RightDeve Wrote:Hi all! I'm a perfect newbie to this HPS' Ops Games, and currently have myriad of questions to be put on the forum. I see that the docs supplied aren't satisfactory to explain things to such a newbie like me. So;
I think the documents explain quiet well, you maybe just need some time playing around with things to get the hang of some of the concepts everything
1. Is there any effect for an overlapping ZoC by two friendly units? Is there any ZoC strength level like WaW Series game by AH back in 90s?
There are 3 ZOC models, best to check the manuals for the types and what they all do, but there are definitely soft ZOC's which can be traversed with movement penalties
2. About marching. Will be any fatigue effect on troops committing a very long march in travel mode?
You don't recover fatigue during the day and you gain fatigue at night
3. What is the effect in game terms for Digging in (the benefit)? I've searched this thing in the whole document and found only the setback effect for dig-in unit, i.e fire at half value)
They get a defensive bonus
4. About supply. Is there any effect for a unit exposed to Low-supply state for too long? The manual says that units without supply will only fire and defend at half value and things like that. What happen to my unit which is not supplied for a very long time?
No
5. Explicit supply. The manual says that explicit supply will override the Virtual Supply truck OR , will this be happening if THERE IS NO supply unit on the scenario?
No,the scenario is not designed for explicit supply and you should use VST. The scenarios with explicit supply usually have an x in their name
6. The Combined Arms rule. Will tanks/armored units be subject to Combined arms penalty providing they're not assaulting into urban area (woods, say). I believe tanks are vulnerable in densely wooded area.
7. Is it possible for foot-infantry to become passenger in an armoured formation?
No
8. What is actually "Congestion"? In real-life what kind of obstacles are these congestion?
Traffic jams
9. What about troops without food supply/spare parts being depicted in the game ? (a rather 'tard question i think ;) )
Not sure what you mean
10. Back in WaW series game by AH (again), there's a special rule for full ferry hex when it is winter months (the water is not wholly iced) in which the ferry movement is not allowed due to the fact that moving ice sheets are exremely dangerous for river crossing units. Is this simulated in the game?
I don't think so, the game scales here are shorter generally so melting and freezing of large rivers is generally outside the context of a scenario.
11. What does it mean for mech-infantry units to be "on-foot". Where are their mech toys then? Say if crossing a river using ferry hex, does it mean they're abandoning their toys on the previous bank?
They abandon there APC's
12. What about airlift-supply in Stalingrad fortress in the game?
Airlift is not explicitly in the game. It is represented by a supply point at the airport.
13. I don't understand any explanation on the doc about a unit entering a "vacated" fort loses its fire/defense value whatsoever. Shouldn't it be that any "vacated" fort loses its "vacated" status when there's a unit settling on it, thus it won't lose any of its fire value?
Just try playing the game and see what happens to the defensive bonus of the entrenchment
14. Will the capture of Gumrak airfield in Stalingrad affect any air support/supply for units inside the kessel?
If you sit on the enemy supply point it will be inoperative.
15. Does unit exposed to very heavy firefight have more chance of being low-on ammo? If not why?
Yes it does
16. Why is it the game includes a movement called Railway movement? I think railway transport shouldn't be freely accessible at any time for units on the front line?
It's an abstraction. Don't forget the hexes are 1 km in length. If you don't like it you don't have to do it.
17. What will exactly each level of fatigue cause on units?
It causes a change ion the moral level of your troops, its all in the manual
18. What is "broken" terrain? I think the manual says nothing on this particular terrain. Is it a very rough artillery-blasted terrain?
It can vary as to what the designer intends but can be similar to extremely rocky with no roads or trails
19. Why is a unit that is "isolated" becomes automatically low-ammo/fuel? Shouldn't it be that they still have ammo/fuel in hands?
Them's the rules, this is a point for wider philosophical discussion.
20. Is it possible for artillery units to lose their fire value when firing into swamp/soft terrain hexes due to the fact that the shells' blast are absorbed?
No, not included in the game
21. Is there any command rating/level for each HQ simulated in the game? It is sure to be different when commanded by a capable commander than not.
It is done in terms of command radius. The percentage for re-supply etc is related to the relative distance from the command. So a larger radius gives better command control
22. Is there any MP penalty when traversing from lower to higher hexes?
Yes there is, its in the manual. It is best to avoid rises in terrain if your are in a hurry
23. Can I master this game?
Certainly, you can be competent in a month or so. To truly master it takes years. I think we are all still learning, even those of us who have played for many years. Play lots of different people, you learn something from every one of them.
The important thing to remember is to just have fun