Bruce
16 Mar 04, 15:25
With a game as complex as this one it could be useful to have a checklist of things to do during a turn. I'm hoping that people will add to the list with their own ideas:
1. Check all your fighters are on air superiority, at the begining of the turn AND AFTER EVER SINGLE MOVE OF YOUR UNITS. Some of the German Me109 units (SchG1) begin the game on interdiction - get them into AS. As your units move they may be hit by enemy interdiciton. Your fighters will intercept and may revert to a rest status - check all your air units using the View/Air Units menu on the menu bar.
2. When using artillery don't rely on the range showing in the info window this is the range of the longest ranged pieces in the unit. Open up the artillery unit and check the indivdual guns ranges.
3. On the advance don't dig artillery in to support multiple attacks. Instead put it into tactical reserve - this gets it off mobile status and lets it support attacks, but allows the unit to move up when the attack succeeds.
4. Don't launch direct fire artillery support attacks after moving the unit without checking the effect its going to have on your combat phases. If you move an artillery unit most of its move and then using it in direct support of a bunch of other units that haven't moved, then your turn will end a lot sooner than you expect! If you put the artillery unit in a non-mobile disposition you don't have this problem.
5. Before using a unit to do something important open up the unit screen and have a look inside. Check the unit proficiency, and what sort of equipment it has.
6. Watch your use of the combat phases. You really need to maximise the number of phases you get in the first turns of this game. Use the attack planning dialogue.
7. To get over the major rivers you need bridging capacity. If one engineering unit doesn't have enough, then stack another on top - the total major ferry capacity in the hex determines whether the bridging is successful.
That's all I can think of at the moment - Good luck everybody!
1. Check all your fighters are on air superiority, at the begining of the turn AND AFTER EVER SINGLE MOVE OF YOUR UNITS. Some of the German Me109 units (SchG1) begin the game on interdiction - get them into AS. As your units move they may be hit by enemy interdiciton. Your fighters will intercept and may revert to a rest status - check all your air units using the View/Air Units menu on the menu bar.
2. When using artillery don't rely on the range showing in the info window this is the range of the longest ranged pieces in the unit. Open up the artillery unit and check the indivdual guns ranges.
3. On the advance don't dig artillery in to support multiple attacks. Instead put it into tactical reserve - this gets it off mobile status and lets it support attacks, but allows the unit to move up when the attack succeeds.
4. Don't launch direct fire artillery support attacks after moving the unit without checking the effect its going to have on your combat phases. If you move an artillery unit most of its move and then using it in direct support of a bunch of other units that haven't moved, then your turn will end a lot sooner than you expect! If you put the artillery unit in a non-mobile disposition you don't have this problem.
5. Before using a unit to do something important open up the unit screen and have a look inside. Check the unit proficiency, and what sort of equipment it has.
6. Watch your use of the combat phases. You really need to maximise the number of phases you get in the first turns of this game. Use the attack planning dialogue.
7. To get over the major rivers you need bridging capacity. If one engineering unit doesn't have enough, then stack another on top - the total major ferry capacity in the hex determines whether the bridging is successful.
That's all I can think of at the moment - Good luck everybody!