View Full Version : Questions re: 1st Turn movement orders.
Hi DD
1) Is it possible to receive intel on the zones we occupy prior to
issuing movement orders or will recon constitute the full
movement allowance. I'm asking because it's possible that we
are sitting on top of the Rebel army and don't know it; and
that to spend an entire turn scouting the zone you 'plan' to
leave would slow things down enormously.
2) Pannonicus(UN) mentioned that the UN would be reinforced if
they were attacked. If this is the case then we'd need to
factor it in. At present we're assuming that the UN are already
at full strength. Is this likely to change? Thanks. ;)
Double Deuce
08 Apr 04, 23:23
1) Is it possible to receive intel on the zones we occupy prior to issuing movement orders or will recon constitute the full movement allowance. I'm asking because it's possible that we are sitting on top of the Rebel army and don't know it; and that to spend an entire turn scouting the zone you 'plan' to leave would slow things down enormously.
Yes, I will adding more intel this weekend. Movement orders will probably not be due until the weekend after (April 17-18).
2) Pannonicus(UN) mentioned that the UN would be reinforced if they were attacked. If this is the case then we'd need to factor it in. At present we're assuming that the UN are already at full strength. Is this likely to change? Thanks. ;)
They are at full strength at start but I am working on a Replacement System for them although it will not be as robust as the one for you or the Rebel Team.
Will it be possible to have confirmation of enemy troop numbers in Zones we occupy prior to issuing movement orders?
No big deal if we can't. But if you give us a 'negative' at least we'll know what to do in the 1st round.
Double Deuce
10 Apr 04, 13:55
Will it be possible to have confirmation of enemy troop numbers in Zones we occupy prior to issuing movement orders?
Probably not. I kind of designed the beginning to start with everyone not really knowing which side what units were on. Sort of "the crap hits the fan, and former military units begin choose sides". Some stay loyal, some go over to support the rebellion.
Waape contacted me today and said he still wants to play. Could he please be reinstated to the Secure Forum. Thanks.
Double Deuce
11 Apr 04, 22:58
Waape contacted me today and said he still wants to play. Could he please be reinstated to the Secure Forum. Thanks.
Done.
When the game starts I suppose you'll compare everyone's orders and see if there are any clashes etc, rather than have one side move first, followed by the second side and so on.
If two sides occupy the same zone and one side orders an attack while the other orders a retreat what will happen? Dice roll?
Is there anything we can do in terms of our orders that will maximise our chances of getting a favourable outcome. For example, we don't want our scouting units wiped out if they find themselves in enemy territory. Will specific instructions tip the scale in our favour(ie observe & avoid detection) or is it really just luck of the draw?
Double Deuce
13 Apr 04, 12:31
When the game starts I suppose you'll compare everyone's orders and see if there are any clashes etc, rather than have one side move first, followed by the second side and so on.
Yes, both orders are evaluated at the same time to determine contact.
If two sides occupy the same zone and one side orders an attack while the other orders a retreat what will happen? Dice roll?
I will review orders and make a decision based on them. Depending on terrain and other things I may set up a rear guard action or something. Mostly to keep all players involved even if only small battles are set up.
Is there anything we can do in terms of our orders that will maximise our chances of getting a favourable outcome. For example, we don't want our scouting units wiped out if they find themselves in enemy territory. Will specific instructions tip the scale in our favour(ie observe & avoid detection) or is it really just luck of the draw?
Just adding into the orders about what the Scouts mission might be (i.e. Avoid Contact, etc).
Can a bigger engagement be broken up to smaller ones, like company-sized, or every hostile unit in each zone will fight one battle only?
Double Deuce
14 Apr 04, 16:02
Can a bigger engagement be broken up to smaller ones, like company-sized, or every hostile unit in each zone will fight one battle only?
Battles in a single zone may be broken up depending on the orders given and so I can make sure ALL Commanders are involved in the Tactical fighting part of the Campaign (gotta keep everyone involved ;) ).
The main question
Is there anything that we haven't asked about how the game works?
We've asked about scouting, the UN, cities etc, but i'm sure there are things that haven't occurred to us that are also not in the rule book? Can you enlighten us or is that part of the 'fog of war'?
Also, if we're not at war with the UN is it possible for us to use the main road through city G, or to request to use it, we are the Government of the island after all. And if we can, the Rebels can too? Might be a stupid question.
You'll notice we ordered units to withdraw from N to O.
1)If we're attacked and forced to fight a Delay prior to withdrawing is there a penalty for losing that battle? Loss of men, morale, experience etc.
2)Could we retreat our units off the battle map and into Zone O.
I'm assuming we'd be heavily outnumbered.
3)Are there benefits/costs for winning/losing besides the attritional aspects?
I'm really trying to think of everything before the Rebs do. Thanks. :hmmm:
Hi it's me again, what a pain in the ass i am.
Will outflanking moves on the Strategic map translate to the Battle map?
Is the loser required to retreat 1 Zone if defeated?
What happens if retreat is not possible( Ocean etc), Surrender?
Please put me out of my misery. I do know their only pixels by the way, i don't care, really i don't! :whist:
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