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A few questions/observations

Posted: Wed Jul 25, 2012 12:14 pm
by sanderz

Hi all

1) REPLACEMENTS - do you get more if you are nearer a HQ or on a railway line or in a town, OR less if you are next to an enemy unit?

2) COMMAND LIMITS - are there any? Does it matter how many units are attached to a corps or Army HQ.

3) ARTILLRY - How many turns to recover (build up stoackpile to full?)

4) ARTILLRY - Does an artillery unit fire with the same strength whether it has 1 or 3 turns left until it would have a full stockpile?

5) OKH - It seems wrong that you have to railroad the whole HQ back to OKH so you can play a card on it - wouldn't they have flown back?

6) COMBAT Just an observation (or my imagination) - ART/AA/AT on there own seem to defend rather better than i would have expected.

7) ESCORTING BOMBERS - I assume if you allocate a fighter unit it escorts rather than attack a ground unit?

8) FIGHTERS - related to 7 above - i would have prefered it to have had the fighter units in smaller formations to facilitate more escorts as the Soviets really seem to dogpile onto any unescorted bombers.

Thanks for a great game

RE: A few questions/observations

Posted: Wed Jul 25, 2012 4:00 pm
by Falke
Hi

1) Not sure
2) Yes, Check the S/T Ratio of the HQ.If less than 1 the HQ Bonus gets reduced. This comes from the number troops in the units under the HQ. How many units does not matter
3) about 4 turns
4) per manual if not at full > only 25% effect.
5) ?
6) In general these have high defensive attack values.
7) If escort function is not needed they do get involved in the ground attack

RE: A few questions/observations

Posted: Wed Jul 25, 2012 5:28 pm
by Keunert
1) the number of replacement is fixed. i think Vic mentioned somewhere the units with the biggest difference between real troop levels and supposed troop level get served first. plus it is up to you to assign different units higher replacement priorities.