocking fields of fire and pre-registered arty had a good (for me anyway) effect and basically the IJA were thrown back on succesive attacks. This occurred for left flank, center and right flank attacks in succession. Attacks continued for several more turns but their unit strengths were much less than mine and it began to tell with numerous IJA retreats. They made a final all out push on Turn 14 that failed in all accounts I'm pleased to say. AT that point, the end game screen popped up, IJA morale broken and it gave me Decisive Victory!

I then continued on to Battle 3 and I added 2 Snipers because I only had 25 points available.

Replaying Battle 3: Having been throughly defeated and relieved of command the first time I tried Battle 3. I decided to use two flanking attacks and favor the left flank with most of the MMGs. I placed one Sniper with each flank. In a nut shell, I drove forward on both flanks keeping my distance frm the Caves and bunker in the center. I was particularly pleased that my Snipers took out 1 or 2 guys from the emplacements on the N and S sides of the island. In one instance, the entire unit fell back. As I moved forward on my left flank, I flushed a of couple of IJA units back up against the water and just wiped them out. The Sniper helped here too.

As with the earlier battles, the arty was much more effective although I would think it would cause more casualties particularly if they were in the open!

Both flank attacks went pretty well and I managed to turn the IJA left flank first and proceed N to get behind the caves and bunker. capturing the VH. Moving my MMG up early, laying down supressing fire and backing them up with short rushes by the Rdr units was the most effective way to attack. Overll, I tried to keep the pressure on and continued to attack forward for as long as the IJA would retreat. Boy they sure do have alot of smoke.

My left flank attack took longer to produce IJA retreats and it was here that my Sniper was very helpful. It really got bad for the IJA when two units retreated up against the water's edge. I then managed to get other units up in order to set up a cross-fire. Then, the IJA units "hopped" back and forth until they were all gone. As both IJA flanks collapsed, I laid arty and NGF into likely spots and then waited. While I didn't get many, it sure helped supress them so that I could close with MMG and Rdr units. Then more IJA retreats. My left flank moved forward and I picked up the second VH on Turn 8. The end game screen popped up with another Decisive Victory rating. Very satisfying the second time around!
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