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EASTFRFQ.TXT
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1997-12-02
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East Front - Frequently Asked Questions (EF-FAQ)
Due to the questions arising from the manual we have compiled this list of
questions and will continue to add to it as new questions arise. If you
have a question not listed and feel it should please, e-mail us at
talon@talonsoft.com.
1) How does supply and ammo work and effect my units?
A Low-on-Supply combat unit that attacks using Direct Fire will only attack
a number of times equal to its Strength Points divided by 2, fractions
rounded up (keep in mind that such a unit normally is allowed a number of
attacks equal to the number of Strength Points it has). A Low-on-Supply
artillery (indirect fire) unit cannot attack (this actually represents that
battery not receiving proper fire orders, or a breakdown in communications
or it being used to support other units in a nearby battle). A
Low-on-Supply HQ is unable to provide supply to other units under its
command (HQ or normal combat units). Note that normal, "ground pounder"
units are never out of supply; such a unit that is low on supply can still
attack, albeit at reduced effectiveness (exception: indirect fire units).
2) How do Headquarters (HQ's) provide supply?
At the start of each friendly turn, a supply check is made for each
friendly unit that fired in the preceding turn. This is a "percentile" roll
against that sides "Ammo" level (turn on the Unit List to display this
number; hot key "U"). A "percentile" dr equal to or less than the friendly
Ammo level means that the unit does not run low on supply for that turn. A
"percentile" dr greater than the friendly Ammo level and the combat unit
can then check to see if it can be resupplied by its HQ. The closer the
unit is to its "parent" HQ, the greater the chance that this second supply
check will be successful - from 100% if the unit is stacked with its HQ, to
50% at the "range" listed for that HQ in the Parameter data. Beyond the 50%
range the chance of resupply continues drops off. However, if the unit's
parent HQ itself is found to be "low on supply" it cannot provide supply to
any of its combat units on that turn. Note that a HQ is always "low on
supply" on any turn after it has moved (representing it being out of
communications for a period). Otherwise, each HQ also does a supply check
at the start of its turn.
3) I have a message at the start of my turn stating that I have a certain
number of air strikes available. Is this number the total amount I have, or
the number for just this turn?
The number given here is the total number available for the entire
scenario.Use them wisely!
4) How can I have units move boats to the water?
Place the carrying unit and the boat in the same hex. Use the Load/Unload
button to have them "carry" the boat. (Currently it will appear as if they
are sitting in the boat.) Move the unit (in)to the water.
5) The campaign seems to take forever to load a scenario. Is this normal?
Some scenarios, especially the larger ones, may take a long time to create
the information needed. This is due to the fact that the campaign scenarios
are generated randomly. If it seems that the system has locked up
completely, press Cntl-Alt-Del. It should say East Front (not responding).
If this message is there, reboot your computer. You should be able to
restart and access the scenario without any problem or long loading times.
If it does not say "not responding" it is still creating the scenario.
Leave it alone.
6) What are the effects of fatigued units and how do they recover fatigue?
Fatigued units are caused by moving in double time. For this reason,
fatigued units can not use double time. Currently, there are no other
effects against fatigued units. A unit automatically recovers fatigue on
their next turn.
7) Can Morale be recovered?
At the start of each turn each non-disrupted unit with a morale level lower
than its "at start" (nominal) morale will make a Morale Check. If it passes
this check, it recovers morale. Hint: Placing a leader that commands a unit
in the same hex as that unit will boost its morale, hence making it more
likely to pass its morale check.A unit with a morale being "boosted" by a
"same-organization" leader has its morale value displayed in red.
8) I see two sets of odds when performing an assault. What do they mean?
The first set is the odds of the attacker against the defender. The second
set is the counter-attack of the defender attacking the attacker.
9) What are the assault implications for Morale and Improved Positions?
None.
10) If I use the "Save AP's for Opportunity Fire" button do I receive a
benefit?
No. Whether you use this button (during your unit's move to ensure you save
enough AP to allow it to fire) or whether you save APs without using the
button makes no difference. Having this "on" for a unit as it move simply
ensures that the moving unit will still have enough AP remaining at the end
of its move to fire once - whether in your "friendly" turn or in the
enemy's turn as automatic opportunity fire.
11) Will I have a better chance at a shot or a first shot if I save double
the Action Points for Opportunity Fire?
Your odds will be the same, however, you unit may get to fire twice.
12) Do engineers improve firing odds?
No, however, engineers do have a higher-than-normal assault value
(representing their close-range flamethowers, demolition charges and
plethora of automatic weapons), thus increasing your chances in an assault
in which an engineer participates.
13) How do engineers clear minefields?
Move the engineer unit into the minefield hex during its turn. Each turn an
engineer unit begins its turn undisrupted and in a minefield hex, it will
automatically lower the strength of the minefield by one.
14) Sometimes, during an Assault I see a message, "Units Captured". Is
there a victory point bonus for capturing a unit instead of killing it?
There is no benefit for captured units.
15) Can Indirect Fire Units fire directly at units in their line of sight?
Currently, Indirect Fire Units can only use Indirect Fire at all times.
16) Can you specifically target passengers on a carrier? For example, the
riders on the tanks.
No they can not be specifically targeted. However, passengers will take
damage if the carrier units is damaged.
17) My campaign game begins with no units on the board. Where are all my
units?
In some campaign scenarios all of your units are scheduled to arrive as
reinforcements. Bring up the Arrived dialog, by pressing "A" on your
keyboard, and place the units on the map by double clicking on the units
listed.
18) What exactly do strength points represent?
Each strength point (SP) for an infantry platoon represents a half squad
(thus, the 6 SP in a platoon represent 3 squads). Each SP for a Machine Gun
platoon represents one MG "team" (and, thus, one MG); each SP of a gun
(i.e., gun, mortar, or howitzer) battery represents one gun and its
attendant crew; each SP of a vehicular platoon (regardless of type)
represents one vehicle and its crew.
19) How can I tell the terrain type of a hex?
Hitting the "U" button on the keyboard will bring up the Unit List, which
will display the terrain type and other game information such as the Ammo
(supply) number, number of Air Strikes, and total number of Smoke Missions
available.
20) Are there facing effects?
By default there are no facing effects in the game. In the Optional Rules
you can select Armor Facing Effects if you desire, in which case armored
units (only) have to worry about "facing". To find out more information on
the various Optional Rules, press the "Help" button in the dialog box where
you select the Optional Rules.
21) How do I load and unload units?
You can select the unit and the carrier and then use the Load/Unload units
on the ToolBar. You must have enough Action Points to perform this action.
22) How do I choose both the units? When I select one the other becomes
unselected.
If they are the only units in the hex you can double click on the hex and
it will select all the units in the hex. If there are other units in the
hex, you can bring up the Unit List by pressing "U" and select the units
individually from the list on the right hand side of the screen.
23) I still can not load my units? Why?
If the carrying unit has fewer strength points than the passenger it will
be unable to load the unit. In short, you need enough trucks to carry the
men.