A few returning player questions

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Pocus
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A few returning player questions

Post by Pocus »

Thanks in advance. It's a mix of game rules questions and strategic advice questions [:)]

1. What is the 'minimum' ship required to blockade an harbor?

2. If I strengthen the AA of a hex with an installation (harbor etc.), I know it won't help in anyway the land/naval unit there? Or will it if the attacker is a strategic bomber (that will always target the installation right?) or if a ship is attacked?

3. Is there any way for the Jap to interfere with Vladivostock convoy (80 MPP a turn) if not at war with Russia? Would it be a good idea to move a German sub here?

4. Will Stalin receives bonus troops if the Japs DOW Russia?

5. If a unit starts attached to a HQ but move outside its range, is the HQ bonus maintained, even during the enemy turn?

6. What can prevent Italy to send a significant force to Ethiopia through Gibraltar while neutral? Admittedly this is that much less for Lybia, but I believe that would be more fruitful here than in Lybia. So theoretically, is that possible?
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RE: A few returning player questions

Post by EarlyDoors »

ORIGINAL: Pocus

Thanks in advance. It's a mix of game rules questions and strategic advice questions [:)]

1. What is the 'minimum' ship required to blockade an harbor? - 1 ship or adjacent land unit will blockade, 2 will reduce by 1 point per turn

2. If I strengthen the AA of a hex with an installation (harbor etc.), I know it won't help in anyway the land/naval unit there? Or will it if the attacker is a strategic bomber (that will always target the installation right?) or if a ship is attacked?
Resources provide the value of the Defense Bonus to units - AA incresae that value against air units : If no units present, Resource attacks (by air) occur against the Defense value which again is increased by AA

3. Is there any way for the Jap to interfere with Vladivostock convoy (80 MPP a turn) if not at war with Russia? Would it be a good idea to move a German sub here? - Yes; Place Japanese vessels on the shaded red hexes; i guess German units (at war with USSR) degrade the resources in standard way

4. Will Stalin receives bonus troops if the Japs DOW Russia? - No

5. If a unit starts attached to a HQ but move outside its range, is the HQ bonus maintained, even during the enemy turn? - At start of every turn a unit is either attached or unattached (out of range forces attached units to become unattached)

6. What can prevent Italy to send a significant force to Ethiopia through Gibraltar while neutral? Admittedly this is that much less for Lybia, but I believe that would be more fruitful here than in Lybia. So theoretically, is that possible? - Italy must use the Axis only 1 turn hexes; if it transports troops whilst not at war the Allied player needs to decide whether to DoW and sink 'em and take the hit to US mobilisation or be like https://en.wikipedia.org/wiki/Robert_Brooke-Popham
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RE: A few returning player questions

Post by Pocus »

Thanks EarlyDoors!
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RE: A few returning player questions

Post by Pocus »

Ah, I'm reading the first answer and I'm still not too clear. Let me rephrase, "Will a point of AA spent in an installation add its defense against an air unit bombing a land or naval unit in the hex" ?
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RE: A few returning player questions

Post by The Land »

ORIGINAL: Pocus

Ah, I'm reading the first answer and I'm still not too clear. Let me rephrase, "Will a point of AA spent in an installation add its defense against an air unit bombing a land or naval unit in the hex" ?

Strictly speaking no, but in practice something very similar.

The resource is not the target unless the resource itself is bombed, ie strategic bombing. So for tactical bombing or a unit on a resource, the resource's defence value is irrelevant.

However, the resource (like any terrain type) gives a defence bonus to the unit sitting on it. 0 for marshes, high for mountains, cities, etc.

Upgrading a resource's AA increases both is defence values and its defence bonus values. So the unit in the resource has a higher effective defence value if the resource has AA. But technically the resource's defence value is nothing to do with this. ;)
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RE: A few returning player questions

Post by EarlyDoors »

I think i have asked the team the same questions previously - this may help https://www.matrixgames.com/forums/tm.asp?m=4738975
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RE: A few returning player questions

Post by GiveWarAchance »

Do people actually send more Italian units down the Ethiopia? I feel Italy is on a shoestring budget already and packing Ethiopia with military hardware would denude both Italy and North Africa of strength. I needed every boot on the ground after the USA lands in Africa and D-Day in France happens in summer 1943 instead of historical 44 plus partisans becomes more active in Yugoslavia.
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RE: A few returning player questions

Post by Pocus »

More questions. What is necessary for Russia in order to get the 80 MPP in Vladivostok? The city obviously, but logically cutting the railway west of it would be sufficient, so say, if the Japanese takes Blagovyeshchensk would it cut the supply?

And ...
I don't understand how is calculated the transport limit for the Commonwealth. For example I have a limit of 5 for Australia. Why? And even stranger, a right click on a HQ shows a transport limit of 4. But doing the same for a corps shows 5! On the same turn ...
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RE: A few returning player questions

Post by BillRunacre »

ORIGINAL: Pocus

More questions. What is necessary for Russia in order to get the 80 MPP in Vladivostok? The city obviously, but logically cutting the railway west of it would be sufficient, so say, if the Japanese takes Blagovyeshchensk would it cut the supply?

No, it won't prevent the supply, to stop it Japan will have to capture the port of Vladivostok.

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RE: A few returning player questions

Post by Pocus »

Thanks Bill.
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RE: A few returning player questions

Post by Hubert Cater »

Hi Pocus,

For Transport limits, each country is assigned a value from the start of the game, e.g. I believe the UK has a start Transport limit of 5, Australia 3 and so on. Logistics research can improve the overall transport limit, I believe it is by 1 per Logistics level achieved and for your situation it should be 5 for both units on the same turn, unless of course you transported one, then it then drops to 4 and so on until you've exhausted your limit.

Let me know if this is not the case?
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RE: A few returning player questions

Post by Pocus »

Thanks Hubert, so there is a limit per minor country, interesting. Meaning Panama has its own limit? [:D]

I'm pretty sure I had a different number for Australia when I alternated the right click menu between a corps and an HQ. And yes, I know it sounds weird. But I'm now past the turn so ... buglet lost.

--
A new question. When you reinforce a plane or move it, is it still available for the enemy turn as intercept?
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RE: A few returning player questions

Post by GiveWarAchance »

I wonder about the experience flag icons on units. Is the maximum 3 flag icon things? It looks like 5 could fit in classic Panzercorps style but never goes past 3.
Do people often overstrength units above 10? I wonder if it is worth the big bucks. I have been trying it on airplanes during rain and snow days so the crews can paint the icons on their planes inside the dry warm hangars while waiting for better weather.
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RE: A few returning player questions

Post by Tanaka »

ORIGINAL: GiveWarAchance

I wonder about the experience flag icons on units. Is the maximum 3 flag icon things? It looks like 5 could fit in classic Panzercorps style but never goes past 3.
Do people often overstrength units above 10? I wonder if it is worth the big bucks. I have been trying it on airplanes during rain and snow days so the crews can paint the icons on their planes inside the dry warm hangars while waiting for better weather.

Maximum is 13 but can be increased to 15 in the editor. Always over-strength very worth it!
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RE: A few returning player questions

Post by EarlyDoors »

ORIGINAL: Pocus

--
A new question. When you reinforce a plane or move it, is it still available for the enemy turn as intercept?

Yes I believe so. Reinforce on your turn, no further action available but then is at strength for intercepts on enemy turn
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RE: A few returning player questions

Post by OldCrowBalthazor »

ORIGINAL: Tanaka

Maximum is 13 but can be increased to 15 in the editor. Always over-strength very worth it!

I can attest to this! Tanaka and I had a match with SC-WW1 a few months back, he as the Central Powers and I as the Entente. I thought I ruled the skies over the Western Front because I wasn't getting any except token opposition there in the air.

Sometime mid 1916..all of a sudden my zeppelins, recon bombers and fighter squadrons started to get shot up. This got worse and worse till France and Britain's airpower was basically swept from the skies.

Now, I hadn't put a high priority on aircraft tech, mind you..its WW1..but Tanaka cunningly did..and had his fighters gain experience slowly through all those 'token' encounters.

Upon closer inspection, come to find he's got a couple of 13 strength high morale, Lvl 4, long range Fighters based in Flanders..lol, they were killing machines!

When I let him know that I knew about these monsters...he said "These are my Red Baron Squadrons. haha."

Well...I learned my lesson [:D]

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RE: A few returning player questions

Post by GiveWarAchance »

Okay so I learned overstrengthing units is very worthwhile and I should avoid playing against Tanaka unless I feel like being strafed to death by his many red barons.

In my game now, I noticed overstrengthed planes are very effective but invariably get chewed down below 10 again until the next bad weather gives me a chance to pump them up again. The tenacious Russian interceptors always pour a burst of fire into both my fighter and bomber each time I bomb a big ugly T-34 or something. I like the game mechanics and just think it is a bit hard to maintain the overstrength on the planes. Maybe Tanaka has some special technique like only using aircraft in intervals to give time to re-overstrength them diligently to avoid going below 10 and losing the precious experience levels.
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RE: A few returning player questions

Post by Tanaka »

ORIGINAL: OldCrowBalthazor
ORIGINAL: Tanaka

Maximum is 13 but can be increased to 15 in the editor. Always over-strength very worth it!

I can attest to this! Tanaka and I had a match with SC-WW1 a few months back, he as the Central Powers and I as the Entente. I thought I ruled the skies over the Western Front because I wasn't getting any except token opposition there in the air.

Sometime mid 1916..all of a sudden my zeppelins, recon bombers and fighter squadrons started to get shot up. This got worse and worse till France and Britain's airpower was basically swept from the skies.

Now, I hadn't put a high priority on aircraft tech, mind you..its WW1..but Tanaka cunningly did..and had his fighters gain experience slowly through all those 'token' encounters.

Upon closer inspection, come to find he's got a couple of 13 strength high morale, Lvl 4, long range Fighters based in Flanders..lol, they were killing machines!

When I let him know that I knew about these monsters...he said "These are my Red Baron Squadrons. haha."

Well...I learned my lesson [:D]


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RE: A few returning player questions

Post by Pocus »

Another question, what is the minimum guaranteed supply provided by an HQ? I have this weird case where Mc Arthur is in Guadalcanal, not holding the city (so basically 0 supply available) and I see 4(6) ! US have 2 in Command and Control but the tech description does not cite improving minimum supply.

Not that I complain [:'(]
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RE: A few returning player questions

Post by EarlyDoors »

ORIGINAL: Pocus

Another question, what is the minimum guaranteed supply provided by an HQ? I have this weird case where Mc Arthur is in Guadalcanal, not holding the city (so basically 0 supply available) and I see 4(6) ! US have 2 in Command and Control but the tech description does not cite improving minimum supply.

Not that I complain [:'(]

Check out the latest 1.08 rules
https://www.matrixgames.com/forums/tm.asp?m=4916431

- HQ distribution supply:
- HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
- HQ supply 1 or 2 will have a distribution supply value of 5.
- HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
- HQ supply 5 will have a distribution supply value of 8.
- HQ supply > 5 will have a distribution supply value of 10.


Sounds like supply is flowing through the Port to McArthur's hex where he is distributing 6 from its 4 supply
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