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Bromley

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Everything posted by Bromley

  1. Nice idea, although I'd like an area rather than fixed points. To prevent pre-planning of the opening move, you could have a slight randomisation factor, so you don't necesarily start precisely where you select. Still, not sure if that last point is necessary.
  2. Seriously mate. Engage brain before posting. Look at the average size of an artillery formation. I have no idea, but I suspect that it has to be a lot less than 50k men. Then look at the hex size. Got any idea how big those hexes are? No, neither do I, but you'd lose the entire Allied artillery in just one of them. Then think about the range implications - either they have hugely unrealisitic ranges or they have to go toe to toe with frontline infantry units to engage them. Anyway, they're incorporated in the existant army and corps (and probably tank) formations. As they would have been in real life.
  3. Search for paratroopers. Basicially, too small.
  4. A newbie here, but I think that Manstein won't make any difference unless you're using German units (Combat bonuses only apply to same country units). There's a link in Hubert's FAQ sticky to the Macon & Fenton Strategy Guide. Page 21 is probably what you want. Note that the guide may be a bit of a spoiler, 'cause it seems pretty comprehensive.
  5. Thanks guys, just what I was looking for.
  6. Okay. So it's simple, yet complex. I read around various links and experimented a bit and I think this is right. Corrections appreciated and especially answers to 7, 8 & 9. 1. An HQ within 4 hexes of a city receives 10 (8 if the city is 5 or less). 2. An HQ 5 or more hexes away from a city gets 5. 3. There is little real value in linking HQs. For example, I'm Italian and attacking Egypt. One HQ can be placed at [44,36] (four squares from Tobruk). Any futher HQs between there and Alexandria won't make any difference to my combat units. 4. An HQ will not be able to attach foreign units for command rating and combat morale purposes (i.e. Readiness). It will be able to supply them though. 5. An HQ can supply any number of units within its range. It can only attach five same nationality units (computer's choice based on distance). I think that this has a range of 5. 6. HQ supply of units works differently than City supply of HQs. A unit gets the HQ supply level minus it's distance from that HQ. So a unit adjacent to an HQ that has a supply of 8 will have a supply of 7. 7. Mountains disrupt supply. Anyone know how? 8. City's supply units other than HQs at City supply -1 for each hex. i.e. a unit adjacent to an 8 city would have a supply of 7. I haven't been able to test if there's a max distance limit or if it just goes to zero over the full range of the max supply. 9. No idea how sea supply works.
  7. Well, I found that they were good at drawing the British air attacks away from more valuable (in strategic terms) units. They kept hitting the rockets, rather than transports full of German soldiers heading for Kent.
  8. Has anyone figured out the supply rules from the demo (or elsewhere)? Thanks.
  9. I don't know how accurate this might be, but I thought of the pillaging as similar to the Germans taking over Czechoslovakia and pressing all those Czech tanks into service.
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