new man problems

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robot
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Joined: Tue May 09, 2000 8:00 am
Location: Covington Ky USA

new man problems

Post by robot »

I am having trouble getting my troops to amphib. I used a commander with 3 command points had two infantry and one light gun attached. Put him on board trying to take Jacksonville. Had TS IN the section totaling 20. Thats 10 TS sitting there. Once he got there he would not go ashore. Said could not amphib there so I left him there thinking maybe needed another turn. He sat there for four turns at least. Never could get him to go ashore. Finally he just disappered off the ships. Have no idea where he went to. Was able to take New Bern ok and to bring reinforcements up. Could any one explain to me in simple language how I am to do simple amphb. movements please.

Have taken the one fort near New Orleans but have been unable to send troops there to occupy the dam thing. Also have not been able to bombard the other fort for some reason. When doing the amphib move even tho the leader has the blue wavy line does all his troops need extra move points before you can expect to land when you get there. Is it possible that because i try to put guns on the ship I am messing up like that.

Couple questions about corps management. Can three command points leaders be used in corps. I thought in the manual it said that corps could take up to 25 units counting leaders. All it will allow me to do is put as many units in as the leader has command. I find it very hard to come up with the correct amount so that the corp is as full with units as they can get. Dont really like to put one command leaders in a corp so as to fill it out.

By the way when I took New Bern Used a leader that had 5 command points loaded with 4 infantry and one gun had no problem there but dont know what the difference was between there and jacksonville. It is a complete puzzle why one worked and the other one didnt.
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Bo Rearguard
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RE: new man problems

Post by Bo Rearguard »

When looking at a sea area with transport ships there will be two numbers underneath them separated by a slash. The usually higher number to the left of the slash is the capacity for normal strategic movement through sea areas from friendly area to friendly area. The number to the right is the one used for conducting amphibious operations into hostile areas. So it's possible you had twenty points available for normal seaborne movement but not enough for an amphibious attack. For your Jacksonville invasion with a force of two infantry and one artillery that the number to the right of the slash would have had to be at least 12. Infantry(transport value 4) + Infantry(transport value 4) = Artillery(transport value 4)= 12.

As regards your second question no more than 25 items (units and/or leaders) may be attached to any one leader. However, a unit commander has to have a command rating greater than six in order to accept any sub-commander leaders, and no leader can command a leader that outranks him in command points.
"They couldn't hit an elephant at this dist ...." Union General John Sedgwick, 1864
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robot
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Location: Covington Ky USA

RE: new man problems

Post by robot »

Thanks for the reply. Thats what I said I had 10 ts in the zone. That adds up to twenty on the right hand number. I had allowed four per infantry unit and 5 for the gun a total of 13 points is all. But once i got him to the zone it said not allowed to land on the shore for some reason. Also for any move from Philly or Baltimore to try and invade the two forts south of New Orleans. The area greys out and wont allow landings at the fort. But I am begining to think that may be due to the fact I never had any ts in the river mouth. Getting ready to try another landing down there as soon as some of my guys get amphib movement again. Can you tell me if this happens is it ok to leave the troops on the ships until next turn and try then. The last time I tried to leave units on the ship until next turn. They still were unable to land at Jacksonville and after a few turns they just disapered and were never seen again any wheres. I keep trying so hard to learn and every day I think I come closer to knowing how to work this game and then something else happens to wreck that vision.
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Joel Billings
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RE: new man problems

Post by Joel Billings »

There are problems with leaving units at sea, so we suggest you never do that. We never intended to allow units to remain at sea, although they are not supposed to disappear. One reason you may not be able to invade is where the units came from in the first place. The rule is they must only move over water on the turn they are going to invade. So they should start on the coast or adjacent to a river somewhere, and their entire move has to be over water until moving into the land area being invaded. Could this explain your problem? Also, it's very possible that starting at sea will prevent the units from being able to invade (although that's just a guess). You can always email me a save at 2by3@2by3games.com where something that should happen is not happening, and I'll take a look to see if I can figure out what is going on.
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Treefrog
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RE: new man problems

Post by Treefrog »

This happens to me all the time.
Then I look to see if the commander had both initiative and little blue wavy lines. Both are needed for amphib, only initiative is needed for sea movement.
"L'audace, l'audace, toujours l'audace."
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