Quick Questions Thread

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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squatter
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RE: Quick Questions Thread

Post by squatter »

here is (I seem to recall) a per turn limit on depot creation in the countryside - I maybe wrong here and this limit only applies to airbases

Thanks Loki. In this case it would appear to be b). Is this expanded upon in the manual?

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RE: Quick Questions Thread

Post by loki100 »

sort of, but scattered, 6.3.1 mentions a limit, it should be somewhere else as I recall a discussion around an early patch note where we were testing the rule
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RE: Quick Questions Thread

Post by squatter »

Thanks Loki - does this also apply to airbases, is the limit to depot/airbase building in the countryside a shared limit? It seems to be in my experience.
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RE: Quick Questions Thread

Post by loki100 »

I'm sure the air base is a one event per turn rule, so yes seems feasible that the depot follows the same pattern
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RE: Quick Questions Thread

Post by Hardradi »

What would be the reason the 1st Polizei Regiment did not draw supplies in the image below?

The other units around it also failed 1 Admin check but still drew supplies. It has enough trucks. There are enough supplies in close range. Its even in range for horse transport. Its in range of its HQ. A Panzer Division 26 hexes away was able to draw supplies from Parnu.

Image
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RE: Quick Questions Thread

Post by Rosencrantus »

for the inaccessible map parts like the area AGC would be operating in in like scenarios like RtL, how do units interact with if they are cut off with the only way out being the inaccessible area?
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RE: Quick Questions Thread

Post by Joel Billings »

ORIGINAL: Hardradi

What would be the reason the 1st Polizei Regiment did not draw supplies in the image below?

The other units around it also failed 1 Admin check but still drew supplies. It has enough trucks. There are enough supplies in close range. Its even in range for horse transport. Its in range of its HQ. A Panzer Division 26 hexes away was able to draw supplies from Parnu.

Image

At supply priority 2, maybe only tried to get items in one supply sub-segment (50%-70%) and that failed?
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RE: Quick Questions Thread

Post by squatter »

I can't seem to get any supplies shipped into Kerch port as the Soviets in 1941 - before I dig deeper just wanted to check is there a known issue with this that I've missed?
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loki100
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: squatter

I can't seem to get any supplies shipped into Kerch port as the Soviets in 1941 - before I dig deeper just wanted to check is there a known issue with this that I've missed?

yes its a bug/feature.

basically Kerch is connected to the Sea of Azov so you need sending ports there but even in that case not sure how it shares shipping with the Black Sea

good thing is that while the depot won't take on any freight, the units will resupply across the ferry hexes so just put a couple of depots on the east side and it works out ok.

I think the linkage to the Sea of Azov will be fixed in the next patch
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RE: Quick Questions Thread

Post by squatter »

Thanks Loki - I had a sense I had read something about this somewhere.
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erikbengtsson
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RE: Quick Questions Thread

Post by erikbengtsson »

Playing Soviet against German AI, I'd like to give the AI bonuses, but not the free movement that 110 and higher morale gives.

I have set the AI morale to 109. Can I set the other values higher without triggering any extra abilities?
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RE: Quick Questions Thread

Post by loki100 »

aye, everything else is linear, so higher value means they have less hit on their logistics or ability to dig etc, its the morale values that key in changes in the AI's routines
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RE: Quick Questions Thread

Post by squatter »

Double checking:

first winter rules under 8.6.1 specifies that the 'impact on movement' section applies only to the axis side. Does the 'impact on attrition' also only apply to the axis side, or to both?
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: squatter

Double checking:

first winter rules under 8.6.1 specifies that the 'impact on movement' section applies only to the axis side. Does the 'impact on attrition' also only apply to the axis side, or to both?

given the context I'd say those rules are axis only, but the Soviets will pick up the more generalised winter problems of elements not committing to combat etc (8.5.2)
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RE: Quick Questions Thread

Post by RedJohn »

What's the solution to facing useless blocking counters like Nkvd units as the Germans? Obviously you'd want motorised or infantry to clear but they're still absurdly effective at their job.

You can go around them, and then enjoy being cut off if you don't break down into regiments. (and probably still be cut off because regiments are incredibly vulnerable)
You can go through them, and use up very valuable MP and say goodbye to any CPP as it takes the same amount to attack a 400 men NKVD unit as it does a fully fledged rifle division.
Or you just try to ignore them, but you can't really because they'll occupy vital hexes.

So do you just use your panzers and eat any losses that inevitably come from that, too?
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RE: Quick Questions Thread

Post by loki100 »

one answer is that they are not 'useless' hence your post.

The game design logic is that any contact with the enemy causes friction so even a low level enemy unit can force troops out of march mode, demand someone stops to work out what is going on, think about how to respond and so on. Its the same reason why movement in 'pending' hexes is more costly than movement in hexes you owned at the start of the turn and why very low level partisan efforts deny you admin movement.

So this is all part of the tactical puzzle element to any WiTE2 turn but you can only really answer your questions in the context of your wider operational plan and actions.

Crudely you present 3 bad choices, there aren't any good ones so which causes you the least detriment. One thing, I really would never use a pzr division/reg to attack an NKVD regiment, but beyond that your analysis is spot on ... now which is the least worst choice [;)]

one good thing, hit hard, these things die, they are quite likely to shatter or be so wrecked as to stay routed/unready for many turns, so it is a finite problem
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RE: Quick Questions Thread

Post by squatter »

Is the amount of supply/fuel/ammo present in a unit represented in the load the unit places on the rail net when it is transported?
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: squatter

Is the amount of supply/fuel/ammo present in a unit represented in the load the unit places on the rail net when it is transported?

I'd say no, that should be driven off the elements (as each of them has a transport weight). but its not easy to test - and I could well be very wrong about this.

Currently messing around with T1 so here's a strong infantry division that has moved and one that hasn't:

Image

Image

and then the weaker one after I moved it and it fought a battle

Image

its lost 13 elements (damaged are still in the units for movement purposes) and its transport weight has gone from 3945 tp 3859, so a drop of 0.02%, the lost elements count for 0.01% (but the TOE is down by 2%) and its fuel/ammo etc has dropped by 0.8%.

Realise there is a lot of comparing hippos to apples in that sentence but broadly I'd say the shift in transport weight is keying off elements not carried freight ... I'd equally say this is not exactly a decisive analysis.

What I think does stand up is that any transport cost for the supplies etc is minimal compared to that of the elements (maybe less the case for say a Pzr division)

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RE: Quick Questions Thread

Post by squatter »

Thanks for checking Loki. I would say it's a bit of an oversight if the supplies a unit is carrying don't count as freight? Railing fully supplied units into parts of the front which are supply deserts effectively means you are teleporting 100s tones of supplies? I hear you about the elements being the lion's share of freight useage, but the ammo/fuel/supply quantity of a full strength Sov tank corps for example, is going to be huge, no?
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RE: Quick Questions Thread

Post by loki100 »

there was a silly exploit in WiTE1 where people were moving around HQs with no units as if they were some sort of mobile petrol station.

But since I'm interested, here's another test. 2 Pzr divisions, pretty much of a size (they both have 200-205 tanks), one has moved but not fought, the other is yet to move.

They have an identical SU so that helps with comparison.

Image

Image

so my moved one has a transport cost of 600 less (lets say 1% for simplicity). It has 1500 tons of what would be freight and the unmoved one has 2000 tons.

The unmoved one would cost 15,700 to move and the moved one 15,000, so the difference there is 5% with a drop of 25% in respective freight held.

Now you could work this out in painful detail, each element has a load cost - click on the element and you get:

Image

but even then in-unit trucks would have to be estimated.

my revised guess is held supplies do count but are relatively marginal. 17 Pzr has a move weight of 15673-2000, so lets say 14000 off its elements alone.



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