Anyone wanting those details listed or where to find them in the manual, here they are. The Movement Point costs for attacking are given in the manual as follows (14.1.5. Tactical Movement Point Cost Chart): Costs for Attacking: Motorized MP // Non-Motorized MP Hasty Attack +3 // +2 Deliberate Attack +16 // +6 Attack across a minor river (in addition to applicable attack cost) +3 // +1 Attack across a major river(in addition to applicable attack cost) +12 // +3 Somewhat bizarrely they chose to put this in the 'Tactical Movement' section and NOT in the "Ground Combat" section because I guess that made sense to somebody. I suppose it doesn't hurt having it there, but it's simply DAFT not to give the specifically relevant details within the rules of Ground Combat when mentioning Deliberate and Hasty attacks. As I've said before, my experience is that this manual is one of THE greatest barriers to appreciating this game which is a terrible shame. I find myself constantly having to jump around between often widely separated sections of the manual to create a complete picture of the game's rules regarding certain functions, which drives me absolutely crazy, LOL. When it comes to Hasty attacks, there ARE quite a few hidden consequences [15.2.1. Hasty Attack]: Only a single stack of combat units can participate in a hasty attack and their Combat Value (CV) will be reduced by one half for all steps in which CV is calculated. Support units can only be committed from eligible headquarters units that have not expended any movement points during the current turn. Note that support units attached directly to combat units will always be committed to battles to which the combat unit is a participant. Furthermore, "Altered engineer values so that they are divided by 4 during a hasty attack and are 0 if the attack is changed to a scouting attack" is mentioned in [15.6.2 Combat Value and Ground Combat] because we certainly wouldn't want to list all the factors relevant to deciding between Hasty v Deliberate to occur in one place, LOL. I suppose that means you need to balance the need for support units from your HQ v 'wasting' MPs v the losses you might take etc etc. Cheers
Matrix and Slitherine should pay you for making these amazing tutorials. Your breakdown and explanation of the game mechanics of these very complex games makes them very accessible for the common man and serfs alike.
You mentioned artillery, engineers and ground troops being used to attack a fortress. No mention of aircraft. Just wondered. Another excellent tutorial. Thank you
If a total bonus from fort level and terrain is 5, as you used in an example, doesn't that mean the MODIFIED CV is in fact the base CV x 6. NOT 5? According to the manual the formula for the multiplier is 1 + fort level + terrain. I suspect the way we're meant to think of it is a unit has its base CV and then the fort level is added to that. In the case of a total fort level of 5, therefore, we have the initial CV (100%) PLUS another 5 times, or 500%, which gives a total of 600%, or 6 TIMES the CV number shown on the counter (as a rule of thumb). Is that correct? Don't know if you simply misspoke when you said a total effective fort level (manual + terrain) of 5 means 5 TIMES the CV or if have misunderstood what's in the manual. Cheers
Hi, thx for the detailed tutorial! Are you please able to clarify , at 39:01 you mentioned that in order for HQ to provide artillery support it must be at a maximum of 2 hexes away from the battlefield. So if the HQ is 5 hexes away , meaning in supply range of the divisions, it will NOT provide artillery support ?
Regardless the amazing depth in GG games , in the end they fail to convey the thrill of the mobile battles in WW2 ... I think the in built mechanics are very static biased ... in the end it is always vast lines of opposing sprites
Anyone wanting those details listed or where to find them in the manual, here they are.
The Movement Point costs for attacking are given in the manual as follows (14.1.5. Tactical Movement Point Cost Chart):
Costs for Attacking:
Motorized MP // Non-Motorized MP
Hasty Attack
+3 // +2
Deliberate Attack
+16 // +6
Attack across a minor river (in addition to applicable attack cost)
+3 // +1
Attack across a major river(in addition to applicable attack cost)
+12 // +3
Somewhat bizarrely they chose to put this in the 'Tactical Movement' section and NOT in the "Ground Combat" section because I guess that made sense to somebody. I suppose it doesn't hurt having it there, but it's simply DAFT not to give the specifically relevant details within the rules of Ground Combat when mentioning Deliberate and Hasty attacks. As I've said before, my experience is that this manual is one of THE greatest barriers to appreciating this game which is a terrible shame. I find myself constantly having to jump around between often widely separated sections of the manual to create a complete picture of the game's rules regarding certain functions, which drives me absolutely crazy, LOL.
When it comes to Hasty attacks, there ARE quite a few hidden consequences [15.2.1. Hasty Attack]:
Only a single stack of combat units can participate in a hasty attack and their Combat Value (CV) will be reduced by one half for all steps in which CV is calculated. Support units can only be committed from eligible headquarters units that have not expended any movement points during the current turn. Note that support units attached directly to combat units will always be committed to battles to which the combat unit is a participant.
Furthermore, "Altered engineer values so that they are divided by 4 during a hasty attack and are 0 if the attack is changed to a scouting attack" is mentioned in [15.6.2 Combat Value and Ground Combat] because we certainly wouldn't want to list all the factors relevant to deciding between Hasty v Deliberate to occur in one place, LOL.
I suppose that means you need to balance the need for support units from your HQ v 'wasting' MPs v the losses you might take etc etc.
Cheers
Matrix and Slitherine should pay you for making these amazing tutorials. Your breakdown and explanation of the game mechanics of these very complex games makes them very accessible for the common man and serfs alike.
You mentioned artillery, engineers and ground troops being used to attack a fortress. No mention of aircraft. Just wondered.
Another excellent tutorial. Thank you
If a total bonus from fort level and terrain is 5, as you used in an example, doesn't that mean the MODIFIED CV is in fact the base CV x 6. NOT 5?
According to the manual the formula for the multiplier is 1 + fort level + terrain. I suspect the way we're meant to think of it is a unit has its base CV and then the fort level is added to that. In the case of a total fort level of 5, therefore, we have the initial CV (100%) PLUS another 5 times, or 500%, which gives a total of 600%, or 6 TIMES the CV number shown on the counter (as a rule of thumb).
Is that correct? Don't know if you simply misspoke when you said a total effective fort level (manual + terrain) of 5 means 5 TIMES the CV or if have misunderstood what's in the manual.
Cheers
Thank you so much for making such a good tutorial!
Glad it was helpful!
Woot!!! Been hanging out for this! Thanks Mr Dojo! 👍
You bet!
Yeah...white night on eastern front in approach I think... ;-)
excellent been waiting for this!
Enjoy
Thanks again.
Always welcome
Hi, thx for the detailed tutorial! Are you please able to clarify , at 39:01 you mentioned that in order for HQ to provide artillery support it must be at a maximum of 2 hexes away from the battlefield. So if the HQ is 5 hexes away , meaning in supply range of the divisions, it will NOT provide artillery support ?
I have just tested it - there is artillery support if the HQ is 5 hexes away. My Howitzers fired from this range
When will you start lets play?
Thursday, February 4 at 10 am PST on Twitch and RUclips
Regardless the amazing depth in GG games , in the end they fail to convey the thrill of the mobile battles in WW2 ... I think the in built mechanics are very static biased ... in the end it is always vast lines of opposing sprites