more questions
Posted: Thu Oct 30, 2025 8:20 pm
I continue to play/learn WEGO Overlord and have some more questions for more experienced players;
1) Does intensity of combat impact chance to advance after combat?
2) Does “stacking” aerial recon improve results (e.g. does placing three aerial recon “binos” on one hex give you three chances to lift FOW or is it one roll regardless)?
3) The Allied night bombers available in Turn 1 of the D-Day Overlord scenario all list “2” as possible return availability but they are all withdrawn on turn 2. Bug or feature?
4) In the D-Day Overlord scenario the starting ground asset “VII Corp” lists an Intel radius of 10 hexes but there is no “lightening” of hexes when placed as one gets with ground asset “V Corp”. Bug or feature?
5) Is there any way to highlight (as occurs with assets that are linked to an HQ) those units/assets due to be withdrawn in the next one or two turns? There is a scroll-able list of withdrawals but I have found no way to link the scroll list to the action list. R-clicking each naval/air/ground asset works but is labor intensive.
6) Page 49 of the manual says naval units may be assigned interdiction missions. How do I do that?
7) In the D-Day Overlord scenario I note some units (e.g. V Corp 299th Eng BN) cannot move directly from hex 34,24 (Charlie Dog Beach) to hex 33, 24 (Pointe et Raz de la Perce'e) while Infantry and Rangers can. Intended? I also note no supply along that path.
8) In the scenario “The Americans Link-up” I note there were no new fuel nor ammo nor replacements for the Americans for the entire game albeit the popup indicated there would be. Intended?
So far “The Americans Link-up” has been most enjoyable for me. Enough units and time to allow the Dice Gods and Murphy to dance but not so many that tracking the moves turns the map into a Jackson Pollock.
Thank you for taking time to read this.
1) Does intensity of combat impact chance to advance after combat?
2) Does “stacking” aerial recon improve results (e.g. does placing three aerial recon “binos” on one hex give you three chances to lift FOW or is it one roll regardless)?
3) The Allied night bombers available in Turn 1 of the D-Day Overlord scenario all list “2” as possible return availability but they are all withdrawn on turn 2. Bug or feature?
4) In the D-Day Overlord scenario the starting ground asset “VII Corp” lists an Intel radius of 10 hexes but there is no “lightening” of hexes when placed as one gets with ground asset “V Corp”. Bug or feature?
5) Is there any way to highlight (as occurs with assets that are linked to an HQ) those units/assets due to be withdrawn in the next one or two turns? There is a scroll-able list of withdrawals but I have found no way to link the scroll list to the action list. R-clicking each naval/air/ground asset works but is labor intensive.
6) Page 49 of the manual says naval units may be assigned interdiction missions. How do I do that?
7) In the D-Day Overlord scenario I note some units (e.g. V Corp 299th Eng BN) cannot move directly from hex 34,24 (Charlie Dog Beach) to hex 33, 24 (Pointe et Raz de la Perce'e) while Infantry and Rangers can. Intended? I also note no supply along that path.
8) In the scenario “The Americans Link-up” I note there were no new fuel nor ammo nor replacements for the Americans for the entire game albeit the popup indicated there would be. Intended?
So far “The Americans Link-up” has been most enjoyable for me. Enough units and time to allow the Dice Gods and Murphy to dance but not so many that tracking the moves turns the map into a Jackson Pollock.
Thank you for taking time to read this.