Pusteblume!
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a couple of questions...

Thu Oct 09, 2014 9:19 pm

Hello there ;) ,

Though I knew about ageod's games for a while, I never really played them yet- just watched videos and read AARs.
Now, with TEAW it will all change :P

But!!!!!
...this game family REALLY needs some studying beforehand. pew! (It has a steep learning curve, I admit)

So, after starting the game 6 times now (always playing 1-4 turns to learn the basics) I have stumbled upon a few questions I could not find answered in a) the manual b) the forums c) the i-net in general or even d) the files in the TEAW folder :P

So I beg you, have mercy and help me with some answers here, if you happen to know them :)

1) penalty for different nations in a faction? If you have for instance an Italian inf division in an Austrian army with a normal Austrian leader: what exactly IS the penalty of having another nation in a stack, that is not supported by a trait of the leader like either multinational or the particular nation in question?

2) does strategic redeployment take exactly the same time as travelling by railroad? (and will the units take the same route as sent by railroad)? OR will units be magically redeployed the next turn in the target region?

3) shipping boxes *sigh*. Is it right, that ONLY the Baltic is for CP? And sending merchant or transports to the others has ABSOLUTELY no effect for CP?


I will thank you in advance :)

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The Red Baron
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Location: Adk Mtns, NY

Fri Oct 10, 2014 12:04 am

Pusteblume! wrote:Hello there ;) ,

Though I knew about ageod's games for a while, I never really played them yet- just watched videos and read AARs.
Now, with TEAW it will all change :P

But!!!!!
...this game family REALLY needs some studying beforehand. pew! (It has a steep learning curve, I admit)

So, after starting the game 6 times now (always playing 1-4 turns to learn the basics) I have stumbled upon a few questions I could not find answered in a) the manual b) the forums c) the i-net in general or even d) the files in the TEAW folder :P

So I beg you, have mercy and help me with some answers here, if you happen to know them :)

1) penalty for different nations in a faction? If you have for instance an Italian inf division in an Austrian army with a normal Austrian leader: what exactly IS the penalty of having another nation in a stack, that is not supported by a trait of the leader like either multinational or the particular nation in question?

2) does strategic redeployment take exactly the same time as travelling by railroad? (and will the units take the same route as sent by railroad)? OR will units be magically redeployed the next turn in the target region?

3) shipping boxes *sigh*. Is it right, that ONLY the Baltic is for CP? And sending merchant or transports to the others has ABSOLUTELY no effect for CP?


I will thank you in advance :)


1) If TEAW works like other AGEOD games, the Command Point (CP) penalty is usually 4x the normal cost; so, if the normal cost is 6 CPs, that Italian INF DIV will cost 24 CPs when placed within the Austrian army

2) Units redeploy the next turn to the target region.

3) Based on other forum posts, this is WAD.

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Jim-NC
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Fri Oct 10, 2014 2:47 am

The Austrians don't suffer if they have leaders leading units of different nationalities, as long as they are all Austrian. So you can build Italian or Czech, or Hungarian, or Romanian units and have any Austrian leader lead them. The issue is Austrian generals can't lead German units without penalty (unless they have the multinational leader trait - or whatever it is called), and vice versa.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

Pusteblume!
Conscript
Posts: 5
Joined: Thu Oct 09, 2014 8:50 pm

Fri Oct 10, 2014 8:32 am

Thanks for your answers :) !

The Red Baron wrote:1) If TEAW works like other AGEOD games, the Command Point (CP) penalty is usually 4x the normal cost; so, if the normal cost is 6 CPs, that Italian INF DIV will cost 24 CPs when placed within the Austrian army.

I did NOT experience that. NO comand point (CP) penalty occured.

The Red Baron wrote:2) Units redeploy the next turn to the target region.


Ah, good to know... They do get a penalty of some sort though?

The Red Baron wrote:3) Based on other forum posts, this is WAD.


It took me over 15 minutes to find out that WAD stands for "working as designed" :) Please keep in mind I do not yet speak Ageod! :neener:
This is a yes, only Baltic is for Central Powers (CP) then?


Jim-NC wrote:The Austrians don't suffer if they have leaders leading units of different nationalities, as long as they are all Austrian. So you can build Italian or Czech, or Hungarian, or Romanian units and have any Austrian leader lead them. The issue is Austrian generals can't lead German units without penalty (unless they have the multinational leader trait - or whatever it is called), and vice versa.



Thank you for this clarification, this IS what I experienced. :)
So the traits for specific nations with leaders (like Czech, Italian, Hungarian, Croatian etc.) are merely cosmetic with NO actually impact on the game?

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The Red Baron
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Location: Adk Mtns, NY

Fri Oct 10, 2014 9:05 pm

AFAIK, there is no penalty for redeployment.

Yes, Baltic Shipping Box is for German merchants only.

bob.
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Joined: Thu Oct 04, 2012 6:56 pm

Fri Oct 10, 2014 9:15 pm

Pusteblume! wrote:So the traits for specific nations with leaders (like Czech, Italian, Hungarian, Croatian etc.) are merely cosmetic with NO actually impact on the game?

I assume that they are there to function as recruitment limitations. So you can only raise a certain amount of units in a certain territory.
There needs to be some way to identify which region they can be raised in, and marking their nationality seems like a good way :)

Pusteblume!
Conscript
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Joined: Thu Oct 09, 2014 8:50 pm

Sat Oct 11, 2014 12:14 am

The Red Baron wrote:AFAIK, there is no penalty for redeployment.

Yes, Baltic Shipping Box is for German merchants only.


thanks for the answer :)
So sending German merchants anywhere else is just wasting them, right?

bob. wrote:I assume that they are there to function as recruitment limitations. So you can only raise a certain amount of units in a certain territory.
There needs to be some way to identify which region they can be raised in, and marking their nationality seems like a good way :)


ah, would have been nice if there was an actual impact...less combat power for instance.... OR a moral dropping, if ethnic Italians were led by an Austro-Hungarian leader that does not understand their mentality- and thereby increasing the risk of a rebel % increase and a subsequent breaking off of the Austro-Hungarian Empire :)

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The Red Baron
Posts: 243
Joined: Tue Oct 29, 2013 8:06 am
Location: Adk Mtns, NY

Sat Oct 11, 2014 4:08 am

Pusteblume! wrote:thanks for the answer :)
So sending German merchants anywhere else is just wasting them, right?


Correct.

Pusteblume!
Conscript
Posts: 5
Joined: Thu Oct 09, 2014 8:50 pm

Sat Oct 11, 2014 3:13 pm

The Red Baron wrote:Correct.


thanks :)
I think I will now play my first "real" game :)

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