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Basic questions from a beginner about WIR...

Posted: Tue Jan 28, 2003 3:07 am
by DiRaC
Hi, guys. I just found this site and downloaded the game one weak ago. It's a best grand strategy game I ever played in terms of the great results of simulating the real war.

I am Chinese and I am trying to introduce this game into china which has millions of strategy game fans... But I've got some basic problems about understanding and playing the game. Hopefully, you guys may give me the answers and hints.
:confused:
1. How to remove a empty HQ existing originally?

2. What's the best way to control a HQ? Fully under control by human, patially, or commanded by computer?

3. Sometimes new infantry units are assigned into my panzer krops, and panzer units are assigned into infantry krops, is it because I let the computer control my HQ? What's the best replacement value? 50?

4. Suppose that I order two krops which locate parellelly beside one another(like XX) to both plot 66, if the first X failed to advance, would the second X continue to plot though the first X or just stay and do nothing?

5. If HQ moves, can it also lanch air attack in the same turn? What's the best range between krops and their HQ?

6. Is there any similar game about the WW2 like War In WestFront except pacific war?(pacific war is a so complex game...)

I hope you guys understand my poor english...and hope you dont mind if I continue to ask questions as I play the game...;)

Thanks...:cool:

Re: Basic questions from a beginner about WIR...

Posted: Tue Jan 28, 2003 3:31 am
by MagnusOlsson
Originally posted by DiRaC
Hi, guys. I just found this site and downloaded the game one weak ago. It's a best grand strategy game I ever played in terms of the great results of simulating the real war.

I am Chinese and I am trying to introduce this game into china which has millions of strategy game fans... But I've got some basic problems about understanding and playing the game. Hopefully, you guys may give me the answers and hints.
:confused:
1. How to remove a empty HQ existing originally?

2. What's the best way to control a HQ? Fully under control by human, patially, or commanded by computer?

3. Sometimes new infantry units are assigned into my panzer krops, and panzer units are assigned into infantry krops, is it because I let the computer control my HQ? What's the best replacement value? 50?

4. Suppose that I order two krops which locate parellelly beside one another(like XX) to both plot 66, if the first X failed to advance, would the second X continue to plot though the first X or just stay and do nothing?

5. If HQ moves, can it also lanch air attack in the same turn? What's the best range between krops and their HQ?

6. Is there any similar game about the WW2 like War In WestFront except pacific war?(pacific war is a so complex game...)

I hope you guys understand my poor english...and hope you dont mind if I continue to ask questions as I play the game...;)

Thanks...:cool:


Hello,
Maybe China is the market 2by3 needs to get Wir3 going :-).

Here's a few of the answers to your questions:

1: Use shift-R
2. Depends on what you want, but I do not think that anyone here plays with anything other than full human control. If you play against the AI you might want to shorten the game by focusing on a part of the front and letting the 'magnificent' AI handle everything else. If you want to play against a warm body, you need to use full human control. Please note that the AI is crap.
3. the assignments are probably done by the computer, yes. Replacementlevels should be carefully monitored and laborated with. It all depends on situation, scenario, strategy and side.
As a German in 1941, you would want to set the Repl level for the panzers to 70-80 and the inf to 50-60. When blizzard arrives I lower it again to about 50%. If I am still alive 1942 I choose one part of the game (fx south) and have higher levels there while trying to keep the game static on other fronts.
OKH, OKW, RVGK and Stavka shall always be at 100%. I keep west and Italy at around 80-90 until 1943, then it's 100 there as well.
No one will agree with me on this one, since we all use different strategies :-).
4. No, it will halt. Corps cannot pass through each other.
5. Do air first, then move your HQ. You need to keep your HQ no further away than 10 hexes from the corps they control. Check the range of the fighters!
6. there is a West Front game in this series, but noone plays it. It is no good (according to me).

Keep on asking! The best way to learn, however, is to play a lot.


Rgds,
Magnus

Posted: Tue Jan 28, 2003 3:57 am
by DiRaC
In china, traditionally, lots people play Japanese strategy game, like TEK series(dont know if you guys know it or not). Recently, there are many people emerging to play US tactic game(not grand strategy...), but for the games like WIR, there's a long way to go to be popular in China due to the complex operating system and the language problem.... But i don't think it's possible to publish Chinese edition since it's a free game...maybe I'll translate it into Chinese if I have time and technical skills....

I'll try my best to play it, but it seems that this game is such a time-consuming one... I've heard that someone use one hour to decide only one turn movement... Incredible...

Thank you anyways.....;)

Posted: Tue Jan 28, 2003 8:02 am
by DiRaC
In my computer, I can't play WIR in neither WIN2000 nor WINXP, because when i enter the game, my mouse cursor is invisible(But I'm still able to click it and choose)
So the only way to play it is to start in DOS when I reboot computer...any idea how to play it in WIN2000?

More questions....

What's the point to use like "South army group" if it doesn't have any artillery and airplane? Can I just simply use shift+R to remove it?
Or it can influence its sub-armies' OP, CV and other things by the leader's ability? What happens if I insist to remove it?

For Axis, sometimes Hitler may change the leaders without notify me, is it necessary to check the leader in right position every turn?

What's the best number of crops which an amry contains? what's the best number of divisions a crop contains? (I know it depends, but I just lack of best sense...)

Posted: Tue Jan 28, 2003 9:41 am
by RickyB
Originally posted by DiRaC
In my computer, I can't play WIR in neither WIN2000 nor WINXP, because when i enter the game, my mouse cursor is invisible(But I'm still able to click it and choose)
So the only way to play it is to start in DOS when I reboot computer...any idea how to play it in WIN2000?

More questions....

What's the point to use like "South army group" if it doesn't have any artillery and airplane? Can I just simply use shift+R to remove it?
Or it can influence its sub-armies' OP, CV and other things by the leader's ability? What happens if I insist to remove it?

For Axis, sometimes Hitler may change the leaders without notify me, is it necessary to check the leader in right position every turn?

What's the best number of crops which an amry contains? what's the best number of divisions a crop contains? (I know it depends, but I just lack of best sense...)

Sorry, but no idea about Win2000.

You shouldn't have any problems removing the intermediate level HQs. They work in part by having their leader take control of some battles, so a poor leader higher up hurts in some battles, but a good leader can help. I think they may also pass on ops points, but I am not sure. They can provide some protection from Hitler taking over a battle with his poor rating.

Checking leaders is up to you. I don't check every turn, but do try and check occasionally.

Corps numbers don't have any direct impact but it is generally best to keep them close together which can limit the numbers. Panzer corps, tank and shock armies can hold 10 stacking points without penalties, other corps/armies can hold 5. Panzer divisions and tank corps are 3 points each, panzer brigades and divisions are 1. Going over that will penalize a random unit in the group.

will penalize a random unit in the group.

Posted: Wed Jan 29, 2003 4:59 am
by MikeB
My interpretation is that the whole corps takes a % hit on its Readiness. Are you clarifying that one division of the corps takes combat casualties?

Posted: Wed Jan 29, 2003 7:08 am
by RickyB
Mike,

The readiness penalty is applied to only the number of stacking points over the limit. An easy test is to put 7 divisions in a regular unit, get them all at the same readiness (using the editor) and run a turn, and 2 will be at a lower readiness than the other 5. I have seen this in my games and tests quite often. And nothing to do with casualties, just readiness.

Posted: Wed Jan 29, 2003 10:38 am
by K62_
Originally posted by RickyB

Corps numbers don't have any direct impact but it is generally best to keep them close together which can limit the numbers. Panzer corps, tank and shock armies can hold 10 stacking points without penalties, other corps/armies can hold 5. Panzer divisions and tank corps are 3 points each, panzer brigades and divisions are 1. Going over that will penalize a random unit in the group.


The manual says 9 stacking points for PzKorps/ TkArmy/ Shock Army, 3 for Axis infantry korps and 5 for Soviet infantry armies. That also kind of agrees with my personal experience. Also, Pz Brigades and PzGrenadier seem to be 3 stacking points, not 1. Just my 2 cents... maybe I should check again.
:confused:

Posted: Wed Jan 29, 2003 11:07 pm
by DiRaC
1. So basicly, it doesn't matter if I remove all south/center/north army groups? And the leaders who I assign to them can have relatively poor rate compared to the amry leaders?

2. I just notice that I cannot use the army group's airforce to interdict, or bomb......Any explaination?

3. If I launched all my army's bomb planes to interdict, would it effect my restult of airforce's protection when my ground force is ploting? Or I can get a better air protecting result if I set all planes as the mission of "gound attack" and do nothing.

4. How to use HQ's artilleries?

5. It doesn't matter if I use up all OP on the purpose of supplying my krops in one turn? Somewhere says higher OP remaining in HQ might be helpful for the krop's battle?

6. Does Supplying simply mean to give krops necessary equipment and food supply, or to recuit new soldiers replace the casualties? Seems to be the latter, but where do soldiers come from? Confusing.............

All the questions so far.......Probably more on the way to come......
Thanks.......



;)

Posted: Wed Jan 29, 2003 11:23 pm
by RickyB
Originally posted by DiRaC
1. So basicly, it doesn't matter if I remove all south/center/north army groups? And the leaders who I assign to them can have relatively poor rate compared to the amry leaders?

2. I just notice that I cannot use the army group's airforce to interdict, or bomb......Any explaination?

3. If I launched all my army's bomb planes to interdict, would it effect my restult of airforce's protection when my ground force is ploting? Or I can get a better air protecting result if I set all planes as the mission of "gound attack" and do nothing.

4. How to use HQ's artilleries?

5. It doesn't matter if I use up all OP on the purpose of supplying my krops in one turn? Somewhere says higher OP remaining in HQ might be helpful for the krop's battle?

6. Does Supplying simply mean to give krops necessary equipment and food supply, or to recuit new soldiers replace the casualties? Seems to be the latter, but where do soldiers come from? Confusing.............

1. If the army group HQs are in place, their leaders can take over lower level battles and so a poor leader will hurt if that happens. Not sure what impact removing these HQs will have, try it and let us know.
2. HQs cannot fly player air missions if they have carried out certain tasks already. Fly first then do other things to help.
3. Player missions will lower the number of airplanes ready during combat, but not a major impact overall, and you get 2 missions for those that fly in both segments, so overall more missions will be carried out by using your airplanes for player directed missions. Can leave them exposed during combat though if you don't have air control.
4. Artillery must be in the combat units to do anything. Transfer them in.
5. As HQ ops points drop, units will suffer random readiness penalties in combat, the lower the points the more units get hit.
6. Special supply can boost manpower/equipment in some cases, the stuff comes from your pools.

Posted: Wed Jan 29, 2003 11:26 pm
by RickyB
Originally posted by K62
The manual says 9 stacking points for PzKorps/ TkArmy/ Shock Army, 3 for Axis infantry korps and 5 for Soviet infantry armies. That also kind of agrees with my personal experience. Also, Pz Brigades and PzGrenadier seem to be 3 stacking points, not 1. Just my 2 cents... maybe I should check again.
:confused:

After thinking further, I think you are right on the brigades (and I meant to include the PzGr divisions, which are 3). I am fairly sure Arnaud changed the stacking limits for the units to be what I posted - I know German infantry corps are 5, not 3, and almost positive it is 10 for the mobile units.

Posted: Thu Jan 30, 2003 12:03 am
by DiRaC
Originally posted by RickyB
1. If the army group HQs are in place, their leaders can take over lower level battles and so a poor leader will hurt if that happens. Not sure what impact removing these HQs will have, try it and let us know.
2. HQs cannot fly player air missions if they have carried out certain tasks already. Fly first then do other things to help.
3. Player missions will lower the number of airplanes ready during combat, but not a major impact overall, and you get 2 missions for those that fly in both segments, so overall more missions will be carried out by using your airplanes for player directed missions. Can leave them exposed during combat though if you don't have air control.
4. Artillery must be in the combat units to do anything. Transfer them in.
5. As HQ ops points drop, units will suffer random readiness penalties in combat, the lower the points the more units get hit.
6. Special supply can boost manpower/equipment in some cases, the stuff comes from your pools.


2. I mean only for army group HQ, their plane's missions are all AT. I can't change that mission.....

5. So we must find a balance point between supplying units and remaining enough OP? Is there any information about how much OP can a HQ get each turn? Based on leader's rate and the replacement level? Any limiting number of OP that HQ can remain?

Thanks so much~~~
:p

Posted: Thu Jan 30, 2003 12:34 am
by MagnusOlsson
Originally posted by DiRaC
2. I mean only for army group HQ, their plane's missions are all AT. I can't change that mission.....

5. So we must find a balance point between supplying units and remaining enough OP? Is there any information about how much OP can a HQ get each turn? Based on leader's rate and the replacement level? Any limiting number of OP that HQ can remain?

Thanks so much~~~
:p


The Ju-52, no matter where it is, can only fly Air Transport missions. So you can use Alt-L and AirLift supply to exposed units. Be sure to have long range fighter escort, preferrably 110's or Fw-190's (must be set to E for Escort).

/Magnus

Posted: Tue Feb 04, 2003 5:54 am
by DiRaC
How many soldiers in one squad?
Somebody said 50.
What's the right answer?

Posted: Wed Feb 05, 2003 2:43 pm
by Mikser
50, as you said. It's an abstraction to make the losses and division total manpower more realistic.

Does anyone know the truth on the stacking points? I've always operated under what the manual claims, which is more often than not woefully inaccurate.

Posted: Wed Feb 05, 2003 7:25 pm
by Tom1939
If I remember well, at 3.2 it was

tank army/panzer korps/ shock army 10 stacking poits
Soviet army 5 stacking points
German korps 4 s.p.

I don't know if it changed in 3.3, but I don't think so, as it was not written in changes.

some thoughts

Posted: Fri Feb 07, 2003 6:29 am
by MikeB
"...cannot use army group to interdict , bomb, etc. why?"
If one moves the HQ or moves a unit into the HQ, it and the airplanes are likely considered as moved. It is not permissable(i think) to move an HQ...then do player directed air missions. Ground strike will still work in your attack activity and the following enemy's attack activity(to my perception).

There was something earlier from Rick that fighters on cap were good at flying cap at range of 7 from the HQ during enemy combat phase. I find that airplanes on cap may or may not actually fly during your own attack phase. I believe they need to be on escort to fly during your bombing mission. I have not checked if within range 7, the fighters on cap will fly escort on your bombers during interdiction and your combat phase.

I believe aircraft who interdicted...will also bomb during your own and enemy's next combat phase...as ground support.

ops points in HQ at moment of combat has an undocumented effect upon combat. If HQ with air...has no ops points...then i think the airplanes fail to fly. Low HQ ops points may also lead to increased shatters? perhaps.

Removing S, C, & N HQ's

Posted: Sat Feb 08, 2003 6:52 pm
by Stefdragon
Originally posted by RickyB
1. If the army group HQs are in place, their leaders can take over lower level battles and so a poor leader will hurt if that happens. Not sure what impact removing these HQs will have, try it and let us know.
Here is my perception regarding the removal of intermediate Front HQ's, from an Axis perspective:

It is certainly possible to do this, as it is possible with "Line" HQ's. It is not possible to remove OKH, OKW, or the SUD Front HQ's however. It is also not possible to change those commanders. You know who the OKH commander is, and his "Leader Rating" is "SCHMATTAH" (don't bother looking up this word in any language.)

Okay, there is a distinct possibility that leadership will pass away from your Line Commander in any combat situation, and move up the ladder, either to the relevent Front Commander or sometimes on up to you know who in OKH. If there is no Intermediate Front HQ Commander, then every time the Leadership of a battle moves up the ladder, it's automatically going to go to AH himself, with what I think would eventually lead to disasterous consequences.

A respectable Front Commander will at least intercept that possibility on any number of occasions. At what ratio I do not know.

:)

Posted: Mon Feb 10, 2003 5:47 am
by DiRaC
Thanks for all replies above.... :)
I am thinking if there's any chance to know the enemy's corps' strength. In reality, we can get a basic idea (not exactly) of enemy's corp strength.....for instance, is this corp a major corp or minor one? What's the range of its CV? And I know in history, Russian division had some different standards in terms of number of soldiors and tanks......

But in the game, it seems no way to know enemy corp's strength unless we attack it.

Any idea?
:confused:

Posted: Mon Feb 10, 2003 9:13 am
by matt.buttsworth
No.