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03-03-08, 12:22 AM | #1 |
Ocean Warrior
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Training academy
In this thread we will practice the basics - and that's all we'll worry about before we get going
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
03-03-08, 02:14 AM | #2 |
Ocean Warrior
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Theaters, Fronts and Offensives
Theaters, Fronts and Offensives
Theaters There are two theaters, Pacific and European Movement and range allowances in the Pacific are shorter than in Europe because of differences in map scale. E.g. an infantry with a movement of 3 in Europe has a movement of 2 in the Pacific theater, and an air factor with a range of 4 in europe has a range of 3 in the Pacific theater. Fronts Each Theater has three Fronts. The European theater is divided into the Eastern Front, the Western Front and the Mediterannean front. The Pacific theater is divided into the Pacific Front, the Asian front and the Southeast Asian Front. Fronts can have weather effects that affect operations at certain times of year. Offensives Each turn, before you start moving units, you must decide whether there will be an offensive for each front where you have forces. An offensive is the main way to make big gains. If no offensive is called, then the front will have attrition. Attrition combat wears down the enemy and makes some gains. (An offensive costs 15 Basic resource points for each front - BRP's are the basic unit of economics in this game). Small limited offensives can be undertaken in a front that is otherwise having attrition. (A maximum of 14 factors can be used in a limited offensive at a BRP cost of 1 for each factor involved) Any questions?
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
03-03-08, 02:42 AM | #3 |
Ocean Warrior
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Ground Units and operations
Ground Units
Each ground unit counter has two numbers, e.g. 1-3, 4-6. The first number is the strength of the unit, the second number is it's movement allowance. Normally a MAXIMUM of two ground units may be on the same hex at the same time. (5 are allowed on bridgeheads) There are two main kinds of ground unit and several specialist units. the two main ones are: Infantry : the most basic unit Armor: armor units are vital for conducting overruns, making breakthroughs and most importantly exploiting from a breakthrough. Each unit can move up to it's allowance, taking into consideration the effects of terrain and supply, and then attack. The attackers strength is the total of the attacking units plus any air support and naval support available. The defender's strength is the total defending strength multiplied by the terrain effects plus any air support. If you want to win, it's best to have the stronger force! Overruns. If an attacker can exert a force of 6:1, it can make an overrun in the movement phase (at the cost of 1 movement point - also no more than 2 ground units may combine to make the overrun). The units can then attack AGAIN in the combat phase. Breakthrough. If an attacker includes an armor unit (with a Combat training level - CTL- above 0) in a succesful attack, this can make breakthrough in the enemy line. Armor units that were not used in the attack, but were adjacent to the attacking units, may move into the breakthrough area. Exploitation. These armor units may then surge forward behind enemy lines and cause all manner of chaos - attacking, and isolating enemy units. Entire armies can be encircled by successful exploitation attacks, and isolated units, out of supply, have only one turn to try and free themselves before they surrender en masse. As you can imagine, with a combination of overruns, attacks and exploitation, a well-planned offensive can potentially yield vast rewards. Specialist units are: Airborne = may airdrop. this can eliminate the defenisve advantages of lying behind rivers. Airborne units also ignore stacking limits. Marines = beach invasion specialists. Also ignore stacking limits Commandos = port invasion specialists Flak = i guess you know... chindits = specialist jungle warfare airborne unit replacements = cheap units for use with attrition losses Partisans = annoying behind-enemy-lines units made up of resistance fighters. Do not need supply. Questions?
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
03-03-08, 03:10 AM | #4 |
Ocean Warrior
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Land based Air
Land based Air are known as Army Air factors (AAF)
Each AAF counter has two numbers, the first is the number of factors present, the second the range (dependent on the theater). So a 2-4 AAF is 2 factors with a range of 4 hexes. No more than 5 AAF may stack on a port or city or airbase. If one hex has multiple cities and airbase counters, then each of these may stack 5 AAF. Air factors can perform several missions. A counter with more than one AAF may be split so that some AAF fly one mission while other AAF fly other missions. The main air missions are: Offensive ground support = adding the AAF strength to the strength of ground units making an overrun, attack or exploitation attack. Defensive ground support = adding the AAF strength to defending units which are being attacked. Interception of defensive ground support = forcing an air combat with enemy AAF before they can support a defending unit Counter interception = intercepting an intercepting force in the hope that the other mission will be able to accomplish the mission etc. Counterair = if in range of an enemy airbase, this mission is an attempt to neutralise enemy air forces by attacking at the enemy base. Bombing = Economic targets in the enemy country may be bombed Attacks on Ports, submarines, naval vessels. = as it says. Flying cover = this mission provides air cover to naval and supply operations within range of a land-based airfield. specialist air units come at certain times in the game Air transport = used for air drops of airborne infantry, but also air supply of isolated units and air transport of units. jets rockets Strategic bombers interceptors (counter or escort strategic bombers)
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
03-03-08, 10:37 PM | #5 |
Ocean Warrior
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Naval Operations
Naval Operations
Types of naval unit You have light ships;Destroyers (DD1), Cruisers (CA2) and Escort Carriers (CVE1) You have heavy ships (capitol ships/named ships); fast carriers and battleships Carriers can be light (CVL2) standard (CV3) and super (CVB4) Battleships can be Battle cruisers or Pocket battlehsips (BC2/PB2), Battleships (BB3), large battelships (BB4) or extra large (BB5) the number refers to the number of naval factors. Heavy ships take longer to build, but are more robust. Carriers carry Naval Air Squadrons (NAS) - 3 NAS is roughly equivalent to 1 Army Air Factor. A CVL2 can carry 2 NAS, A CV3 can carry 3 NAS and a CVB can carry 4 NAS. There are specialist naval units Transports Submarines Advanced submarines ASW units Japanese Elite Naval Air Squadrons Kamikazes SLow and Fast CVE's, damaged ships and some older battleships are slow. This affects interception chances and some other things. Ports and Task Forces Naval units are almost always based in a port and perform all operations from the port. (Max 50 factors per port) Naval units of between 10 and 25 factors are grouped into Task Forces. The contents of TFs are hidden from the opponents (Max 50% of TF factors may be fast carrier factors) Main Operations Shore Bombardment - adding fleet factors to the strength of a ground attack in an adjacent hex Sea transport - carrying and protecting movement of land and air units, also for seaborne invasions. Protecting Sea Supply lines - can also carry sea supply. Interception - disrupting enemy naval activites or sea-supply lines Counter-interception - disrupting an enemy intercepting force Patrol - a means of basing at sea to provide effective support for other operations in the area. Naval Air Ops Ground support (3 NAS acts as 1 AAF for ground support, so this is an inefficient use of NAS) Search Naval Air STrikes Combat Air Patrol = defensive air mission Land BAsed AAF can also convert into squadrons for use supporting naval operations, either with search, cover or attack missions within range of the land base. Naval Combat In general there are several rounds in a fleet engagement. First Air squadrons attempt to find the enemy task forces. Then there are air engagements. Next surface units engage. Then one side or other withdraws or another engagement is fought if neither side withdraws.
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
03-03-08, 10:46 PM | #6 | |
Seaman
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Quote:
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03-03-08, 11:34 PM | #7 | |
Ocean Warrior
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Hey, the first question, and it's a good one too
Quote:
If part of an attack doesn't come from across a river or line of fortification, the river defense or fortification advantage is eliminated for all units making the attack. Airdropping an airborne unit directly onto the target as part of a combined arms assault can be a vital way of overcoming a strong line of defense.
__________________
"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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03-04-08, 02:46 PM | #8 |
Chief of the Boat
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Clear, concise and informative
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03-06-08, 11:38 PM | #9 |
Ocean Warrior
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Supply
All units must be able to trace a line of supply to a supply source. The line can be any length and may go across the sea.
If the supply line is to an unlimited supply source (London, the US box, Berlin, Rome, Seoul, Tokyo are some of the unlimited supply sources) the the units are fully supplied. Bridgehead counters are also unlimited supply sources for the turn in which they are placed. If the supply line is to a limited supply source (most minor country capitals, captured major power capitals, industrial centers) the units are under limited supply. This means that some operations are impaired. - armor units fight as infantry (reduced speed, no Zoc, no exploit or overruns) - minus 1 to the CTL - air units may not conduct offensive operations - naval units may not conduct offensive operations or escort sea supply or invasions - no strategic bombing some other factors. Clearly it is much better to be fully suppllied. There is no limit to how many units may be supplied from a supply source. If a unit cannot be supplied, then it is isolated. Isolated units cannot move, and fight at reduced strength. If isolated units have not reestablished supply by the end of the owning player's turn, they surrender. Supply by sea sea supply lines can be escorted, be given air cover, and be attacked by hostile air and naval units.
__________________
"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
03-07-08, 06:28 AM | #10 |
Fleet Admiral
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I'm trying to get my head around BRP grants by sea. Any idea how that works? Do the tranports and escorts need to be in an American harbour before the grant is made or can they be at sea or in an Allied harbour?
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03-07-08, 07:07 AM | #11 | ||
Ocean Warrior
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Wow! That's a hardore question! I'm trying to operate on the principle that we should try crossing certain bridges when we come to them, rather than before. Otherwise it will take a long time before people admit they feel ready. There aren't going to be any BRP grants for a few turns yet, because Russia and Germany aren't at war and the US can't send BRP's to Europe until US-axis tensions reach 25. They start at 0 and 50 means war, so it's not going to be 25 for a few turns.
But anyway, there are no american harbors, and transports are always at sea unless damaged or withdrawn in order to preserve them during a period where the submarine threat is too terrible. You just need to make sure that you have enough transports at sea for all the different transportation tasks you need to perform. Quote:
Quote:
__________________
"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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03-17-08, 01:18 AM | #12 |
Ocean Warrior
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Oil
There are two problems with oil.
First getting it Getting the oil There are oil centers (look for oil wells on the map). Most produce between 1 and 3 oil counters per turn. The exception is the US box, which produces an unlimited number of oil counters each turn. Other sources of oil include Russian ICs (industrial centers) set to oil production in the Urals, and German Synthetic oil centers. Each of these produce 1 oil counter per turn. Germany and Russia may build new oil ICs/synthetic oil plants. Second getting it to where it's needed. For Germany and the USSR the main problem is the first one For Britain and the US the main problem is the second one For Japan both are problems. If you have a land route, the transportation of oil counters to an unlimited supply source is automatic. Otherwise you must use sea transport. Sea transport is subject to air, naval and submarine interception, as well as the general maritime transport problems that arise from strategic submarine warfare. To transport oil by sea, you need 1 transport unit to carry 1 oil counter. However, for ever 3 transports in your control, you may only use 1 for oil transportation (reflecting the fact that tankers are dedicated vessels, and most merchant ships are not tankers) To transport 6 oil counters, you need at least 16 transports in total. Oil convoys on-board are subject to naval interception, and the convoys may in fact be completely terminated. You may sea-escort these convoys, as well as provide air-cover for those parts near air bases. If insufficient oil gets through, you have to use oil reserves. When the oil in the reserve has run out, and you have no oil coming through, you are in big trouble. USing oil there are 5 oil effects. You would ideally like to avoid all these effects all the time. The three service effects Air service effect. if supplied with oil, you may uninvert 25 factors of air --if suffering oil shortage then -1 air natinoality DRM, no offensive ops, defending only in own hex (with some exceptions for japanese units) Navy service effect. if supplied, may uninvert 25 factors --if suffering oil shortage, then -1 navy DRM, no offensive ops, 2 fewer dice for interceptions, -1 for raiders Army service effect. if supplied 25 factors of armor may exploit --if suffering oil effect, -1 CTL, may not sea transoprt or sea invasion, cannot be takes as attritioni losses for a fully supplied zone, armour units halted and act as infantry units. Construction oil effect. For no oil counters you may build 25 BRPs of units at normal cost, and thereafter at double BRP cost. For 1 oil counter, you may build 50 BRPs of units at normal cost. For 2 oil counters, 75 BRPs etc. Economic oil effect You need to service your economy. If you cannot spend 1 oil counter on your economy, you lose a severe 10% of your BRP base (or 10 BRP's, whichever is greater) Other oil uses If you have the oil and wish to do more, than 1 more oil counter will uninvert 25 mroe air factors, or 25 more naval factors, or allow 25 more factors to exploit, in combination. Alternatively you may use 1 oil counter to uninvert all Air units, or all naval units in two Task Forces.. Conserving oil If you wish you may voluntarily incur an oil effect to conserve your oil reserve Joe's considered optional rule I think there could be a general belt-tightening option. Instead of using 4 oil counters to keep you functioning OK, I'd suggest a belt tightening option for only 3 oil counters. this only allows the uninversion of 10AAF, 10 FF, the exploitation of 10 armour factors and the normal building cost of 10 BRPS of units, and the economy cannot grow (all surplus end-of year BRPs wasted, but no shrinkage), but no other ill effects. Joe's second considered optional oil rule I think that if Russia surrenders to GErmany, Germany should be able to insist on Russia sending some oil to Japan in lieu of the indemnity paid to germany. the conditions would be: Japan and the USSR must have an immediate ceasfire - the USSR will accept this ceasefire, so it's up to japan. one oil counter to Japan would be worth a deduction of 5 BRP's from the indemnity that the USSR pays to Germany the USSR is only able to send one oil to japan for every 3 that the USSR produces the oil will be shipped by land to to Vladivostok or port Arthur. From there it is up to Japan to convoy it to the Japanese mainland. If it cannot be convoyed, then the oil can only be used by units in the Asian supply zone. Are there any objections to these two rules? - i feel they keep in keeping with the flavour of the game. the first rule is inspired by the British response to the oil chortages in ww2. It is clear that Britain never suffered what could be compared to a full oil effect, but nonetheless there were steps taken to conserve consumption. As for the second, of course the axis were never in a position histroically to make such a demand of the USSR, but i feel that it would be a reasonable surrender demand, don't you?
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
02-01-11, 09:38 AM | #13 |
Ocean Warrior
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Armored Combat
Back in mid world war one, without armor and air capable of ground support it looked like this offensives might lead to breakthroughs, but reinforcements always sealed it off before the advance caused trouble. Attacking infantry just couldn't outpace railway borne infantry and guns. Between the wars the german general staff decided that concentrated air providing ground support and massed armour columns could change that. Air would paralyze movement of reinforcements while massed armour had the pace to wreak sever damage and isolate large sections of the frontline. Here behind the front line the air forces and armored columns are massed ready for action Now the massed air and one armor unit crush the French forces at Sedan, creating a breakthrough then the massed armored columns pour through in the exploitation phase to isolate the front line and capture key targets all the French forces are isolated since supply cannot be traced to them. Even those in the South, since armour units exert a Zone of Control (zoc) in each hex around them. Supply lines cannot be traced through an enemy zoc.
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill Last edited by joegrundman; 02-02-11 at 02:14 AM. |
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