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Hubert Cater

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Posts posted by Hubert Cater

  1. How does an air fleet defend itself from a land attack? Fortifications should not add to an air units defence unless the game considers the air unit to have a "base defence force" included
    Each unit type has variable values for soft/tank/air attack and defence etc. So if an air fleet is attacked by ground units it would be considered a base that is in the process of being overrun, so best to keep them out of range of ground units ;)
  2. Are you saying that the supply of naval units is not at all based on their distance to port, but rather on how many turns away from port?
    It's a combination of the two, can depend on either or and the greater value will be taken. So if out to sea for a long time then it is based on how long you have been at sea, but move close to port and it could be the distance to port depending on the maximum value
  3. As it stands now, these three countries have to be activated in some way, and this could be either any combination of at war with the Axis or surrendered to the Axis.

    There are a variety of reasons for this (and I won't get into all the gory details) but it all has to do with the original game design as it was not planned for hypothetical events prior to September 1, 1939 (as there would be very many hypotheticals), but anything after that is fair game.

    I might be able to at least lift the restriction on Poland, let me think about it a bit, but again no promises

    ;)

  4. As in other games, there is nothing stopping the French from storming into Germany, but they will have their share of problems/issues at the start. No HQ (so this will decrease unit readiness and supply), they must cross the Rhine or maybe invade the Low Countries to make their own 'Sickel Cut' type manouver and if you move off the maginot line these units lose the benefit of sitting there and entrenching themselves etc.

    But I have played where a concerted effort on behalf of the UK and France together can make it very interesting at the beginning when Germany is occupied in Poland. It is definitly one of those risk it all at the beginning type of moves, and it is risky since the UK does not have much in terms of manpower from the start. If you play it right it might just pay off, but overextend yourself without capturing any cities early on, and you might get quickly wiped out as Germany can instantly turn it's attention back west. Over commit and lose, and you might not have anything to left over to stop block a drive back to Paris and eventually 'Sea Lion'

  5. Originally posted by Elmo:

    </font><blockquote>quote:</font><hr />Originally posted by Hubert Cater:

    </font><blockquote>quote:</font><hr />Originally posted by Jorgen_Cab:

    I think that he means that you move your units as usual during your turn, if you want to disengage a unit you just move it out of combat.

    Correct</font>
  6. - Supply calculations can be traced through any hexes that you control, so yes even through two or more adjacent units that are one hex apart as long as you control it.

    - Does not affect retreating since this is not automated in the game, you've got to retreat on your own ;)

  7. No types of ZOC as you've described exactly, but what you will find is that for any unit that tries to pass through two adjacent enemy units, there will be an extra 'action point' penalty. Air units have a ZOC to automatically defend an area from air attack or escort bombers within a range of their action points - 1.

    But in FoW, any unit that encounters an enemy unit through suprised contact will be stopped and an automatic battle is commenced. Also any unit that fully reveals a partially hidden unit will be forced to stay at their final movement position and not be allowed to undo the move, thus you are forced to complete the move at this point or attack if possible.

  8. Correct, for the historical campaigns the units will be where they were for these dates (as best fits a hex system), but if you would like to set them up in a different position all you would have to do is open up the campaign in the "Campaign Editor" and then replace as you like, and voila you 've got your troops poised on the French border or whatever etc.

    Hope this helps,

    Hubert

  9. Correct, this is something that I have been quietly working on and it follows closely with what you've just suggested. It might also just solve the Battle of the Atlantic requests and make subs that strategic unit everybody is looking for ;)

    I'll keep everyone posted as to the results

    Hubert

  10. The UK will be cash strapped, and while there are no convoys, the ports do translate to represent a part of the income for any country that has them so it is important to maintain them. If the UK loses Alexandria it will be felt economically since they lose a port (which can be viewed as a generalization of convoy income) and they will lose a city. Also strategically, keeping Alexandria under UK control will play it's part as it would otherwise be very difficult for the Axis to get into Iraq without it, and it also ties up units for the Axis that could be used elsewhere.

    For the UK, even just maintaining the status quo in North Africa is important because they would most certainly feel the alternatives

    ;)

  11. Well I'm sure there will be a ton of stuff that people would like changed, and I'll tell you now that I am not going to change everything, and most likely nothing else after at this point unless it is a glaring error on my part as was the case with Silesia.

    tongue.gif

    Other than that keep it coming :cool:

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