smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG
Moderator: Joel Billings
-
- Posts: 635
- Joined: Sun Aug 03, 2014 11:01 pm
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
I think it is a 'double whammy'. The rule whereby interdiction prevents admin movement relates to the hex being entered. So in the screenshots above the admin movement rule reduces the cost of crossing the river by 1MP (due to poor roads). But when crossing into an interdicted hex admin movement is prevented. So that is the extra cost on entering the hex and then you will incur further costs as quoted by Carl on leaving the hex.
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
Here you see the unit can leave the hex at no extra cost.


RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
ORIGINAL: M60A3TTS
Here you see the unit can leave the hex at no extra cost.
![]()
yes but admin move has no impact there, its a clear terrain clear weather hex so the max cost is 1, admin move can't reduce the cost below 1 (so has no effect)
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
My interpretation: We're looking at the same thing and seeing two different things.
I see chart 38.7.2 comment (2) in the manual that says interdiction level 8+ has a capped MP cost. That cost is not being incurred leaving that hex with interdiction 12.
I think you are seeing the unit entering a hex (taking my earlier view now?) where interdiction is 2 and there is no penalty for motorized as the manual states.
For the benefit of the larger audience, this is already up for discussion in another forum.
I see chart 38.7.2 comment (2) in the manual that says interdiction level 8+ has a capped MP cost. That cost is not being incurred leaving that hex with interdiction 12.
I think you are seeing the unit entering a hex (taking my earlier view now?) where interdiction is 2 and there is no penalty for motorized as the manual states.
For the benefit of the larger audience, this is already up for discussion in another forum.
- Beethoven1
- Posts: 1439
- Joined: Wed Mar 24, 2021 9:23 pm
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
ORIGINAL: M60A3TTS
Construction battalions. Born to die. As soon as their manpower, i.e. labor squads, can be converted into larger regiments and brigades, the mass disbands begin. It takes all the labor squads contained in a little over 10 battalions to equip a brigade. I want that higher construction value of a brigade for future airfield construction that can then take place at a more rapid pace, all other things (such as supply) being equal. But this is for later, as brigades can't be built until turns 12 (railroad) and 16 (general).
Don't you have to pay AP to recruit more construction regiments? If so, isn't it sort of a waste of AP to disband brigades and then spend AP to recruit the same men back into regiments?
ORIGINAL: M60A3TTS
This turn, I get rid of all these tank battalions. Their tank numbers are too small IMO, and therefore the units too brittle. They can't promote to guards either I believe. So no trucks will be expended to support them.
Likewise with this, I would agree I also don't particularly like those little tank units, but you are going to have to pay AP to recruit other tank units later to use the equipment that would otherwise get used in those, right? Is that really worth it?
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
ORIGINAL: Beethoven1
ORIGINAL: M60A3TTS
Construction battalions. Born to die. As soon as their manpower, i.e. labor squads, can be converted into larger regiments and brigades, the mass disbands begin. It takes all the labor squads contained in a little over 10 battalions to equip a brigade. I want that higher construction value of a brigade for future airfield construction that can then take place at a more rapid pace, all other things (such as supply) being equal. But this is for later, as brigades can't be built until turns 12 (railroad) and 16 (general).
Don't you have to pay AP to recruit more construction regiments? If so, isn't it sort of a waste of AP to disband brigades and then spend AP to recruit the same men back into regiments?
No, you'll get all these for free and you can fill them with the labor squads you disband. Otherwise, you just have to find more manpower all over again.

ORIGINAL: M60A3TTS
This turn, I get rid of all these tank battalions. Their tank numbers are too small IMO, and therefore the units too brittle. They can't promote to guards either I believe. So no trucks will be expended to support them.
ORIGINAL: Beethoven1
Likewise with this, I would agree I also don't particularly like those little tank units, but you are going to have to pay AP to recruit other tank units later to use the equipment that would otherwise get used in those, right? Is that really worth it?
Here yes and no. First, many depleted divisions later convert to brigades. Second, tank regiments cost zero AP. Third, you will have some admin point dumps available to help build brigades that only cost 1AP each anyways. So APs really are no issue here.
- Beethoven1
- Posts: 1439
- Joined: Wed Mar 24, 2021 9:23 pm
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
Thanks. Tank regiments do seem to cost AP in 1941 turn 17 (where I am currently in my game), but when I check in the Stalingrad to Berlin scenario I see they don't cost AP there. I knew the AP costs change over time, but didn't know exactly how/when/for what. Now I am disbanding all my tank battalions also, which frees up a pretty decent # of tanks for my tank division, as well as some manpower!
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
Yes, they are free and the cap goes up by a large number on Turn 29, the start of January 1942.
- Beethoven1
- Posts: 1439
- Joined: Wed Mar 24, 2021 9:23 pm
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
ORIGINAL: M60A3TTS
Yes, they are free and the cap goes up by a large number on Turn 29, the start of January 1942.
Do you know if the same is true for all the extra little AA/AT units that Soviets don't have actual equipment for in fall '41? i.e. would I be safe to disband at least some of these?

RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
Yes. Again, in 1942 these support units cost no APs to create. The problem with the AT Regiments in 1941 is they require the same 85mm KS-12 AA gun that the AA battalions use and there are only 50 of these built per week. There just aren't enough to go around. In 1942, the AT units switch to the F-22 ATG and so then you can build back up to whatever suits you. Generally I build up the AA battalions a couple at a time to around 15 medium AA guns to help whittle down the Luftwaffe where possible.
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG
Here is another disband candidate.

These battalions are supposed to have 280mm siege mortars and they are limited to only 12 guns. When there are none available, the AI maps lower caliber guns to the units, like the 152mm gun-howitzer. Since the AI is unlikely to replace them with the right equipment later on, and I have better use for those guns, away these particular units go. Same for BM Howitzer regiments that fail to get the 203mm B-4 howitzer.

These battalions are supposed to have 280mm siege mortars and they are limited to only 12 guns. When there are none available, the AI maps lower caliber guns to the units, like the 152mm gun-howitzer. Since the AI is unlikely to replace them with the right equipment later on, and I have better use for those guns, away these particular units go. Same for BM Howitzer regiments that fail to get the 203mm B-4 howitzer.
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
How did you get the CR to filter for the gun type, that'd be really handy for the soviet artillery SU's. I had a look in game and at the manual but couldn't see it. Thanks for the advice to newb Soviets like me and for the AAR.
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
To answer your question, you go to the production screen and find the particular element you are interested in.

Click on the number under units and it will provide the filtered list on the commanders report. From there you can click on whatever OB you are interested in and that will filter again by that unit type.


Click on the number under units and it will provide the filtered list on the commanders report. From there you can click on whatever OB you are interested in and that will filter again by that unit type.

RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
Really nice AAR as always M60! It is always interesting to see the way you manage the Red Army and why.
AAR WITW: Gotterdammerung 43-45
tm.asp?m=4490035
AAR WITE: A Clash of Titans 41-45
tm.asp?m=4488465
WitE 2 Tester and Test Coordinator
tm.asp?m=4490035
AAR WITE: A Clash of Titans 41-45
tm.asp?m=4488465
WitE 2 Tester and Test Coordinator
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
ORIGINAL: carlkay58
To put it into psuedo code:
1. IF unit is attached to an Assault HQ THEN AddCPP = SMP/12 else AddCPP = SMP/24
2. IF unit is adjacent to Enemy Unit OR hex is captured this turn THEN CPP = CPP + AddCPP ELSE CPP = CPP + 3(AddCPP)
All variables are integers so all calculations are rounded down (so 11 SMP = 0 AddCPP).

So not moving, and not ending the turn adjacent to enemy units should net a unit under an assault HQ 50 CCP.
If not under an assault HQ, but not moving and not adjacent to enemy units they should net 24?
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
-
- Posts: 635
- Joined: Sun Aug 03, 2014 11:01 pm
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG whenever he's ready
ORIGINAL: Seminole
ORIGINAL: carlkay58
To put it into psuedo code:
1. IF unit is attached to an Assault HQ THEN AddCPP = SMP/12 else AddCPP = SMP/24
2. IF unit is adjacent to Enemy Unit OR hex is captured this turn THEN CPP = CPP + AddCPP ELSE CPP = CPP + 3(AddCPP)
All variables are integers so all calculations are rounded down (so 11 SMP = 0 AddCPP).
So not moving, and not ending the turn adjacent to enemy units should net a unit under an assault HQ 50 CCP.
If not under an assault HQ, but not moving and not adjacent to enemy units they should net 24?
I would summarise it as follows. There are 4 different states a unit can be in at the end of the turn with equivalent rates of CPP gain.
Assault status/bonus eligible (i.e. in a hex that began the turn under friendly control and not adjacent to an enemy unit) - 1CPP for 4SMPs - 200SMPs = 50CPP gain
Assault status/no bonus - 1CPP for 12SMP
Non assault/bonus eligible - 1CPP for 8SMPs - 200SMPs = 25CPP gain
Non assault/no bonus - 1CPP for 24SMP
I did an Excel sheet that gave the following as a guide

- Attachments
-
- CPP.jpg (61.37 KiB) Viewed 394 times
RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG
Week 8 - 10 August 1941
In the north, there are a number of attacks by I, II and LVI Motorized Corps, but nothing being pressed home with any great effort. Is this a sign that this area is being conceded? Tallinn continues to hold out.

In the center, Smolensk is almost surrounded. At least here, the city capture bonus is completely gone now. The bonus for D-Town and Tallinn is down to 5 each. Attacks in the Smolensk region are from LVII Motorized Corps, V, VIII, XII, L and LIII Corps.

Activity around Gomel is light but that will be changing as Smolensk is taken.

In the south, Kiev is lost. The panzers expand their brideheads over the Dnepr with XLVI Motorized Corps doing much of the attacking. III Motorized Corps has almost completely closed around Zaporozhye. XLVIII Motorized Corps will apparently try and push through the entrance of the Crimea.

Ground losses

In the north, there are a number of attacks by I, II and LVI Motorized Corps, but nothing being pressed home with any great effort. Is this a sign that this area is being conceded? Tallinn continues to hold out.

In the center, Smolensk is almost surrounded. At least here, the city capture bonus is completely gone now. The bonus for D-Town and Tallinn is down to 5 each. Attacks in the Smolensk region are from LVII Motorized Corps, V, VIII, XII, L and LIII Corps.

Activity around Gomel is light but that will be changing as Smolensk is taken.

In the south, Kiev is lost. The panzers expand their brideheads over the Dnepr with XLVI Motorized Corps doing much of the attacking. III Motorized Corps has almost completely closed around Zaporozhye. XLVIII Motorized Corps will apparently try and push through the entrance of the Crimea.


Ground losses

RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG
The VVS gets back to work.
Supply drops up north.

Interdicting river crossing sites.

10th and 17th Panzer Divisions along with Das Reich are cut off. Interdiction missions flew here as well.

Supply drops up north.

Interdicting river crossing sites.

10th and 17th Panzer Divisions along with Das Reich are cut off. Interdiction missions flew here as well.

RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG
Most of Long Range Air Command is situated in the south. The aircraft cap size is now 32. Once it drops to 20, we'll see the size of LRAC shrink some as the forces will stay around 5 air divisions.
The single regiment of 14th SAD has no significance and will be reassigned later.

The single regiment of 14th SAD has no significance and will be reassigned later.

RE: smokindave34 (Axis) vs M60A3TTS (Soviet) 41 CG
By the end of the week there is little change in the north.
South of Smolensk there is a slight pullback.

Farther south with the more open terrain, a more significant withdrawal takes place.

OOB

South of Smolensk there is a slight pullback.

Farther south with the more open terrain, a more significant withdrawal takes place.

OOB
