Thanks, Tom! I do need to circle back around to the manual now that I have some play time under my belt. Documentation just does not stick with me until I have some hands-on experience and context to frame it in. I’ll review sections of the manual again prior to jumping back in, that should help me a lot. Also helpful to think of the councils in terms of access to strategems, thanks for that. I’m not much of a card or deck building gamer so the reminder is good.
The price per council drops each turn…so just let a bit of time pass before you call the Assistant to setup a new council if you can’t afford the initial PP.
Other than the economic first i have had some situations where picking a different 2nd council early was very beneficial. For example i had a game where i noticed one of my starting leaders had 35 Covert Ops skill (plus a good War score). I immediately setup the Spy council and started carpet bombing the world with spies. Every attempt was a guaranteed success with about 75% being critical successes (2x spies). By turn 20 i had about 80% of the world completely mapped showing all the hex assets and units. I cannot express how important/useful this was.
As a general rule, the council in the top left of the decision screen is a decent recommendation for what to set up next.
For build orders (n.b. I’m an explorer type, so always start with just militia and a shrouded world), I go for the bureaucracy building most of the time as those BP are what power all your councils including your PP generating Supreme Command. The other option is to raise a buggy formation for some early speed and aggro.
Then it’s about finding nearby free folk towns, ideally grabbing ones from pliant minors and then peacing them out, and preparing to respond to whatever the game has decided to throw at me.
I get the councils going usually in time with my secretary’s hints, and I’ll try to do what I can to bootstrap metal income (via production or spending all my early game credits at the market) until I can justify starting the Industry 1 building.
If possible, I’ll hold off raising my first OHQ of light infantry until I’ve got an upgrade researched and developed, but circumstances don’t always allow that!
I between all that, it’s just about opportunities really. What fate cards did I get? Have my scav teams found any GR gear? Is there an opportunity to grab a second zone early if I up my soldier recruitment and zerg rush my neighbour?
One of the reasons for loving the game is that I’ve not really found a perfect build order for all starts!
WadeStar has gameplay from the past few days, using the current game version.
He is not as authoritative sounding as DasTactic, but I have found him very helpful.
For one thing, he tends to be mystified over the same things I am, but he is better at working out solutions onscreen. Sometimes that means slow gameplay, but I can see all the places he looks, and how he handles stuff.
Also, he has some very different strategies. Many of the “Of course” things that DasTactic and people here do, he does them differently. For example, he does not start with Economic Council and has interesting stuff to say about some of the councils I was downlplaying.
I usually end up building Batallions at first, because I need resources (especially metal) for other priorities, like building industry and infrastructure. Eventually I build primarily regiments. By mid- or late-game I can afford Corps, which have the advantage of packing a lot more power into a small hex. This has nice benefits, like more concentrated offensive power and simpler logistics, but it also makes it harder to cover a long line. By mid- or end-game, though, I’m ready to go on offense, so that’s okay.
As for diagnosing what supply you need: click the little “barrels” icon on the unit display in the lower-left to see precisely which thing you’re missing – food, ammo, fuel (if motorized), or energy (if using lasers etc). Usually it’s just one of these, and then you can look at your SHQ supplies of that item and then track down your supplier and yell at them. :)
I didn’t notice I could check the unit itself to see what it was short on. Thanks!
So I raised some troops. I raised a light infantry brigade (only at about 50-60% due to manpower available) and it created a light infantry brigade with 500 privates in it, and 5 light infantry batallions. However now I have to move the units seperately. Is there a way to combine them into a single ‘chit’? (Sorry I am not versed in wargame lingo).
Not really. The closest thing you can do is put them all in the same hex and use group move mode to move them all at once. Generally speaking, more units is better since you can control more hexes with them and more easily surround stuff to wipe it out.
You can also make an independent unit division or regiment and that contains one unit with a lot of guys in it. However, you lose the OHQ bonus unless you attach it to an existing one.
You can hit G for Group Move, but it sucks. Your new brigade is sitting on the same hex as the SHQ, which can’t move. G doesn’t work. You have to give them their own hex.
I’va already suggested being able to shift-click select the units in the bottom left screen, to give that G key a reason to exist.
Several weeks in, I’m still utterly fascinated/obsessed/frustrated/enthralled by this game.
Help me out, please: with all the reports and data available, I can’t find the simplest thing: a list of all my units, whatever their size. Surely I’m missing something obvious. So for example, if my 'Urgent Issues" reports this…
…what’s the fastest way to locate those units and study what’s going on (rather than cycling through all the units)?
Pretty sure the OOB button in top right is the fastest. It would be nice if that screen had a check-box for the HQ Power info (at the bottom) to speed up the search. I’ll post a suggestion for Vic to add it.
There is an OOB (Order of Battle) button that has an extendible tree of all your military units in your hierarchy. Clicking on the units will take you to them on the map.
I think low HQ power means that those units are outside of the range of your “Operational HQ”. They will receive fewer or no combat benefits from their HQ. The SHQ has infinite range, the OHQs do not.
Yep, I use the OOB to quickly find a unit. Look under the INF branch.
And yes, HQ Power simply means a unit is too far from its OHQ. The maximum HQ Power range is about 5 or 6 hexes. You can see if an individual unit is out of max Power range by clicking on its unit details button. One of the little windows is an OOB-like org tree. Click on this and it will tell you how much HQ Power the unit has.
Thanks folks for the reminder of the OOB button. That’s the ticket!
Regarding HQ Power, is there a solution beyond moving them closer to their OHQ? Put another way, how do I boost the HQ power of an OHQ, and would that boost its range to units that are too far at the moment?
BTW, the full 350 page manual can be perused here:
Well the idea is to move the HQ with the units and maybe keep it a few hexes in the rear. It’s supposed to represent a field headquarters after all.
Yes, I keep it open while I play and alt-tab to it frequently. Helpful, somewhat.
Which would be fine if I weren’t a moron and spread a OHQ’s units out in different directions.
The strategic movement option can help you regroup them if you’ve got enough logistics points in the area.
Also it does contain some troops. I don’t usually use them in an attack, but I use them to help surround and cut off retreat all the time.
Also useful for an exploit. Got a leader who is becoming a PITA? Appoint him to this OHQ and use the HQ aggressively.
Exploit, or Opportunity to Fight Gloriously for The Republic?