How do you move your forces?
Moderators: Joel Billings, elmo3, Sabre21
How do you move your forces?
I'm interested to know how you move your forces in this game. Do you have to issue orders and objectives to each division separately, or can play the senior General/Field Marshal and just issue broad objectives to groups of divisions (corps and armies)?
RE: How do you move your forces?
No issuing orders for ground units. You click on a unit, or stack, and move it.
You have the option to let your air units do AI controlled airfield recon or you can do it manually.
You have the option to let your air units do AI controlled airfield recon or you can do it manually.
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RE: How do you move your forces?
Is it possible to move the entire "stack" in an assault against a target ?
If so, can we assume that the (non-mechanized) inf. units will only be able to move 1-2 hexes and then be forced to stop (out-of-readiness) while the mechanized divisions in the stack can continue and move another few hexes ?
If so, can we assume that the (non-mechanized) inf. units will only be able to move 1-2 hexes and then be forced to stop (out-of-readiness) while the mechanized divisions in the stack can continue and move another few hexes ?
RE: How do you move your forces?
ORIGINAL: molchomor
Is it possible to move the entire "stack" in an assault against a target ?
If so, can we assume that the (non-mechanized) inf. units will only be able to move 1-2 hexes and then be forced to stop (out-of-readiness) while the mechanized divisions in the stack can continue and move another few hexes ?
One or more units in the same stack can make either a Hasty or Normal attack. Units from more than one stack can make a Normal attack. Hasty attacks use less MP's than Normal. The attacking units can continue moving, or attack again immediately if the defender held the hex, if the attackers have enough MP's remaining. Since mech units generally get more MP's than non-mech they tend to be able to move further after an attack and make more attacks than non-mech.
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RE: How do you move your forces?
Units from more than one stack can make a Normal attack
Unit from one stack can do "normal" attacks as well..
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RE: How do you move your forces?
elmo3, you might've missed the first question, which I'm also wondering about: can you move a stack? If so, can some units "drag" other units around beyond their normal movement range such as in the Decisive Battles series by SSG?
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RE: How do you move your forces?
ORIGINAL: ComradeP
elmo3, you might've missed the first question, which I'm also wondering about: can you move a stack? If so, can some units "drag" other units around beyond their normal movement range such as in the Decisive Battles series by SSG?
Sure you can move a stack. It will only move as far as the unit that can move the least number of hexes. When you reach that point you would have to click that unit to remove it from being highlighted so you could move any other units in the stack that had MPs remaining.
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RE: How do you move your forces?
Thanks, all is so much clearer now !
RE: How do you move your forces?
Well, this is another game I won't be playing. Move every stack? Looking at just the Operation Typhoon screen shots, I won't live long enough to move all of the units. I wish I could play Grigsby games, but the micromanagement, particulalry for the entire Pacific or the Easten Front makes the games absolutely unplayable for mere mortals. How many people can actually finish one grand campaign, let alone several?
Grigsby's Civil War game is an exception. You still have to move every stack, but there are a lot less stacks. I wish Matrix and Grigsby well. I just wish they would create a game this detailed, but with the player giving orders appropriate for the level of command and the AI moving the actual units.[:@]
Grigsby's Civil War game is an exception. You still have to move every stack, but there are a lot less stacks. I wish Matrix and Grigsby well. I just wish they would create a game this detailed, but with the player giving orders appropriate for the level of command and the AI moving the actual units.[:@]
RE: How do you move your forces?
We'll do our best to include smaller scenarios and the plan is to launch with an editor so the community will hopefully make some as well.
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RE: How do you move your forces?
ORIGINAL: elmo3
We'll do our best to include smaller scenarios and
The only way I play is PBEM.
My fav scenario is one where I can download the email play the turn and send the emai all in less than 45 mins.
A 100 turn scenario with 1,000 units on the map will take hours to play each turn.
A 20 turn scenario with 1,000 units on the map will still take hours to play each turn!
But a 20 turn scenario with 50 units on the map can be played in 45 mins!
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RE: How do you move your forces?
Amen to that! Hour to 45 minutes is about max time I get between interruptions. Unit density is a big factor in gameplay, of course, unless you have a game mechanism like Panther.
RE: How do you move your forces?
ORIGINAL: Joe 98
My fav scenario is one where I can download the email play the turn and send the emai all in less than 45 mins.
I too! See the scenario list of Schwerpunkt's Russo-German War '41-'44, there are 51 scenarios and only a few on the whole map.
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian
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RE: How do you move your forces?
Joel has stated that he has no problems in doing such scenarios but needs to get some more qualified scenario designers on-board. So, if you know any and want to get in touch with them and have them get in touch with Joel, that might expediate things in this regard.
I did so with the designer of the TOAW Road to Moscow series and he had told me previously he was interested so I imagine it's just a matter of whether he has the time or not. Come to think of it, there is another TOAW east front designer that I have had contact with so I should drop him a line on this possibility.
Uh, as far as the RGW scenarios, I imagine a lot of them can wait until after the first release but, I would see that as a lot of opportunity for those wanting to do such scenarios.
But, IMO there has got to be some smaller scenarios up front. Things aren't what they used to be with a lot of us old timer wargamers not having the time anymore to take on BIG games like the campaign here, and even medium sized scenarios like Typhoon and Case Blue are kinda time consuming, and thus all the requests for smaller scenarios.
For me, it's as much a matter of having a scenario that is small enough for repeated play and to to develop a level of expertise with as anything else, and I don't have the time or disposition to try to do that with the campaign games.
Zaratoughda
P.S. I did a check of the RtM scenarios on Rugged Defense and, the LEAST number of counters on a side is about 100.... with it going up to around 300 in some cases. But, these are regimental level games so a divisional level game on the same would be about 25-100 counters on a side and IMO that is what we would like to see. However, we are talking daily turns vs weekly turns and that means scenarios running 2-5 turns unless you consilidate a number of them together.
P.S.2. For me, I would have no problem with a 2 turn 'Road to Minsk' scenario. It would be one you could play many times, against the AI or PBEM, without having to dedicate your life to.
I did so with the designer of the TOAW Road to Moscow series and he had told me previously he was interested so I imagine it's just a matter of whether he has the time or not. Come to think of it, there is another TOAW east front designer that I have had contact with so I should drop him a line on this possibility.
Uh, as far as the RGW scenarios, I imagine a lot of them can wait until after the first release but, I would see that as a lot of opportunity for those wanting to do such scenarios.
But, IMO there has got to be some smaller scenarios up front. Things aren't what they used to be with a lot of us old timer wargamers not having the time anymore to take on BIG games like the campaign here, and even medium sized scenarios like Typhoon and Case Blue are kinda time consuming, and thus all the requests for smaller scenarios.
For me, it's as much a matter of having a scenario that is small enough for repeated play and to to develop a level of expertise with as anything else, and I don't have the time or disposition to try to do that with the campaign games.
Zaratoughda
P.S. I did a check of the RtM scenarios on Rugged Defense and, the LEAST number of counters on a side is about 100.... with it going up to around 300 in some cases. But, these are regimental level games so a divisional level game on the same would be about 25-100 counters on a side and IMO that is what we would like to see. However, we are talking daily turns vs weekly turns and that means scenarios running 2-5 turns unless you consilidate a number of them together.
P.S.2. For me, I would have no problem with a 2 turn 'Road to Minsk' scenario. It would be one you could play many times, against the AI or PBEM, without having to dedicate your life to.
RE: How do you move your forces?
I'm assuming you can attack from multiple hexes...?
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RE: How do you move your forces?
ORIGINAL: Brad Hunter
I'm assuming you can attack from multiple hexes...?
A Hasty attack is from one hex only. A Normal (soon to be renamed Deliberate) attack can be from multiple hexes.
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw
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RE: How do you move your forces?
What worries me about moving each stack at a time is the time element. I liked WIR because you could assign targets to entire armies and the AI would do its best to get there - can you not do this in this game?
RE: How do you move your forces?
ORIGINAL: marklv
What worries me about moving each stack at a time is the time element. I liked WIR because you could assign targets to entire armies and the AI would do its best to get there - can you not do this in this game?
You can not. This is not a remake of WiR.
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw
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