Tips for WIR players
Posted: Wed Feb 09, 2011 2:24 am
I'm a long time War in Russia and before that Second Front player, and let me start by saying "wow". This game is amazing. Once the balance issues get sorted out it will be a winner on my shelf -- and even the AI isn't completely brain dead. I've played the start of a few 1943-45 campaigns to slowly get the hang of things and I'm going to start launching some serious games soon.
Does anyone have tips for players of this game who are familiar with the older games?
My examples (and some questions) below:
* The entire movement/combat system is different -- no more plotting and running the turn. Now of course you can mix up the order in which you do air actions with ground actions. e.g. in WIR you had to do all of your bombing first, then transfers, then plot your movement and finally let everything run. You can now bomb units in the middle of movement.
* How important is bombing ground units?
* Air recon is new, and appears to be important. One useful tip I saw elsewhere in the forums was to do air recon aimed at distant units first.
* I have seen, on the odd occasion, axis bombing of my (Russian) ground units as they move through a hex. WTF?
* The leader and chain of command system is quite new. How important is it to have a good leader (e.g. Zhukov) at Stavka? If I have an important thrust going on in one area, should I beef up the leaders at the army/front level in that area as a priority?
* Reinforcements and replacements are really different. e.g. in WIR I'm used to having new divisions, etc, appear at RGVK and then railing those to front line HQs, letting them sit in refit mode until they have some actual troop strength, then committing them forwards from there. In this game, especially the later campaigns, it appears that I create new units myself. What about new armour/mech corps and brigades? Will those start appearing at some time or do I start making brigades, wait for them to fill with tanks and then combine them into corps?
Anything else?
Does anyone have tips for players of this game who are familiar with the older games?
My examples (and some questions) below:
* The entire movement/combat system is different -- no more plotting and running the turn. Now of course you can mix up the order in which you do air actions with ground actions. e.g. in WIR you had to do all of your bombing first, then transfers, then plot your movement and finally let everything run. You can now bomb units in the middle of movement.
* How important is bombing ground units?
* Air recon is new, and appears to be important. One useful tip I saw elsewhere in the forums was to do air recon aimed at distant units first.
* I have seen, on the odd occasion, axis bombing of my (Russian) ground units as they move through a hex. WTF?
* The leader and chain of command system is quite new. How important is it to have a good leader (e.g. Zhukov) at Stavka? If I have an important thrust going on in one area, should I beef up the leaders at the army/front level in that area as a priority?
* Reinforcements and replacements are really different. e.g. in WIR I'm used to having new divisions, etc, appear at RGVK and then railing those to front line HQs, letting them sit in refit mode until they have some actual troop strength, then committing them forwards from there. In this game, especially the later campaigns, it appears that I create new units myself. What about new armour/mech corps and brigades? Will those start appearing at some time or do I start making brigades, wait for them to fill with tanks and then combine them into corps?
Anything else?