Page 1 of 1
5 questions from a newbie
Posted: Fri Oct 10, 2003 2:07 pm
by Preon
I've had the game for almost 2 weeks now, and I'm about to win my first game against the computer (I think). However, I do have a few questions:
1: On several occasions, I'll have units that still have a free action (green supply bar) and I want them to dig in. These units are always next to enemy units. Their pop-up says that they're capable, but I'm unable to issue the order. Is it an OP issue (the units might have moved or taken part in an overrun... not sure)
2: Sometimes, units of mine that are on the front line and clearly within the radius of my supply trucks will show up with grey supply bars. Is this a bug? I haven't doublechecked to see if they get resupplied or not.
3: Do anti-aircraft units have any virtue against aircraft? So far, I've only seen them useful as a mild anti-shock unit. It'd be pretty cool if they could lighten the effect of interdiction missions.
4: Is it best to go for the objective or to go for points? So far, I've only played the 1st Ukrainian Front scenario, but for the life of me, I can't get to Zvenigorodka in 16 turns (like the scenario objectives state). However, in my current game, I've decided to focus on the destruction of the emeny military and the capture/denial of lesser towns. I seem to be doing MUCH better. Comments?
5: When deploying a detachment, are you limited to deploying the detachment on the hex that your unit is currently occupying? On several occasions, I've watched the computer forward deploy detachments from its units. How does it do this?
Thanks in advance for any help with these questions.
-Preon
Posted: Fri Oct 10, 2003 3:11 pm
by Rob Gjessing
1. A unit can only dig in if it is in a friendly controlled hex. You only control a hex the turn after you take it. If I advance my men to hex X, Y - then this hex becomes contested. I will not control it until the start of next turn. So you cant not advance and then dig in.
2. Gray supply dots mean that your unit was not supplied this turn. Selecting a supply truck is not a true indicator of what hexes were supplied for the current turn. Supply trucks radius tells you what hexes it will more then likely be able to supply next turn. To correctly see what hexes are supplied for this turn click on the Supplied Hexes button.
3. AA units have no effect on aircraft or interdiction in this version of the game.
4. You need to find a balance, generally to win you have to take the major objectives, but you need to balance this will killing the other guy. In some scenarios you get lots of points for killing the enemy, but in others you dont get many points at all.
5. Yes you are restricted to deploying detachments in the hex your unit is in. Dunno how the computer does that.. maybe it moves forward a hex, deploys and then retreats..

Posted: Fri Oct 10, 2003 3:15 pm
by Rob Gjessing
I forgot to mention that we have some Articles over at the
http://Run5.wargamer.com website that may be of interest to you if you are a newbie.. good luck! Select the articles link from the main menu.
Posted: Fri Oct 10, 2003 3:19 pm
by Pawlock
Preon wrote:I've had the game for almost 2 weeks now, and I'm about to win my first game against the computer (I think). However, I do have a few questions:
1: On several occasions, I'll have units that still have a free action (green supply bar) and I want them to dig in. These units are always next to enemy units. Their pop-up says that they're capable, but I'm unable to issue the order. Is it an OP issue (the units might have moved or taken part in an overrun... not sure)
2: Sometimes, units of mine that are on the front line and clearly within the radius of my supply trucks will show up with grey supply bars. Is this a bug? I haven't doublechecked to see if they get resupplied or not.
3: Do anti-aircraft units have any virtue against aircraft? So far, I've only seen them useful as a mild anti-shock unit. It'd be pretty cool if they could lighten the effect of interdiction missions.
4: Is it best to go for the objective or to go for points? So far, I've only played the 1st Ukrainian Front scenario, but for the life of me, I can't get to Zvenigorodka in 16 turns (like the scenario objectives state). However, in my current game, I've decided to focus on the destruction of the emeny military and the capture/denial of lesser towns. I seem to be doing MUCH better. Comments?
5: When deploying a detachment, are you limited to deploying the detachment on the hex that your unit is currently occupying? On several occasions, I've watched the computer forward deploy detachments from its units. How does it do this?
Thanks in advance for any help with these questions.
-Preon
1. They are probably in contested territory, they can only dig in, in owned territory
2. Think Rob explained this in a previous thread, just to recap, supply radius only shows probable supply for NEXT turn, not present.
3. No
4. No simple answer to this, you have to weight up many points, I have seen games won on only objectives, but never underestimate the value of destroyed units either.
5. Detatchments can be placed anywhere the unit can reach under normal movement( except stronpoints etc). Be careful though because placing detatchments will use your action up, so if you dont take op points you need to move to another hex into consideration to you may end up being stuck where yo are after placing the detatchment.
Posted: Fri Oct 10, 2003 7:34 pm
by Preon
Thanks for the help. All makes sense.
I do have one other question (more like a whine) I notice that infantry can walk across rivers when they're frozen and not when the weather thaws. Are we expected to believe that a river will freeze/melt in the course of a day?
No big deal really, just another aspect of the game that I need to learn to take into account.
I look forward to playing real people online.
-Preon
Posted: Sat Oct 11, 2003 1:52 am
by DPoM
when it comes to river crossings it might also mean that the river current has made the crossing too dangerous and that I can belive can chenge in a day or so
Posted: Sat Oct 11, 2003 9:42 am
by BrubakerII
DPoM is correct. At this scale keeping a game playable is a matter of using some abstractness in the way things are portrayed. Your comment (black/white, on/off) about the rivers could be applied right across the game really in many aspects. But it is the simplification that makes the game so enjoyable.
Posted: Mon Oct 13, 2003 12:53 pm
by Rahvyn
In reference to #3 about anti-air, if they do not help with interdiction, what is their use in the game???
Posted: Mon Oct 13, 2003 2:57 pm
by BrubakerII
This is a valid question. I feel they were included in the game because of their anit-tank (shock) capability.
Those that have studied the Russian units will have noticed that probably 80% have inherent anti-tank (or shock) capability. This means that those units are far far more easily overrun and pushed aside by their foe. For this reason it is IMPERATIVE to be placed on some of terrain that has anti-shock inherent in it (such as woods) or stack with a unit that has such a capability. This then is the anti-tank or anti-air units you are speaking of.
I rarely advance with infantry ahead of these units, as slow and frustrating as that can be, because you are simply too vulnerable. Anti-air is good!
Out of interest, the reason the germans don't have them present in the game (I suspect) is because of the inherent anti-tank capability in most of their units.
Posted: Mon Oct 13, 2003 3:09 pm
by Rob Gjessing
These units will undertake a new role in BIN I think.