coila

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About coila

  • Rank
    Axis High Command
  • Birthday

Profile Information

  • Location
    Scotland
  • Preferred Side
    Axis
  • Preferred Branch
    Navy
  • Preferred Unit
    Destroyer
  1. Would this not be restricting equipment to others as only that squad has access to the equipment?
  2. Hahahahahahaah
  3. grrrr won't be stateside till next year. Book me in for 2016!!
  4. I was going to use my end screenie 111 Bk however your example will suffice...OPEL NOW!!! Were off to the Factories Tow!! Nice one, as you can see overlaying one onto the game map shows the factories as black circles on the map..easier reference to them and there is the endgame...Capture the Factories...kill supply is the quickest way to achieve Victory conditions, currently any 3 opposing forces Factories will do. The Community I feel since getting back on the forums are asking the Coila questions and LOTS of questions keeps me happy...keep asking away!! I just got back ingame Dec 14 Bk after an unexpected absence ...don't suppose you have your 101 moves available for study mate hehe A straight telephone call before you make them will suffice
  5. It wouldn't be cut off is the direct answer HOWEVER heheh one of many scenario's would open up: I'll give a wee Divisional flag breakdown which should help a bit with the Wuust flag placement and my explanaition. You always want your 2 brigades in front of your HQ as this is the strongest resupply route and will equally divide its supply with your 2 brigades. (not always..later again lol) Scenario 1 of many! In wuust we have 1st Iceream Coila (ICC HQ)with 50 riflemen and two infantry brigades of 100 riflemen in each. Icc HQ and 2nd Icc, 3rd Icc Don't get too caught up on names (they all get shorterned e.g ...thats all they are a name. Whats important is the supply within them and thus dictates actions you can take. Now what is important and is a MUST remember supply rule. Factory Resupply will go to the Headquarters first and then be supplied to the other Attached brigades and onwards til a player spawns it uses it etc etc. Its continious..bit like me Now if the HQ was in wuust and its 2 bridages are in a Direct unbroken line from the factory to the HQ then the flags...your fine (not safe but fine) This is where you have some magical players out there (i'm a supply person) I.e. we want to attack town a from town b using no more tha x amount of supply..I'm comfortable with. Now to answer at last : ICC HQ is in Wuust 2.1 ICC is in Grobbendonk 2.2 ICC is in Geel The Opposing force Attacked forcing the HQ into Wuust from Oostmalle and have not placed a brigade (to attack again) into Oostmalle. We would have to move the HQ through towns to Breda and then all the way down Baarle and finish in Turhout to link back up with its nearest Axis force to be safe and not attacked...drained..and heaven forbid Booted to Training. (removed form the map a predetermined time XX hours) Here we go! The flag in wuust HQ would now have its own supply rule (we know this because its already been tested in a live Campaign and therefore its Hardcoded and will always happen! (developing Tactics)..(see still lots to try out), Over game play we've found that the HQ ...still be linked to the factory via Breda not to its other 2 brigades directly is a weak target and you will either have to move up through Breda and south again to link up with its 2 brigades thus applying a (full throttle) supply. or move the 2 brigades to their parent (ICC HQ) That's a lot of moves and leave wee gaps in the map..the term being Readjusting Flags for Supply will be one you see. (you'll learn to Read the map and its little tell tale signs) So Far we have had two major supply rules which are fundamental which you will see in game chat all the time...just said in different ways.... No flamin auto's anywhere more than 2 times from 2 diffent flags could be interpreted by High Command Officers as ( and the Vets as we say..old farts doing this more like.) Where are the HQ's placements, whats their *Ticket's* and keeps the game moving as eother we are at condition 1 or condition 0. remember terminology..saves a lot of re-reading** just now...and do we have supply in them/.. You have to look after your supply to win. There we go...simple... The Map Movers we have in game will astound you with the diversity of how the win and all whom play on the map bring character and flair however the community as a whole has to play on the map with Hardcoded rules which anyone with intrest can begin as I learn't when learning the supply game. One Green Tag with the last available rifle on the Table can win the Map ) A motto given to me by someone whom I asked about supply!! Cheers bud, blew out a few cobwebs there Coila Out.
  6. The Older forums had many discussions, Theory and fact's on Supply, atm I am unable to find you some original material from basics upwards, so I though in open forum we'd answer your question's best as possible. I see you have the concept of the map..now lets delve into the dark and secretive nuances of map movments (supplies) Yep that snippet gives a good overlay. Keep this rule fixed in your head an you won't go wrong from this campaign. Remember we can only attack a town with a Flag (brigade in it until we have 2 attack objectives) Looking at say Grobbendonk with 2 Axis Flags in it for example you can see the roads and railways snaking back East to leopoldsburg and further east east to Dusseldorf are unbroken so no supply is being interfered with (supply lines are open) E.G. Think of an enemy brigade for example attacking Grobbendonk from Schilde...their supply is also unbroken all the back to a english or french factory. Thats a clean supply route without any intreruption also class as Allied supply.) One thing to look for is how to stop that supply getting to the defenders town and making it easier to take. If you moved from oostmalle to wuustweasel and the attackers take Oostmall. what do think would happen to axis supply. ( now remember we can only attack a town with a Flag (brigade in it until we have 2 attack objectives) Beaking it in nice and gentle mate...once you grasp the basics you will be able to then move shall we say up the supply train and start making a mess of someone else gameplay...literally controlling the Map i.e. MOIC = Map Officer In Command Keep firing the questions please bud, with the game changes (we'll keep to the basics atm) we all need the refreshers!!!! Any wee scenarios you can think of, I'm pretty sure there are folk in game whom have either been involved with or have theorised them. To keep the head steady and not being filled up with extra's...just Imagine 1 flag vs 1 flag with 100 riflemen in each flag. ( that's the total available starting Supply Pool for both sides.) so after say 30 mins of combat as an example the resupply (train) arrives at Both Town Armybases and drops off 10 riflemen into the Supply Pool. In the meantime we lost 40 units of supply (riflemen) to deaths etc (we'll delve into that down the line a bit) That leaves us with 60 men until the resupply arrives of 10 men = 70 men. The other sides flag also receives 10 men however they lost 70 men leaving 30 with the resupply of 10 = 40 men. The side with 50 men and an unbroken supply line killing faster than the other side can kill them and resupply...should win. Basic attrition battle can be one name given to this. You can expand/adapt/play with Try out all crazy and amazing moves with supply that is written into the core of the game which for me is broken down to they have a rifle..they can defend/attack...remove that we win I have supply open =1 supply closed = 0 The map has these little men and equipment being released from their factory and head all over the map being delivered to theirs assigned spots..Resupply in action )in Coila's head onyways) Ty Coila out.
  7. What tier you thinking about Bran?
  8. Did the bleedin beta live axis yank job... were still getting kicked paying for this.. sort it out
  9. Hey all, Game was working fine yesterday, approx 8 hours from this happening. was in game for 12 hours or so, never had any issues before. started as usual this morning gets as far as connetcting/starting chat and reverts to desktop on live and on offline starts to load and reverts to desktop. log shows Thu Jan 01 10:28:51 1970 network election of 2 addresses: 209.144.109.153:470ms. 66.28.224.153:447ms. Winner: 66.28.224.153 [Thu Jan 01 10:30:01 1970] Netcode2:66.28.224.155 Opening 66.28.224.155... [Thu Jan 01 10:30:01 1970] Netcode2:66.28.224.155 Opened [Thu Jan 01 10:30:02 1970] Netcode2:66.28.224.155 Established [Thu Jan 01 10:30:13 1970] Netcode2:66.28.224.155 Opening 66.28.224.155... [Thu Jan 01 10:30:14 1970] Netcode2:66.28.224.155 Opened [Thu Jan 01 10:30:17 1970] Netcode2:66.28.224.155 Established [Thu Jan 01 10:37:17 1970] Netcode2:66.28.224.155 Disconnecting [Thu Jan 01 10:37:17 1970] Netcode2:66.28.224.155 Max bps: 0.00 in, 0.00 out [Thu Jan 01 10:37:17 1970] Netcode2:66.28.224.155 Session Statistics: Actual bytes per second sent 560 Actual bytes per second received 4048 Message bytes per second sent 624 Message bytes per second resent 0 Message bytes per second queued 624 Message bytes per second processed 3602 Message bytes per second ignored 0 Total bytes sent 483421 Total bytes received 1759269 Total message bytes sent 266438 Total message bytes resent 0 Total message bytes queued 266438 Total message bytes received 1529857 Total message bytes ignored 0 Messages in send buffer, by priority 0,0,0,0 Bytes in send buffer, by priority 0,0,0,0 Messages in resend buffer 0 Bytes in resend buffer 0 Current packetloss 0% Average packetloss 0% Elapsed connection time in seconds 423 [Thu Jan 01 10:37:27 1970] Netcode2:66.28.224.155 Disconnecting [Thu Jan 01 10:37:27 1970] Netcode2:66.28.224.155 Max bps: 0.00 in, 0.00 out [Thu Jan 01 10:37:27 1970] Netcode2:66.28.224.155 Session Statistics: Actual bytes per second sent 736 Actual bytes per second received 3360 Message bytes per second sent 416 Message bytes per second resent 0 Message bytes per second queued 416 Message bytes per second processed 2808 Message bytes per second ignored 0 Total bytes sent 505629 Total bytes received 1837253 Total message bytes sent 266358 Total message bytes resent 0 Total message bytes queued 266358 Total message bytes received 1596487 Total message bytes ignored 0 Messages in send buffer, by priority 0,0,0,0 Bytes in send buffer, by priority 0,0,0,0 Messages in resend buffer 0 Bytes in resend buffer 0 Current packetloss 0% Average packetloss 0% Elapsed connection time in seconds 445 [Thu Jan 01 10:38:11 1970] Netcode2:66.28.224.155 Opening 66.28.224.155... [Thu Jan 01 10:38:11 1970] Netcode2:66.28.224.155 Opened [Thu Jan 01 10:38:12 1970] Netcode2:66.28.224.155 Established [Thu Jan 01 10:38:23 1970] Netcode2:66.28.224.155 Opening 66.28.224.155... [Thu Jan 01 10:38:24 1970] Netcode2:66.28.224.155 Opened [Thu Jan 01 10:38:24 1970] Netcode2:66.28.224.155 Established [Thu Jan 01 10:50:19 1970] Netcode2:66.28.224.155 Disconnecting [Thu Jan 01 10:50:19 1970] Netcode2:66.28.224.155 Max bps: 0.00 in, 0.00 out [Thu Jan 01 10:50:19 1970] Netcode2:66.28.224.155 Session Statistics: Actual bytes per second sent 592 Actual bytes per second received 3216 Message bytes per second sent 702 Message bytes per second resent 0 Message bytes per second queued 702 Message bytes per second processed 2772 Message bytes per second ignored 0 Total bytes sent 872541 Total bytes received 2920789 Total message bytes sent 463981 Total message bytes resent 0 Total message bytes queued 463981 Total message bytes received 2510390 Total message bytes ignored 0 Messages in send buffer, by priority 0,0,0,0 Bytes in send buffer, by priority 0,0,0,0 Messages in resend buffer 0 Bytes in resend buffer 0 Current packetloss 0% Average packetloss 0% Elapsed connection time in seconds 728 [Thu Jan 01 10:50:29 1970] Netcode2:66.28.224.155 Disconnecting [Thu Jan 01 10:50:29 1970] Netcode2:66.28.224.155 Max bps: 0.00 in, 0.00 out [Thu Jan 01 10:50:29 1970] Netcode2:66.28.224.155 Session Statistics: Actual bytes per second sent 592 Actual bytes per second received 2928 Message bytes per second sent 182 Message bytes per second resent 0 Message bytes per second queued 182 Message bytes per second processed 2460 Message bytes per second ignored 0 Total bytes sent 843405 Total bytes received 2865269 Total message bytes sent 462127 Total message bytes resent 0 Total message bytes queued 462127 Total message bytes received 2465457 Total message bytes ignored 0 Messages in send buffer, by priority 0,0,0,0 Bytes in send buffer, by priority 0,0,0,0 Messages in resend buffer 0 Bytes in resend buffer 0 Current packetloss 0% Average packetloss 0% Elapsed connection time in seconds 726 [Thu Jan 01 10:51:38 1970] Netcode2:66.28.224.155 Opening 66.28.224.155... [Thu Jan 01 10:51:39 1970] Netcode2:66.28.224.155 Opened [Thu Jan 01 10:51:39 1970] Netcode2:66.28.224.155 Established [Thu Jan 01 10:52:30 1970] Netcode2:66.28.224.155 Disconnecting [Thu Jan 01 10:52:30 1970] Netcode2:66.28.224.155 Max bps: 0.00 in, 0.00 out [Thu Jan 01 10:52:30 1970] Netcode2:66.28.224.155 Session Statistics: Actual bytes per second sent 448 Actual bytes per second received 4720 Message bytes per second sent 650 Message bytes per second resent 0 Message bytes per second queued 650 Message bytes per second processed 4316 Message bytes per second ignored 0 Total bytes sent 57117 Total bytes received 223701 Total message bytes sent 29883 Total message bytes resent 0 Total message bytes queued 29883 Total message bytes received 196034 Total message bytes ignored 0 Messages in send buffer, by priority 0,0,0,0 Bytes in send buffer, by priority 0,0,0,0 Messages in resend buffer 0 Bytes in resend buffer 0 Current packetloss 0% Average packetloss 0% Elapsed connection time in seconds 51 [Thu Jan 01 10:52:53 1970] Netcode2:66.28.224.155 Opening 66.28.224.155... [Thu Jan 01 10:52:54 1970] Netcode2:66.28.224.155 Opened [Thu Jan 01 10:52:54 1970] Netcode2:66.28.224.155 Established [Thu Jan 01 10:53:05 1970] Netcode2:66.28.224.155 Opening 66.28.224.155... [Thu Jan 01 10:53:06 1970] Netcode2:66.28.224.155 Opened [Thu Jan 01 10:53:06 1970] Netcode2:66.28.224.155 Established [Thu Jan 01 11:13:12 1970] Netcode2:66.28.224.155 Disconnecting [Thu Jan 01 11:13:12 1970] Netcode2:66.28.224.155 Max bps: 0.00 in, 0.00 out [Thu Jan 01 11:13:12 1970] Netcode2:66.28.224.155 Session Statistics: Actual bytes per second sent 416 Actual bytes per second received 4208 Message bytes per second sent 616 Message bytes per second resent 0 Message bytes per second queued 616 Message bytes per second processed 3821 Message bytes per second ignored 0 Total bytes sent 1360653 Total bytes received 5264709 Total message bytes sent 714381 Total message bytes resent 0 Total message bytes queued 714381 Total message bytes received 4610590 Total message bytes ignored 0 Messages in send buffer, by priority 0,0,0,0 Bytes in send buffer, by priority 0,0,0,0 Messages in resend buffer 0 Bytes in resend buffer 0 Current packetloss 0% Average packetloss 0% Elapsed connection time in seconds 1218 [Thu Jan 01 11:17:43 1970] Netcode2:66.28.224.155 Opening 66.28.224.155... [Thu Jan 01 11:17:43 1970] Netcode2:66.28.224.155 Opened [Thu Jan 01 11:17:43 1970] Netcode2:66.28.224.155 Established [Thu Jan 01 11:30:29 1970] Netcode2:66.28.224.155 Disconnecting [Thu Jan 01 11:30:29 1970] Netcode2:66.28.224.155 Max bps: 0.00 in, 0.00 out [Thu Jan 01 11:30:29 1970] Netcode2:66.28.224.155 Session Statistics: Actual bytes per second sent 496 Actual bytes per second received 4256 Message bytes per second sent 248 Message bytes per second resent 0 Message bytes per second queued 248 Message bytes per second processed 4528 Message bytes per second ignored 0 Total bytes sent 851101 Total bytes received 4234965 Total message bytes sent 446921 Total message bytes resent 0 Total message bytes queued 446921 Total message bytes received 3828042 Total message bytes ignored 0 Messages in send buffer, by priority 0,0,0,0 Bytes in send buffer, by priority 0,0,0,0 Messages in resend buffer 0 Bytes in resend buffer 0 Current packetloss 0% Average packetloss 0% Elapsed connection time in seconds 765 Any ideas? I've had no updates as I only allow changes to be done by manual request. cheers Coila
  10. lol if you post about it, it will come...
  11. Hope this is the thread he'll update to say Come an get it !!! Well I hope anyway By the KFS..less posting faster updating , nah I know you lot are pushing as fast as you can http://discussions.playnet.com/showthread.php?t=182313 here's the ftp link if anyone needs it and can't be bothered going to downloads page. ftp://downloads.wwiionline.com/
  12. i'm a PC user same issue, it's pointing to the last 1.26 patch. Wait and see i rekon