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Petersan
01 Oct 06, 02:17
Gentlemen

Forgive my ignorance but I have a couple of very basic questions. 1) Is it true there is an advantage for the attacker if one hex is attacked at the same time from two hexes on opposite sides of it. I thought this was what I read in my TOAW classic game but it no longer seems to say this in TOAWIII. Has this changed or did I just misunderstand all along? If this is not so what are the advantages of attacking from more than one hex?
2) Some scenario blurbs in TOAWIII dont say how long the supply line is from supply point to unit. Is there a way to tell? Is there a standard length? I believe I read in the help topics that it is usually from 50 to 100 k-however many hexes that may be. Is this in fact usually the case?
3) Is it true that, as you might expect, armoured units perform less well in cities or forest than in open ground?

Thanks-Peter

Telumar
01 Oct 06, 11:22
The help file (F1) has an extensive and better answer for your first question than i could give:

Flanks and Rear Areas

Most units are assigned a mix of actively defending equipment (such as infantry or tanks) and passively defending equipment (such as artillery). Usually, passively defending equipment is significantly shielded from losses in combat. The theory is that things like artillery are deployed in rear areas and out of harm's way. Unfortunately, this isn't always the case.

In units attacked from any two, or more, non-adjacent hexes in the same turn, passively defending equipment (such as artillery) is forced to participate directly in combat. The attacks need not be combined. One unit can "pin" from one direction while another later executes the "flanking" attack. If a unit that attacked earlier in the turn is itself later attacked, the original attack is considered a "defense" for this purpose. This means that if a unit attacks to the south, but is itself later attacked from the north, it will suffer the flank attack penalty. Likewise, a unit that attacks into two, or more, non-adjacent hexes, will suffer a flank attack, from the defensive fire of the defending units. Units that split into sub units and attack into two, or more, non-adjacent hexes will cause the parent unit (and any subsequently re-split sub units) to be subject to flank attacks, if the sub units recombine afterwards, on the same turn that the sub unit attacks are made. Once a unit has had its flank “turned,” all further attacks in that turn against it, or by it, (in the case of defensive fire against attacking units) will be a flank attack, until it retreats (defenders) or advances (attackers). Units are not subject to the flank attack penalty immediately after any movement out of the hex from which they were attacked, or attacked out of.


On your second question, regarding supply radius, i believe the default is 4 hexes. You can open a scenario with the editor and look into the events to see if the designer has set another value for the supply radius for any force.

And the third question:
This is true. In every other wargame and in reality. See the manual 13.9 for terrain effects.

...Though assault guns or Tank destroyers in fortified deployment in a city hex are a really hard nut to crack, especially when supported by an engineering unit.. :hush: