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ChrisHb

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About ChrisHb

  • Birthday 05/26/1963

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  • Gender
    Male

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  • Location
    UK
  • Interests
    Cricket
  • Occupation
    Software Engineer

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  1. I'm enjoying this game so much I just downloaded the Global demo. Amazed to see there still seems to be no previous unit hotkey. The amount of times I hit next unit and zoom past a sub or a forgotten unit somewhere and then have to search the map to find where it is rather than just hit a previous unit hotkey to find it. This was not implemented in any version of this game? I think there is at least a unit sleep hotkey from what I have read? A small matter but an irritating one and something that would seem easy to code?
  2. I managed to get passed the bottleneck - the Japanese seem to have decided to defend Burma with HQs
  3. Thanks Bill. That makes sense. Hopefully my last question on the game I've just taken Truk but I am unable to transfer aircraft from any allied nation to it. Example here. Can you explain why? I assume just something I don't understand? I mean the operate option doesn't allow me to move here.
  4. OK - just realised this is probably a ZOC thing. A lot of wargames allow at least a one hex movement regardless of penalties - I prefer that myself. But at least I now understand why I cannot advance.
  5. Hmm. Also no idea why that image duplicated. As far as I understand rain has no impact on movement? Even if it did I would think units should always be able to move at least one square in any direction?
  6. One thing that I find a little odd about the game is the inability to move sometimes. A unit in pretty good shape is unable to advance even one square toward the enemy.
  7. Thanks very much Bill. All is now clear!
  8. I'm really enjoying it - can't believe I missed it when it was first released.
  9. Hi folks, one thing that I find very confusing. I've read through the forum and it seems that carriers can launch naval strike missions if they move but they cannot launch intercept missions if they move. Is this the case? If so can I not maintain CAP over a moving carrier? I can understand that a moving carrier may not be able to support long range intercept missions over other friendly units but surely it should be able to defend itself with air cover - but air cover is the intercept mission surely? Thanks for any advice. Chris
  10. Hi folks, a bit late to comment I know but maybe an improvement for future games. I'm enjoying the game but it seems to suffer from the superstack problem that many wargames have (for naval combat at least). I moved every single allied ship to the northern coast of Australia and managed to inflict a huge defeat on the Japanese - sinking three of their carriers and many other ships. This seems a pretty unrealistic tactic for logistical reasons + it would leave all the allied shipping routes open to attack. This seems a pretty weak point of the game - I don't even have any convoy routes to protect at the moment (surely there should be one from the USA to Australia - and maybe another along the Indian coast). I think the game would be improved by just totalling the ratio of naval vessels in four or five zones and using this to calculate a supply modifier for units. A single enemy submarine unit (which must represent quite a few subs) in a region with no allied naval ships could cause a large supply drop so you wouldn't be so keen on denuding the region of all naval units. But I'm still new to the game so maybe there are factors I don't yet fully understand. A great game though. Cheers, Chris
  11. Now thinking it is the roads that are causing my confusion. I think all OK now! Cheers, Chris
  12. OK thanks Bill. Strange thing is there is another unit in the mountains the same distance away which is attached - maybe a minor bug. Just wanted to make sure there wasn't something I was missing. Cheers, Chris
  13. Thanks Bill - the game is patched to 1.03. I keep seeing these odd lack of attachment options but I assume it is my lack of understanding as nobody on the forums back in the day seemed to mention any bugs with this. It's a bit irritating when you can't attach a unit to a HQ and see no reason for it. Another example here. The unit with the red circle has no option to attach - its not moved yet and other units equally distant are either attached or show the blue surround for the option to attach. Just wondering if it is something I don't understand fully?
  14. Now I'm thinking that the 5 tile range must change due to terrain and weather? So maybe it is 5 action points or movement distance? It seems when the units come very close to the HQ they can be attached again. Great game by the way - far better than I expected. A lot more to it than I realised when I played the demo a year or two ago and dismissed the game as simplistic. I got that very wrong.
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