what are twelve unit types and are there aa and convoys?

PSP/DS/PC/MAC : WWII turn based grand strategy game

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freeboy
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what are twelve unit types and are there aa and convoys?

Post by freeboy »

well? :?:
syagrius
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Post by syagrius »

I think someone answered your question on the CEaW Matrix forum.
IainMcNeil
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Post by IainMcNeil »

Garrisons
Infantry Corps
Mechanised Corps
Armoured Corps

Fighters
Tactical Bombers
Strategic Bombers

Subs
Destroyers
Battleships
Carriers
Convoys/Transports
bitobah
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Post by bitobah »

iainmcneil wrote:Garrisons
Infantry Corps
Mechanised Corps
Armoured Corps

Fighters
Tactical Bombers
Strategic Bombers

Subs
Destroyers
Battleships
Carriers
Convoys/Transports
If I am not mistaken, there are one or two types of each of these classes? I saw earlier posts from the dev team that mention Heavy and Light armor, Heavy and Light Mech corps, etc...

Is this still accurate?

SoM
IainMcNeil
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Post by IainMcNeil »

We decided at the scale we were looking at that while Lt & Hv armour might be fun, they really were not justified historically so reverted to a single armoured unit.
joe98
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Post by joe98 »

Son_of_Montfort wrote: If I am not mistaken, there are one or two types of each of these classes?

Is this still accurate?

SoM

No, but there are tech levels. The armour for example, will go throught various tech levels
bitobah
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Post by bitobah »

I see. Actually, less complexity is better for me. I get bogged down if I have to decide to use Light over Heavy and such. In many ways, the simple structure of GGWAW and Axis and Allies, merged with the tactical/strategic fun of Panzer General might be a very nice mix.

SoM
freeboy
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Post by freeboy »

too bad re heavy and lite imo.. added speed vs less power.. but I like more toys! fyi the banner for the game still shows, Are the heavy tanks a tech then? probably like atg or anti tank strength?


For the next game..Just a thought.. give the cores a generic feel, then allow the player to CUSTOM build them.. give them anti and plus strengths or modifiers.
Sounds complex but really is not..
Typical infantry 4 - 4 - 6 -3 -2
first number is movement second anti tank third number defense against air attack etc... allot of the issues with what type of ubits would be both made easirer and add a level of joyess posibbility. ok.. lets see the game first and then we can talk add ons!

so far it looks great. looking forward to the economic engine!
freeboy
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Post by freeboy »

Cv have air component imbeded I guess, can they attack more than one hex away?
firepowerjohan
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Post by firepowerjohan »

freeboy wrote:Cv have air component imbeded I guess, can they attack more than one hex away?
Yes, Carriers have an attack range larger than one hex, improvable by tech also.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
freeboy
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Post by freeboy »

this is sounding better and better...
Since the scale is apx two weeks... we have seen two weeks and 20 days?? is weather in the oceans... and thus visability and the ability to attack on the surface reduced in winter abstractly?
OR is there clouds etc? thanks
MorgTzu
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Post by MorgTzu »

I like freeboy's idea...never really thought 'bout that before, but to expand on it; When a new tech becomes available (and some of the basic imbeds or attachments could be available from the start, they just make the unit have higher supply draw if you choose to have them attached) so much smoother that way than having to research brigades\, form them, attach them, keep up with them, etc. this way you get the abstraction of customization without the headache. The atttributes (abstraction of attachments...engineers simply increasing the mobility and defense, antitank representing which unit that limited supply of fausts are going to, etc.) could simply be hardwired into the units in a future patch. It could then be simply a choice for each unit when forming it, or in-game since it appears you have a fluid database. :idea:

Of course, then a transparent tooltip could hover over the unit when you mouse hover for a second showing the units attributes in simple numeric form /including experience level...only at zoomed in close level. OK..im getting somewhat off-topic :wink: .

I am peasant MorgTzu, this IS my first post and I approve this add.
IainMcNeil
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Post by IainMcNeil »

Hi tech units (tanks & air) use up more oil when they move & attack.
borsook79
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Post by borsook79 »

iainmcneil wrote:We decided at the scale we were looking at that while Lt & Hv armour might be fun, they really were not justified historically so reverted to a single armoured unit.
First please update your page about the game because:
12 different unit types including Light Tanks, Heavy Tanks, Destroyers and Motorised Corps, each with their own strengths and weaknesses.
Secondly the division into normal Armoured divisions and Light divisions was quite important untill 1941 in German army at least, so in my opinion there are no historical grounds to cut that unit.
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Post by IainMcNeil »

The game is corps based, not division based :)

I'll update the page if that is what it says!
vypuero
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Post by vypuero »

Light vs. Heavy Divisions = Nonsense - A Panzer Division had a mix of Tanks - IV, III and II (or earlier I) along with a mechanized infantry component (panzergrenadiers). There were "Leichte" divisions in 1939 but they all got converted to Panzer divisions by 1940 as they were unwieldy and less effective. Now if you play something like Panzer General, you can create a division with 2 Tanks, 1 Motorized Infantry, 1 Artillery, 1 Anti-Tank, 1 Anti-Aircaft unit and maybe a Recon - and scale it, say at 3 to 1, to create a "Division" that can include light and heavy or differing tank types, but at this scale where 1 unit = 1 corps it makes no sense. Instead, some of those characteristics are affected by tech, which will adjust the stats of the corps and reflect newer types of equipment and the like.
borsook79
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Post by borsook79 »

iainmcneil wrote:The game is corps based, not division based :)

I'll update the page if that is what it says!
I know, but for that matter corps consisting of only armoured divisions were rather rare, so light-arm would be stretching it just a bit...

And yes, that was the quote from the game's page.
borsook79
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Post by borsook79 »

vypuero wrote:Light vs. Heavy Divisions = Nonsense - A Panzer Division had a mix of Tanks - IV, III and II (or earlier I) along with a mechanized infantry component (panzergrenadiers). There were "Leichte" divisions in 1939 but they all got converted to Panzer divisions by 1940 as they were unwieldy and less effective. Now if you play something like Panzer General, you can create a division with 2 Tanks, 1 Motorized Infantry, 1 Artillery, 1 Anti-Tank, 1 Anti-Aircaft unit and maybe a Recon - and scale it, say at 3 to 1, to create a "Division" that can include light and heavy or differing tank types, but at this scale where 1 unit = 1 corps it makes no sense. Instead, some of those characteristics are affected by tech, which will adjust the stats of the corps and reflect newer types of equipment and the like.
"Light divisions" were not build up only from light tanks. In fact after 1940 all divisions became "light" (the number of tanks got lowered), also in German army heavy tanks operated as separate battalions or brigades, they were not a part of any division. So in game terms "Light" would be a normal Arm corps and "heavy" would be an arm corps with 1-2 heavy tanks battalions.
freeboy
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Post by freeboy »

heavy tanks did this or that.. 501st etc tiger battallions.. But several divisions as I remember did get tigers .. Hermon G and Gross D both saw T1 yes?
But, this game is using great Abstraction, not a technicall simulation based on history...
and thus
we are talking corps and how to simplify technology and the gaming system... making the game fun and easy and chalenging/interesting.
I think I will withhold any more "suggestons" till we see the game and look under the hood. Perhaps no changes will be needed and a star will be born!

Looking forward to this .. maybe a lot of time spent gaming soon!
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