Quick Questions Thread
Moderator: Joel Billings
Re: Quick Questions Thread
I think only in the Balkan as the Germans is there a potential to capture rail undamaged; otherwise, you are always going to need real repair.
Be advised that green lines can go yellow if the enemy get within one hex (which will stop freight). You may take it that your rail are in range of enemy fire. Repair is not necessary, but you must push them, the enemy, back at least one hex.
I know because this just happened to me due to a Red Army counter-attack. They really did a number on my rail logistics.
Be advised that green lines can go yellow if the enemy get within one hex (which will stop freight). You may take it that your rail are in range of enemy fire. Repair is not necessary, but you must push them, the enemy, back at least one hex.
I know because this just happened to me due to a Red Army counter-attack. They really did a number on my rail logistics.
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Re: Quick Questions Thread
What is a CS tank? What does CS mean?
Thank you very much.
English is not my 1st language.
Thank you very much.
English is not my 1st language.
Re: Quick Questions Thread
Close Support (literally, Infantry Support)Granatenwerfer100 wrote: ↑Sat Dec 21, 2024 8:11 pm What is a CS tank? What does CS mean?
Thank you very much.
English is not my 1st language.
The British had separate "Infantry Tanks" - not sure if in this context their role can be compared, I may commit a heresy when doing so.

In WW2 all factions did lots of trial and error with tanks and how to build and use them.
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Re: Quick Questions Thread
I believe for WITE2, CS also means some of the following:
All StuG's
Su-57s
Su-85s
Su-100s
M3 Grants
Matilda's
Elephants
All StuG's
Su-57s
Su-85s
Su-100s
M3 Grants
Matilda's
Elephants

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Re: Quick Questions Thread
So in the current build, city port defenders no longer are allowed to retreat by sea, after being forced to retreat after a lost battle correct? I am thinking of Tallinn and Odessa, etc. How hard is it to evacuate port cities now, after potentially losing the fort level, but not yet lost the battle for the city itself. Ie. is it suicide to stay and defend, or could it be worthwhile defending for a turn or two, and then evacuating? How many divisions can you move per turn Odessa-Sevastapol?
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Re: Quick Questions Thread
Assuming the Odessa port is in good condition, the limit is the number of troop ships in the Black Sea. For example, I have a game where there are 27 Soviet troop ships in the Black Sea on T5. That means 27,000 tons capacity.
Then I look at the divisions in Odessa for the "Transport Cost" numbers. I see a division that has Transport Cost: 1716/1639. Only the first number matters for sea transport. So, this division weighs 1,716 tons and it will take up 2 transport ships (at 1,000 tons per ship).
Using F3 mode I move this unit out of Odessa. Looking at the top bar while in F3 mode I see this text: "Shipping: T:25 C:78". This means that now I only have 27 - 2 = 25 troop ships still available in the Black Sea after loading up this division.
Next, I pick another division that has Transport Cost: 2799/2640. So, this division will take up 3 troop ships. I move it out in F3 mode and now it says "Shipping: T:22 C:78" since I used up 3 more troop ships and 25 - 3 = 22.
And so forth. Generally, in the early game you can evacuate 9-13 rifle divisions out of Odessa with the troop ships you have available. If the Germans bomb the port and inflict significant damage (like 70% damaged, or more) you might run out of port capacity before you run out of troop ships.
Also, it's not usually a good idea to evacuate tank units by sea. They weigh a lot more than rifle divisions, up to 13,000 tons or so. You probably don't want to use half of your troop ships on a single tank division. So, I would only keep units with lower transport cost in the garrison.
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Re: Quick Questions Thread
I have some questions to abbreviations not mentioned in the manual, please:
1.) VVS (context: For the air war, the preset Air Directives are effective and will destroy a substantial amount of the VVS at the forward air bases.)
2.) AGN (context: For AGN, the main goal is to secure the rail line to Daugavpils.)
3.) AGC (AGC needs to generate a large pocket west of Minsk (which should fall easily on T1) and clear the rail lines running from Brest-Litovsk north and Kaunas eastwards.)
4.) AGS (How far you can push beyond Minsk will depend on your force allocation as you may want to release some Panzers to either AGN or AGS.)
Thank you very much.
1.) VVS (context: For the air war, the preset Air Directives are effective and will destroy a substantial amount of the VVS at the forward air bases.)
2.) AGN (context: For AGN, the main goal is to secure the rail line to Daugavpils.)
3.) AGC (AGC needs to generate a large pocket west of Minsk (which should fall easily on T1) and clear the rail lines running from Brest-Litovsk north and Kaunas eastwards.)
4.) AGS (How far you can push beyond Minsk will depend on your force allocation as you may want to release some Panzers to either AGN or AGS.)
Thank you very much.
Re: Quick Questions Thread
VVS - Soviet air force
AG - Army Group
N - north, C - center, S - south
so AGN is army group north and etc.
AG - Army Group
N - north, C - center, S - south
so AGN is army group north and etc.
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Glory to Ukraine!
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Re: Quick Questions Thread
What to do with the RFSS units which appear on turn 4 of the GC 1941? Is there any way to use them? They are relatively weak. Can I merge them? As far as I can see they are in the new patch not able for multirole.
Re: Quick Questions Thread
In 1.4.01 they are multirole, move them straight to OKH . Very useful as SUs for as long as they are available.
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Meanwhile, the nightingale intones
With sweet, mellifluous sounds.
Enough of Stalin, Freedom for the Ukraine !
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Re: Quick Questions Thread
Okay, thanks for the answer. That sounds good.
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Re: Quick Questions Thread
I have 516 hrs clocked into the game but am still more or less clueless as how the supply system actually works.
Could someone give me a step-by-step instruction on how to stockpile freight in a rear area depot?
Thanks!
Could someone give me a step-by-step instruction on how to stockpile freight in a rear area depot?

Thanks!
Re: Quick Questions Thread
Here's a simple guide for Axis supply in '41: https://www.matrixgames.com/forums/view ... 1&t=404430SchDerGrosse wrote: ↑Wed Jan 01, 2025 1:54 am I have 516 hrs clocked into the game but am still more or less clueless as how the supply system actually works.
Could someone give me a step-by-step instruction on how to stockpile freight in a rear area depot?![]()
Thanks!
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- shgenerolas
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Re: Quick Questions Thread
Hello guys.
Are there any bad consequences of transfering HQ from TB's to the map? I've noticed that HQ transfer could take out about 1.5 ground value from that TB, but could there be any bad consequences besides that?
Are there any bad consequences of transfering HQ from TB's to the map? I've noticed that HQ transfer could take out about 1.5 ground value from that TB, but could there be any bad consequences besides that?
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Re: Quick Questions Thread
Playing GC as Axis.Turn 6 my panzer and motorized are 0 CPP and average fatigue 60.They are parked not adjacent to enemy hexes.Will they regain more CPP and lower fatigue if I put them to refit or reserve or just leave them in place for a turn?Should they be closer to the nearest depot?
Re: Quick Questions Thread
One thing I noticed is very important not to be (end turn) adjacent to the enemy or in a hex which flip. CPP just does not come back when you do that.
You will often notice the AI pushing forward and then pulling back on its own turn. It is basically improving its CPP recovery ratio relative to your via these mechanics. Having played the GC in WITE-2, (when I find the time), I am eager to go back and play WITW sans CPP mechanism to see the difference.
I remember CPP was very hotly debated when the game released, but CPP does seem to model well that you must build up for an attack.
You will often notice the AI pushing forward and then pulling back on its own turn. It is basically improving its CPP recovery ratio relative to your via these mechanics. Having played the GC in WITE-2, (when I find the time), I am eager to go back and play WITW sans CPP mechanism to see the difference.
I remember CPP was very hotly debated when the game released, but CPP does seem to model well that you must build up for an attack.
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Re: Quick Questions Thread
Trying yet again to tame this game as the Soviets, this time against the AI.
When manually setting Air directives, is there a way to move the order of each Air Directive up and down in the confirmed list in the upper-right corner of the UI? Or do I have to erase them, then redo them each in the order that I wish?
For example, if a Airgroup's directives are set as:
- Ground Support
- Ground Attack
- Recon
Can I move those up and down to set another order of priority, to have them ordered instead as:
- Ground Support
- Recon
- Ground Attack
Thanks!
When manually setting Air directives, is there a way to move the order of each Air Directive up and down in the confirmed list in the upper-right corner of the UI? Or do I have to erase them, then redo them each in the order that I wish?
For example, if a Airgroup's directives are set as:
- Ground Support
- Ground Attack
- Recon
Can I move those up and down to set another order of priority, to have them ordered instead as:
- Ground Support
- Recon
- Ground Attack
Thanks!
Re: Quick Questions Thread
you only lose little Gorund Value, no consequences besides this.shgenerolas wrote: ↑Fri Jan 03, 2025 8:41 pm Hello guys.
Are there any bad consequences of transfering HQ from TB's to the map? I've noticed that HQ transfer could take out about 1.5 ground value from that TB, but could there be any bad consequences besides that?
Not sure if you want the order for OCD sake or for actually "priority" sake.WingedIncubus wrote: ↑Tue Jan 07, 2025 2:32 am Trying yet again to tame this game as the Soviets, this time against the AI.
When manually setting Air directives, is there a way to move the order of each Air Directive up and down in the confirmed list in the upper-right corner of the UI? Or do I have to erase them, then redo them each in the order that I wish?
For example, if a Airgroup's directives are set as:
- Ground Support
- Ground Attack
- Recon
Can I move those up and down to set another order of priority, to have them ordered instead as:
- Ground Support
- Recon
- Ground Attack
Thanks!
If it is OCD, you have to redo them.
If it is priority, you can set the priority in each AD separately. How I understand it the ADs with highest priority go first, those with vlow go last (Priority: vHigh, High ...Low, vLow).
“Amateurs study tactics; professionals study logistics.”
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Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
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Re: Quick Questions Thread
Thanks for the response! It's more so that I recon before I interdict those dastardly panzers for increased efficiency.Wiedrock wrote: ↑Tue Jan 07, 2025 2:48 am Not sure if you want the order for OCD sake or for actually "priority" sake.
If it is OCD, you have to redo them.
If it is priority, you can set the priority in each AD separately. How I understand it the ADs with highest priority go first, those with vlow go last (Priority: vHigh, High ...Low, vLow).

Another question: On T4 I got exactly 0 AP, most probably because of the war with Finland? I got no event stating I lost AP, so is there a way to see how APs are gained and deducted each turn, and why?