💥 1941 Global Command Decision - Official Thread
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@thedog Now that I read your response again I see that I have all that I need. Thanks.
Like you said, "If you have Inf Conscripts use them in the attack to lead the attacks so they are casualties before your inf-trained."
These types of suggestions are invaluable so I will try to put this all together in a way that would allow a beginner to the game to quickly get a good intuitive feel for how that game play is suppose to work.
I also think I have been conditioned by other games in terms of my expectations and I will do what you said and just go through all the tool tips and that existing manual to see if I could better get to what I am trying to achieve.
Final question on this topic: Are there some oder of battle / loss order types of rules that I over looked?
Why is inf-conscripts losses first? Are they normally lost before int-trained? That would make sense but I just want to be sure.
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UPDATES TO USER MANUAL:
1941_global_command_decision_manual.pdf
Is this the best most current user manual? I am today attempting to add things to it and immediately find myself wondering if I have the correct doc?
And since I think in terms of table-of-contents, if this IS the correct manual, does anyone object to me using it as a base for a new manual and adding a TABLE of CONTENTS?
I also get the impression that some of the tool tips are NOT included in the manual, though I could be mistaken... Either way, my goal is to add some more information (specifically the tool tips but there are other things) to the manual, add a table of contents, and add an entirely new EXAMPLES OF GAME PLAY section/chapter.
I also intend to make a concise version of this manual to augment what the tooltips currently do, because I personally found myself skipping or not noticing the tooltips and, in any case, I believe that having access to more information is not a bad thing as long as it does not get overwhelming. But that is why I feel adding to the manual and making a new concise manual will be effective and not overwhelm..
Any thoughts?
Thanks
Johnny -
@johnnycat
Are there some order of battle / loss order types of rules that I over looked?
Inf-Conscripts have a Purchase PU Cost/TUV of 3, being the lowest TUV in a fight they are selected to be removed first.Are they normally lost before inf-trained?
Yes as per standard TripleA rules.This Mon-Fri there will be another release so plan for that.
Signing off for the night.
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It is fine
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@johnnycat
As you were not specific, I have spent time looking for the problem, is it Singapore? You cannot place reinforcements there?If so undo all your placements and it will allow you to place in Singapore.
Im on Windows and have never seen this problem, has it happened before?
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@JohnnyCat
Re the manual, I would say the individually the tool tips contain the most information, as they are "online".The manual does not contain all the tool tip info, but does present it in a different way. It does list all the Unit Supports which is not in the tool tips.
From a learning curve point of view, printing the UNIT SUPPORTS , currently page 11 is a must.
does anyone object to me using it as a base for a new manual
No, use it as a basis for a new one. -
Look like there is a disconnect between the history (Game/Show History) and the Action panel. This would suggest that this is a save error, as the reload is consistent in showing the problem.
Cheers...
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@thedog OK AWESOME.
I hope to have some finished product for you guys this week!!!
THANKS AGAIN FOR SUCH GREAT SUPPORT.
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CANNOT PLACE THE FINAL 11 UNITS
Please see the file and let me know what I am missing.
It appears that Japan cannot place the final 11 units. Am I missing something?
If you UNDO the placement you can see that the game is not allowing me to place units after the 28 I placed.
WHY CANNOT PLACE THE FINAL 11 units.tsvg
To clarify - I CAN place the final 11 units on Japan - but not on other places that I did not place to and should be open for placement. Unless I am missing something. THANKS
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ATTACK PROHIBITION RULE CLARIFICATION
Could someone please tell me where to find the list of prohibited attack types??
What I mean is that tool tips will say things like, "Can't Target Some Units."
So does anyone have list of these?
If I understand correctly, and despite the AI doing it anyway, strategic bombers cannot target sea units... At least I think that is the case. So why is the AI doing it anyway? Or am I not correct? I don't have a saved game showing this but I recall seeing the AI do use bombers in a sea attack.
In any case, you can see that I need to know exactly what units can and cannot attack what other unit types.
THANK YOU.
Johnny -
@thedog OKIDOKI. I don't fully understand this save error but I will just ignore this as I have seen this only one time.
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FINAL GAME PLAY QUESTION FOR TODAY
In the attached two files, the first battle has the air power ATTACK Manila
And in the second , the Air BOMBS Manila.
I want to use this as a game play example but I don't see much difference in the odds.
So my questions are:
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In this scenario is it best to use the air to BOMB, or ATTACK, or some mix?
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Do you guys have a better example of how to best advise players on which way to dedicate the air power?
Thanks


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@johnnycat Here is an actual gameplay image showing the AI using strategic bombers in a naval attack.
Yet I thought that such bombers cannot attack sea units... Or are American bombers different?

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@johnnycat
canNotTarget
It is a shame that TripleA hides what the unit canNotTarget.
Most units cannot target air units with their normal attacks, so a Armor-Med would normally attack at 3, this is prevented and the AA attack is 1/12
.
These are the canNotTarget values that are hidden, they come from the code/xml
canNotTarget All-Sea
Bomber (canNotTarget All-Sea units)canNotTarget All-Infantry, but can target Motorized
HQ-Air
Fighter-Early
Fighter
Fighter-LongR
Fighter-JetcanNotTarget All-Surface (but can target Submarines)
ConvoycanNotTarget Submarines
Nuclear-BomberThe logic is the similar for these, but I have simplified it.
can only target surface ships
Kamikaze-Planecan only target Industries & Base-Camp
V1-Rocket
V2-Rocket -
@thedog OK thanks. SO why is the AI sending bombers on naval attacks?
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WHAT IS INTENDED HERE?
To me, the "nuke" is either "caught on the ground" or is flying overhead.
But neither case makes sense.
If caught on the ground then why is the unit not destroyed?
If up in the air then why doesn't the Japanese take the territory?
I have to think players will get all excited about finally being able to catch this thing only to then be frustrated by the game just not making any sense in this particular case.
What am I missing? Or is this a bug in the logic ?

Of course I DO KNOW how to counter these super powerful units, and that is to flood the zone with fighters. And I can put that in the manual but I really feel this unit needs to have its immunity adjusted.
What are your thoughts?

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PLEASE EXPLAIN THIS
The force in Adelaide would naturally like to move into Sydney, but the game does not allow any of the forces to move there, EXCEPT THE ARMOR units.
WHY IS THIS?

INTERESTNIGLY those locked troops CAN load onto transports...
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@johnnycat
Your Manila example
As Japan does not have Blitzkrieg (all the extra +1 Atk with paired units like Fighters giving +1 to Bomber-Tac) this answer is for non-Blitzkrieg nations.Blitzkrieg nations Fighters should support their Bomber-Tac in Bombing
Back to non-Blitzkrieg nations
Fighters will target non-Infantry, so in this example there are 2x Inf-Motorized, & Bunkers to attack.
If there were no non-Infantry, then I dont think it matters Bomb or Attack, I could be wrong? -
@JohnnyCat
Bomber post
Very recently, in the last year, maybe two, the xml function canNotTarget got fixed, because this map totally relies on its use to split normal and air combat into two separate Atk/Def values.I will guess/assume that the AI ability to canNotTarget does not work as expected in this map, as the AI was intended to mirror A&A rules as much as possible.
So for now we have to live with it.
Besides Bombers targeting ships, other examples of poor AI unit use are V1, V2 rockets and Kamikaze targeting.
However to mitigate poor AI use of V1, V2 rockets and Kamikaze they are given for free for the AI use badly.

American Bombers are not different, like British Bombers move 8, the rest move 6.
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