Units arbitrarily switching to strategic mode is a bug that the programmer is currently addressing. HQ-type units (Regiments or Brigades) do not function as HQs in the game and provide no command support bonuses. Ships do not maintain the set distance with absolute precision; other parameters also influence this.
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I am only playing for the 2nd time & didn’t reach April in my first game. Admiral Somerville arrives 1 March, but CV Formidable (the ship that carried him) arrives Cape Town 15 March & takes about another 2 weeks to arrive Colombo, rather than arrive Combo 24th March. CV Hornet actually has an Admiral commanding her but you have to pay PP to give Somerville TF command. The RN ‘secret bases’ at Diego Garcia & Attu seem incapable of refuelling/rearming 2 CV’s & 4 Rubbish class BB in 2 days- they can’t even dock. FAA 820 sqn only has 9 albacore instead of 12 & 827 is missing entirely – total shortage 15 TB. The Albacore does not have ASV 2 SS Radar. The net effect is the one Admiral you can’t be in Admiral’s edition is James Somerville & you have 0 chance of launching a night attack with TB on the Japanese Strike Force (Somerville missed out as the Japanese were late turning up & he went to refuel, but when they turned up 2 days later he was able to put to sea again). I’m guessing, but the only reason I can think of for an emasculated RN is game balance, that even a miniscule chance of losing a Japanese CV early in the game is too much, am I correct? There are no White Scout Car’s in the game & the Glosters under Colonel Bagot don’t raid the US supply depot for China in Rangoon in March & convert themselves into a Recce Btn & provide the rearguard for Burcorps, this is just flavour, but is sadly missing flavour.
Soviet starting Corps HQs – which ones convert to Army HQs? In a new Soviet campaign, I want to know which of the at-start Soviet Rifle/Mechanized Corps HQs will eventually convert into permanent Army HQs, and which will simply disband (Turn 4 or mostly turn 24). Is there a way to see this in-game, e.g. in the Commander’s Report/Reinforcement screen, or is it determined by the scenario data? Is there a list of the specific Corps HQs that convert to Army HQs, and their approximate conversion dates? Or is this random? When a Corps HQ converts to an Army HQ, does it always retain its current commander, or can the commander change? I'm trying to decide which Corps HQ commanders are worth spending AP on early in the campaign, versus which HQs I should leave with their starting commander and potentially let disband. Thanks. see here
Turn 22. Mar/Apr 1943. Axis #3. Axis Command. Actions. Impulse #149. (1) Germany - land. (2) Italy - land. (3) Japan - combine.
Hello everyone, We're happy to announce that 08.02.00.00 is now out as an official update. We expect this to be the final update for World in Flames. Thank you for your interest and support of the game for all these years! You can download it from the 'File Downloads" section of your registered game in your My Page tab on the Matrix website or by clicking this link: HERE To properly install this update, please make sure you have the game already installed on your system, as this is not a complete game install package. Here is the changelog: What's New in v08.02.00.00 Peace - Removed the request for whether a player wants to liberate a country that has already been liberated. This unfortunately occurred when Italy had already been liberated and the program lost track of that fact. Supply - Fixed a problem where the program was not checking for secondary supply sources from all cooperating major powers. This would occur at times when the US was looking for supply for its land units and Commonwealth HQs, which were viable supply sources, were not being found (the search was erroneously terminated early). What's New in v08.00.00.00 Peace - Fixed a problem where if a player has multiple major powers which are eligible to surrender, the program permits the player to decide about them one at a time. Previously, the player was only able to decide about the first one in the list. This comes up when the Axis is doing very well and the Allied side has to decide whether or not to surrend
I have a TF consisting of two Destroyers that I have ordered to conduct surface combat. I have also put them to 22 KYDS from Shore. However, they seem to come under shore bombardment - I have checked the enemy guns and they have less than 22 KYDS range. Ergo, am I correct in assuming the "'distance' from shore" is only applicable in bombardment tasks? Basically I don't want my DDs chasing merchant ships and coming under fire from land based units. Thanks Folks
Proposed Changes for Icarus Version 7.2 After some more play-testing with hannaj, I have come up with a number of further adjustments to the mod. Before updating the game files in my drop-box, I thought I would list what I have in mind here, so that players who are familiar with the mod can offer questions and comments. I will be happy to take player feedback into account. Suggestions for other adjustments to the mod would also be very welcome at this time. The following are my proposed changes, listed roughly in order of importance. None of them fundamentally change the mod, but they can make a difference in certain theatres of the war. 1) The alternate minor victory conditions for the Central Powers proposed in earlier versions of the mod (based on the timing of U.S. war entry) have been removed. The remaining CP Minor Victory conditions remain unchanged (i.e. at the end of the last CP turn on November 2, 1918, all three CP majors are still in the war, Serbia has surrendered, and the CP control Warsaw, Verdun (both hexes) and Paris). Comment: the previous alternate victory conditions proved unworkable and were unrealistic. In order for the Central Powers to secure any degree of victory, France would have to be on its knees by the end of the war. 2) In the regular game, Russia can be forced to surrender if Germany does not send Lenin to Russia and then Russian NM drops below 1%, or both of its capitals (Petrograd and Moscow) are captured. In this version of the mod, it is ef
Forum of this new opus is not present in the SC Serie forum To find this forum, a direct link : https://forums.matrixgames.com/viewforu ... 6ca62dbee2
Yes, he moved at least 1x Abrams and 3-4 of the Bradleys to the hills overlooking the spawning area of the arty, it was ready for a butchery. I was lucky that I had sent a group of Tanks that way, and used a couple of my recon with HEAT weapons to present enough of a battle soon enough. At least I keep a full arty and the HQ alived, made the NATO lose over half of theirs between the counter attack and artillery strikes, and eventually won the match. But again, ideally this wouldn't be even possible. I feel some scenarios should be tweaked for Pbem play.
What are your system specs. Is this a Matrix or Steam install for both products?
AC Noz JA4 Introduction 4
AC Noz JA4 Main features 4
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