Digging In
Moderators: ralphtricky, JAMiAM
Digging In
Does digging in cost supplies? If a unit does not expend MP digging in will it benefit from resting?
Thank you.
Thank you.
RE: Digging In
No.ORIGINAL: brucekg
Does digging in cost supplies?
Digging in always expends the remaining MP's of the unit. However, what I think you mean to ask, is "If a unit digs in, without moving from the hex that it began the turn in, does it gain the resupply bonus, during the next automatic bookkeeping phase?" In this case, the answer is yes.ORIGINAL: brucekg
If a unit does not expend MP digging in will it benefit from resting?
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RE: Digging In
While we're at it, I have always been wondering why a unit can dig further and increase the entrenchment level in a hex if it's "D" even without going to "E", and if it's "E" even without going to "F", but can't increase it further once it's at "F", even though the level is far from being 100%? I don't seem to be able to find the answer in the manual ...
Thanks! [:)]
Thanks! [:)]
RE: Digging In
ORIGINAL: JAMiAM
Digging in always expends the remaining MP's of the unit. However, what I think you mean to ask, is "If a unit digs in, without moving from the hex that it began the turn in, does it gain the resupply bonus, during the next automatic bookkeeping phase?" In this case, the answer is yes.ORIGINAL: brucekg
If a unit does not expend MP digging in will it benefit from resting?
I guess a more concise question would be,
if unit A moves then digs in and unit B moves the same and does not dig in, is unit A worse off in any of its three ratings, readiness, supply, or whatever the last one is?
Thank you.
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RE: Digging In
ORIGINAL: Heldenkaiser
While we're at it, I have always been wondering why a unit can dig further and increase the entrenchment level in a hex if it's "D" even without going to "E", and if it's "E" even without going to "F", but can't increase it further once it's at "F", even though the level is far from being 100%? I don't seem to be able to find the answer in the manual ...
Thanks! [:)]
Can I ask this again? Anybody? Thanks! [:)]
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RE: Digging In
ORIGINAL: Heldenkaiser
ORIGINAL: Heldenkaiser
While we're at it, I have always been wondering why a unit can dig further and increase the entrenchment level in a hex if it's "D" even without going to "E", and if it's "E" even without going to "F", but can't increase it further once it's at "F", even though the level is far from being 100%? I don't seem to be able to find the answer in the manual ...
Thanks! [:)]
Can I ask this again? Anybody? Thanks! [:)]
I think that the 'd'-'e'-'f' status refers to the defensive bonus the unit will receive, while the entrenchment level decides how quickly future occupants of the hex will be able to dig in.
I am not Charlie Hebdo
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RE: Digging In
ORIGINAL: ColinWright
I think that the 'd'-'e'-'f' status refers to the defensive bonus the unit will receive, while the entrenchment level decides how quickly future occupants of the hex will be able to dig in.
Makes sense ... so, increasing the entrenchment level without going either "D" -> "E" or "E" -> "F" makes no difference to the unit itself? Is that correct? Thanks. [:)]
RE: Digging In
Heldenkaiser, yes you are correct, increasing entrenchment level does not give you a defensive bonus, but as Colin stated it will help units to dig in faster (going from "d" to "e" to "f").
Bruce, units that move get 33% less supply, no matter if they expent 10% of their movement or 100% of their movement. So both unit A and unit B will receive the same amount of supply next turn. Now does the unit that digs in uses up more supply, what i´ve been told is that no it does not.
Bruce, units that move get 33% less supply, no matter if they expent 10% of their movement or 100% of their movement. So both unit A and unit B will receive the same amount of supply next turn. Now does the unit that digs in uses up more supply, what i´ve been told is that no it does not.
RE: Digging In
But what of "Readiness". in the unit A v B case does it come out different. I myself have been unable to determine this for certain.
It would be my expectation that having a unit rest v dig-in should yield a more ready/rested unit v a dug-in/tired unit.
Thank you.
It would be my expectation that having a unit rest v dig-in should yield a more ready/rested unit v a dug-in/tired unit.
Thank you.
RE: Digging In
Digging in does not affect readiness, if that is what you're asking.ORIGINAL: brucekg
But what of "Readiness". in the unit A v B case does it come out different. I myself have been unable to determine this for certain.
It would be my expectation that having a unit rest v dig-in should yield a more ready/rested unit v a dug-in/tired unit.
Thank you.
RE: Digging In
Once it is at F, the unit is no longer actively entrenching the hex. If, for whatever reason, you wish to further increase the entrenchment level of the hex, using only the unit that occupies it, you will need to manually set the unit to a non-fortified deployment and then start the digging in process all over again.ORIGINAL: Heldenkaiser
ORIGINAL: Heldenkaiser
While we're at it, I have always been wondering why a unit can dig further and increase the entrenchment level in a hex if it's "D" even without going to "E", and if it's "E" even without going to "F", but can't increase it further once it's at "F", even though the level is far from being 100%? I don't seem to be able to find the answer in the manual ...
Thanks! [:)]
Can I ask this again? Anybody? Thanks! [:)]
RE: Digging In
ORIGINAL: JAMiAM
Digging in does not affect readiness, if that is what you're asking.ORIGINAL: brucekg
But what of "Readiness". in the unit A v B case does it come out different. I myself have been unable to determine this for certain.
It would be my expectation that having a unit rest v dig-in should yield a more ready/rested unit v a dug-in/tired unit.
Thank you.
Thank you, that was the final question.
RE: Digging In
Never say that. It means that either A) you are never going to play TOAW again, or B) you know everything there is to know about TOAW...[;)]ORIGINAL: brucekg
ORIGINAL: JAMiAM
Digging in does not affect readiness, if that is what you're asking.ORIGINAL: brucekg
But what of "Readiness". in the unit A v B case does it come out different. I myself have been unable to determine this for certain.
It would be my expectation that having a unit rest v dig-in should yield a more ready/rested unit v a dug-in/tired unit.
Thank you.
Thank you, that was the final question.
RE: Digging In
Final question as regards this thread. I very much doubt I'll put TOAW down. Just got got it to run using wine under linux. It is one of those games I keep coming back to. If there is going to be a TOAW4 I know where another 50 bucks are going.ORIGINAL: JAMiAM
Never say that. It means that either A) you are never going to play TOAW again, or B) you know everything there is to know about TOAW...[;)]ORIGINAL: brucekg
ORIGINAL: JAMiAM
Digging in does not affect readiness, if that is what you're asking.
Thank you, that was the final question.
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RE: Digging In
ORIGINAL: JAMiAM
Once it is at F, the unit is no longer actively entrenching the hex. If, for whatever reason, you wish to further increase the entrenchment level of the hex, using only the unit that occupies it, you will need to manually set the unit to a non-fortified deployment and then start the digging in process all over again.
So if I use enough units, or the same unit repeatedly, I can get every hex to 100% entrenchment level, in theory? Sort of creating a prepared fortified line? That's rather useful (and surprising) information. Thanks! [:)]
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- Joined: Tue Aug 08, 2006 2:05 pm
RE: Digging In
ORIGINAL: brucekg
If there is going to be a TOAW4 I know where another 50 bucks are going.
Hear, hear! [8D]
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RE: Digging In
ORIGINAL: Heldenkaiser
ORIGINAL: brucekg
If there is going to be a TOAW4 I know where another 50 bucks are going.
Hear, hear! [8D]
The thing is, I'll freely admit I'm a captive audience. Matrix can release a TOAW IV with almost any features at all -- and if I want anyone to play with, I'll have to buy it.
However, the attitude of certain parties notwithstanding, I assume I'm free to mention what I would like to see -- after all, something will have to be added to justify the new release. I might as well do what I can to make that something things I regard as improvements.
I am not Charlie Hebdo
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RE: Digging In
ORIGINAL: Heldenkaiser
ORIGINAL: JAMiAM
Once it is at F, the unit is no longer actively entrenching the hex. If, for whatever reason, you wish to further increase the entrenchment level of the hex, using only the unit that occupies it, you will need to manually set the unit to a non-fortified deployment and then start the digging in process all over again.
So if I use enough units, or the same unit repeatedly, I can get every hex to 100% entrenchment level, in theory? Sort of creating a prepared fortified line? That's rather useful (and surprising) information. Thanks! [:)]
Yeah, you can do this. Done it myself, in fact.
I am not Charlie Hebdo
RE: Digging In
I agree with Colin here except I'm not a captured audience since I play several other wargames. If ToaW IV does not get a facelift I probably will spend my gaming money elsewhere.
I've bought this game twice the first time being in 1998 runnin on Win98. I wasn't too impressed with ToaW III when I got it last year. I guess I expected too much. But I play it anyway and enjoy it until the user interface gets to me and I move on to one of my other hex based wargames.
In general terms I wish:
The user interface gets a big facelift. Text size/type is hard for me to read. The buttons could be better arranged/organized. etc
The weapons graphics are so small and squished down they add nothing to immersion (for me anyway ... mho) I feel these hex based games need good vehicle and weapons graphics to be good quality graphics even if they are simple black and white silhouettes.
Resolve the 1st / 2nd player anomolies (I forget the proper term but I think you get the drift)
Rid the game of gamey stuff like ant attack issues. There's a few others but I don't want to spend much typing on them. Ant attacks seem to be a big issue right now.
Make the attack planning dialog box "% of turn used" and the "circle of stars" tell the truth thus indicating to a player whether the turn will end early or not. This is a separate issue of whether the battle come out in your favor or not. There's always a risk of each individual battle not coming out as you expect but to suddenly end a turn because of some proficiency check that you're totally unaware of or in control of or whatever is not fair to the player ... especially the new players who don't have a thousand games played.
Balance out some of the stock great battles so they are fair for both players in pbem games. And put the Classic ToaW battles in their proper folders (why make these separate ... just note it being classic in sce description)
Enough of the hijacking ... sorry
I've bought this game twice the first time being in 1998 runnin on Win98. I wasn't too impressed with ToaW III when I got it last year. I guess I expected too much. But I play it anyway and enjoy it until the user interface gets to me and I move on to one of my other hex based wargames.
In general terms I wish:
The user interface gets a big facelift. Text size/type is hard for me to read. The buttons could be better arranged/organized. etc
The weapons graphics are so small and squished down they add nothing to immersion (for me anyway ... mho) I feel these hex based games need good vehicle and weapons graphics to be good quality graphics even if they are simple black and white silhouettes.
Resolve the 1st / 2nd player anomolies (I forget the proper term but I think you get the drift)
Rid the game of gamey stuff like ant attack issues. There's a few others but I don't want to spend much typing on them. Ant attacks seem to be a big issue right now.
Make the attack planning dialog box "% of turn used" and the "circle of stars" tell the truth thus indicating to a player whether the turn will end early or not. This is a separate issue of whether the battle come out in your favor or not. There's always a risk of each individual battle not coming out as you expect but to suddenly end a turn because of some proficiency check that you're totally unaware of or in control of or whatever is not fair to the player ... especially the new players who don't have a thousand games played.
Balance out some of the stock great battles so they are fair for both players in pbem games. And put the Classic ToaW battles in their proper folders (why make these separate ... just note it being classic in sce description)
Enough of the hijacking ... sorry
RE: Digging In && IV
As to TOAW4, I would like to see the font improvement. As for the general interface, I would be afraid of someone getting to marketeerish and forget that this is a wargame. I never use anything but the symbols, I feel the 3D graphics a lame eye candy and do not convey the same amount of information instantly.
I would like to see some of the gameyness addressed. A number of answers to my questions have wandered in that direction. In particular the fact that there is no cost to use MP to dig in vs truly having the unit rest, either in supply or readiness. There are some other areas I would make suggestions after I have a chance to examine a few things in more detail.
I've been playing this game since TOAW1 came out and still find it to be very good. The only other games I found of the same class were the V for Victory games from 360. In fact I amy try getting those running with Wine under Linux, they don't work with XP.
I would like to see some of the gameyness addressed. A number of answers to my questions have wandered in that direction. In particular the fact that there is no cost to use MP to dig in vs truly having the unit rest, either in supply or readiness. There are some other areas I would make suggestions after I have a chance to examine a few things in more detail.
I've been playing this game since TOAW1 came out and still find it to be very good. The only other games I found of the same class were the V for Victory games from 360. In fact I amy try getting those running with Wine under Linux, they don't work with XP.