Quick Questions Thread
Moderator: Joel Billings
- GibsonPete
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RE: Quick Questions Thread
You will find the development team did that in both Axis and Soviet TO&E's. It lessens the turmoil of constantly changing TO&Es because of one or more missing line items. When the item becomes available it gets plugged in. Of course I could be wrong and there is an evil, hidden agenda designed to frustrate you.
“Reader, suppose you were an idiot. And suppose you were a member of Congress. But I repeat myself.”
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RE: Quick Questions Thread
How does air interdiction ( on blank hexes and units) you fly in your turn work against the enemy in their turn? Cannot seem to see this in the manual. I know it can reduce their MP by attacking the units?? But what about the empty hexes?
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RE: Quick Questions Thread
Hopefully this is a dumb question, but do units disbanded in the Reserve Theatre box help other units refit? I know the contents go back in the pools, but is there a limit on how much a unit can recover per turn?
I have some panzer divs waiting in Reserve for flak and light panzerjaegers. Meanwhile I have some full strength flak and light panzerjaeger support units ready to go to the front - can I scrap them to get the Panzers fitted out faster?
Thanks
I have some panzer divs waiting in Reserve for flak and light panzerjaegers. Meanwhile I have some full strength flak and light panzerjaeger support units ready to go to the front - can I scrap them to get the Panzers fitted out faster?
Thanks
RE: Quick Questions Thread
ORIGINAL: Cavalry Corp
How does air interdiction ( on blank hexes and units) you fly in your turn work against the enemy in their turn? Cannot seem to see this in the manual. I know it can reduce their MP by attacking the units?? But what about the empty hexes?
Any level of interdiction will prevent the usage of administrative movement through the hex. Leaving (not entering) hexes with higher levels of interdiction will impose increased movement costs and possibly extra losses in the form of disruptions, damaged and destroyed elements. (22.2.3.)
Administrative Movement rules are outlined in chapter 22.2.1. in the manual.

RE: Quick Questions Thread
ORIGINAL: TallBlondJohn
Hopefully this is a dumb question, but do units disbanded in the Reserve Theatre box help other units refit? I know the contents go back in the pools, but is there a limit on how much a unit can recover per turn?
I have some panzer divs waiting in Reserve for flak and light panzerjaegers. Meanwhile I have some full strength flak and light panzerjaeger support units ready to go to the front - can I scrap them to get the Panzers fitted out faster?
Thanks
yes, I find from in-reserve disbands they go to the transit pool for one turn then become available so its quite an efficient approach.
I did a lot of this in my Axis GC later in 1944 as I disbanded a lot of SU to get the equipment into the divisions where I really needed it
think twice about the flak though, they maybe worth more to you in the West Theatre Box, you can pick up a few VP, maybe a few 'delayed' events, a bit off the Allied bombing - may add up to more than the value of the elements in the front line divisions?
RE: Quick Questions Thread
ORIGINAL: bighinvegas
Is there any reason or logic why Russian reinforcements have TOE's that include equipment that is not yet in production? Russian tank battalions wait forever for the T-60's that are not yet being produced and won't exchange for tanks that are available in the pools. Yes they are not much but something is better than nothing. Or were the Russians sending tank battalions into battle with a few T-34's and nothing else?
I have been wanting to ask this for a long time. I have all of these russian tank units waiting for T-60's and are not set to refit meanwhile the pool of T34 and KV's build up. Based on GibsonPete's response I guess I should HAVE put them on refit and sent them to the front without T-60's. I didn't understand the TOE's worked that way.
Thank you bighinvegas for asking the question.
RE: Quick Questions Thread
Does attacking with tanks via average road in heavy woods alleviate the pressure on the tanks (breakdowns, losses in total)?So to speak: Do roads help tanks no matter what the terrain is (given no mud etc.)?
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RE: Quick Questions Thread
ORIGINAL: dudefan
Does attacking with tanks via average road in heavy woods alleviate the pressure on the tanks (breakdowns, losses in total)?So to speak: Do roads help tanks no matter what the terrain is (given no mud etc.)?
I know they help with reducing movement costs.
As far as subtleties of combat. Who knows?
They may and it is deemed so obvious they never bother to document in the manual. (seriously, this actually occurs)
But, in general, I try to avoid heavy woods with armor if I can.
RE: Quick Questions Thread
ORIGINAL: Sauron_II
ORIGINAL: dudefan
Does attacking with tanks via average road in heavy woods alleviate the pressure on the tanks (breakdowns, losses in total)?So to speak: Do roads help tanks no matter what the terrain is (given no mud etc.)?
...
They may and it is deemed so obvious they never bother to document in the manual. (seriously, this actually occurs)
...
I realise that this sort of comment is great fun to write, but why - seriously what does it add to your post?
very simple answer, the road affects the cost of the attack, the terrain effect is as stated in the manual so the defender gains as per 38.4.2 and both infantry and armour elements are affected as the terrain is treated as 'Dense'
RE: Quick Questions Thread
23.8.3 and on page 279 has a table with with weather and roads, but I don’t see clear weather listed in that table, it’s probably listed elsewhere (on my phone and can’t check at the moment).

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RE: Quick Questions Thread
Quick Question: where can I check how many avf/ac/men came to unit as replacements? I can see how many are now, and can remember or write on paper, how many was last turn. But is it showed somewhere in game?
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There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
RE: Quick Questions Thread
ORIGINAL: Khanti
Quick Question: where can I check how many avf/ac/men came to unit as replacements? I can see how many are now, and can remember or write on paper, how many was last turn. But is it showed somewhere in game?
yes, unit supply tab:

and the commander's report (again supply tab):

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RE: Quick Questions Thread
It´s possible avoid sudden victory?
I have played a couple of campagins and reached the points and game over.
I wish to play ALL campaign nor only points campaign!
I have played a couple of campagins and reached the points and game over.
I wish to play ALL campaign nor only points campaign!
"We have come to bring freedom and democracy, but if someone moves without my permission, we will execute him!"
- GibsonPete
- Posts: 312
- Joined: Wed Nov 05, 2014 10:53 am
RE: Quick Questions Thread
Have you considered the no early end campaign?
“Reader, suppose you were an idiot. And suppose you were a member of Congress. But I repeat myself.”
RE: Quick Questions Thread
Currently I can also see the CV-MP value on counters at zoom level 5 and 6. Is it possible to show the CV-MP value on counters at zoom level 4? If so, how to do it?
RE: Quick Questions Thread
can't be done, that zoom level is designed just to show the counter locations not the details
RE: Quick Questions Thread
Quick question: is there a way to disband a unit from the editor? So far I can only schedule a withdraw from the map to a theathre box and viceversa, while some units are scheduled to be removed (REM) or disbanded (DIS). Is there a way to apply do it in the editor?
Thanks!
Thanks!
RE: Quick Questions Thread
yes through withdrawal to (DIS)
RE: Quick Questions Thread
"The Command Range Modifier is slightly different than as explained in the manual. When
determining the modifier, instead of subtracting 5 from the range before determining the
modifier, you subtract the following:
▪ Corps HQ – 5
▪ Army – 10
▪ Army Group/Front – 15
▪ High command - 20"
i just dont understand this. so OKH should never be more than 20 hexes away fro the AGs? etc
determining the modifier, instead of subtracting 5 from the range before determining the
modifier, you subtract the following:
▪ Corps HQ – 5
▪ Army – 10
▪ Army Group/Front – 15
▪ High command - 20"
i just dont understand this. so OKH should never be more than 20 hexes away fro the AGs? etc
RE: Quick Questions Thread
ORIGINAL: dudefan
"The Command Range Modifier is slightly different than as explained in the manual. When
determining the modifier, instead of subtracting 5 from the range before determining the
modifier, you subtract the following:
▪ Corps HQ – 5
▪ Army – 10
▪ Army Group/Front – 15
▪ High command - 20"
i just dont understand this. so OKH should never be more than 20 hexes away fro the AGs? etc
no it means if the test flows up to say OKH (ie the rules in 15.5.3) then the command range modifier is:
x-y/4
where x is the actual range to the unit calling for the test, y =20. So say OKH is 72 hexes from a battle then its command modifier is 72-20 or 52/4 (ie 13)
the original table in 15.5.4 is wrong as it gives every command 5 free hexes when the free hex element (ie where range plays no part in the calculation) varies according to the errata