
Basic questions from a beginner about WIR...
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Forced Air Recon
But remember that Air Recon only shows you APPROXIMATELY
how many units are available for battle. There could be a huge number of tanks, guns, and men that are not visible because of their lack of readiness, or because of the weather. So in essence for example, you could only see 50 tanks in an interdiction raid, kill 50, and then run another air attack and see another 50 tanks, etc.
And for crying out loud, it's "Corps" or "Korps", not "CROPS". (That would mean we are moving around and fighting with yams, corn, and soybeans or something. We're not a bunch of farmers or peasants you know, we are Field Marshals and Generals!)
:rolleyes:
how many units are available for battle. There could be a huge number of tanks, guns, and men that are not visible because of their lack of readiness, or because of the weather. So in essence for example, you could only see 50 tanks in an interdiction raid, kill 50, and then run another air attack and see another 50 tanks, etc.
And for crying out loud, it's "Corps" or "Korps", not "CROPS". (That would mean we are moving around and fighting with yams, corn, and soybeans or something. We're not a bunch of farmers or peasants you know, we are Field Marshals and Generals!)

"When I was a toddler in Europe, my U.S. Diplomat parents relocated a number of times. Ultimately though, my nanny and I would always find them." - Stefdragon
But that is much better then : 4 div... If you want it more accurate send in one moderately strong normal bomber unit. This way you can see most of the subunits (like 1st tank korps moderate disruption etc.). If that is not enough, we have to disappoint... Life is never completely safe at the east front:)
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Corp vs. Crop
Dude!Originally posted by DiRaC
Fixed the spelling error.....What an embarrassing moment~~~~~
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Don't get up a sweat about it.
It just looks really funny to me when I see multiple references to a post about the strength of the enemy's CROPS.
I assure you that my Chinese is still just a little weaker than your English! (Those 10,000 characters or so in Chinese have me up late at night. Very intricate, but fascinating. I wish.)
I'm much better at ordering one dish from group A, and one from group B.
The Chinese were an advanced civilization 3000 years ago, when
we Westerners were living in huts!
You are way ahead of the pack, and you are unabashedly inquisitive!
The traits of a true future leader!

"When I was a toddler in Europe, my U.S. Diplomat parents relocated a number of times. Ultimately though, my nanny and I would always find them." - Stefdragon
Re: Corp vs. Crop
Originally posted by Stefdragon
Dude!
Don't get up a sweat about it.
It just looks really funny to me when I see multiple references to a post about the strength of the enemy's CROPS.
I assure you that my Chinese is still just a little weaker than your English! (Those 10,000 characters or so in Chinese have me up late at night. Very intricate, but fascinating. I wish.)
I'm much better at ordering one dish from group A, and one from group B.
The Chinese were an advanced civilization 3000 years ago, when
we Westerners were living in huts!
You are way ahead of the pack, and you are unabashedly inquisitive!
The traits of a true future leader!
![]()
Well, it actually makes me feel not only better, but also arrogant and cocky......
But we Chinese only has at most 80,000 characters, comparing with English which has more than 100,000 words.... And the number of English words is growing everyday, I believe.... But to be honest, I feel English is easier to learn......(Because it's construted based on its pronunciation, not meaning.)
Anyways,
Some Chinese guys asked me what's the effect of Resource/Oil/Manpower/heavy industry in the game
I don't know whether my explanation is right or not:
those got nothing direct to do with the CV, and nothing visually effective.
Oil has strong impart on OP value.
Manpower decides how many soldiors are recruited.
Heavy industry obviously determines the rate of weapon's manufacture.
Recource is the very basic element.
I think it is like this:
If your oil is under 100, your troops readiness will suffer more and more as it goes down. I think it is only influencing the rediness regeneration, so if you keep a defensive line which is not attacked it will not drop, but I'm not sure about this.
Your heavy industry "makes" your other factories grow. Higher value means higher chance of growth.
Resources are needed for production. If it goes below 100 so will your production. So if it is 80 you only get 80 % production, and not the numbers you should have if you add together your factories output.
Your manpower is multiplied (with more as the soviets as the germans) and so you get a certain amount of squads weekly.
If your oil is under 100, your troops readiness will suffer more and more as it goes down. I think it is only influencing the rediness regeneration, so if you keep a defensive line which is not attacked it will not drop, but I'm not sure about this.
Your heavy industry "makes" your other factories grow. Higher value means higher chance of growth.
Resources are needed for production. If it goes below 100 so will your production. So if it is 80 you only get 80 % production, and not the numbers you should have if you add together your factories output.
Your manpower is multiplied (with more as the soviets as the germans) and so you get a certain amount of squads weekly.
Heavy industry also controls the final production numbers as a percentage multiplier.
for example. if you have a total of 80 points of heavy industry, then you will build only 0.8 of what the factories rated output is
ie a size 10 Pz-IVG factory would in fact only build 8 Pz-IVG's that turn.
So to keep your production up you need both Resorces and Heavy Industry.
IIRC, Oil also affects how rapidly Heavy Industry expands too.
I may be wrong on that recollection though.
for example. if you have a total of 80 points of heavy industry, then you will build only 0.8 of what the factories rated output is
ie a size 10 Pz-IVG factory would in fact only build 8 Pz-IVG's that turn.
So to keep your production up you need both Resorces and Heavy Industry.
IIRC, Oil also affects how rapidly Heavy Industry expands too.
I may be wrong on that recollection though.
"We're having a war, and we want you to come!"
So the pig began to whistle and to pound on a drum.
"We'll give you a gun, and we'll give you a hat!"
And the pig began to whistle when they told the piggies that.
So the pig began to whistle and to pound on a drum.
"We'll give you a gun, and we'll give you a hat!"
And the pig began to whistle when they told the piggies that.
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Now I have a question
If H.I. is a percentage multiplier of production, then in using your example of a PZ-IVG factory, would an H.I. number of say "120" produce 12 tanks that turn instead of 10?Originally posted by Possum
Heavy industry also controls the final production numbers as a percentage multiplier.
for example. if you have a total of 80 points of heavy industry, then you will build only 0.8 of what the factories rated output is
ie a size 10 Pz-IVG factory would in fact only build 8 Pz-IVG's that turn.
So to keep your production up you need both Resorces and Heavy Industry.
"I am way too impatient to be immortal.....it takes forever!"-Stefdragon

"When I was a toddler in Europe, my U.S. Diplomat parents relocated a number of times. Ultimately though, my nanny and I would always find them." - Stefdragon
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Value of keeping HQs
Maybe it was posted, but I didn't see it: The key value of the various "dummy" HQs (i.e., ones that you don't use to command troops -e.g., Italian, Rumanian HQs, etc.) is to provide special supply to troops.
Move your HQs as forward as possible, even if they are empty. Select any unit within a 5-hex and select a "dummy" HQ as its temporary HQ. Press "Shift S" and the unit receives supplies. Then change the unit's HQ back to the primary HQ. Always keep the "dummy" HQs at a replacement level of 100 so that they have lots of OPs.
Although DiRac didn't ask, I find putting all my air units in a few HQs with the best leaders is the most effective way to fight the battle. With the Germans, there is adequate numbers of aircraft to do this from the beginning. With Russia, this means that only certain HQs can receive air cover in the early game. This concentration of force avoids negative outcomes in air-to-air engagements and offers huge support to ground units whether they are attacking or defending.
Move your HQs as forward as possible, even if they are empty. Select any unit within a 5-hex and select a "dummy" HQ as its temporary HQ. Press "Shift S" and the unit receives supplies. Then change the unit's HQ back to the primary HQ. Always keep the "dummy" HQs at a replacement level of 100 so that they have lots of OPs.
Although DiRac didn't ask, I find putting all my air units in a few HQs with the best leaders is the most effective way to fight the battle. With the Germans, there is adequate numbers of aircraft to do this from the beginning. With Russia, this means that only certain HQs can receive air cover in the early game. This concentration of force avoids negative outcomes in air-to-air engagements and offers huge support to ground units whether they are attacking or defending.
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HQ Ops points and readiness penalties in combat
"5. As HQ ops points drop, units will suffer random readiness penalties in combat, the lower the points the more units get hit."
Rick,
Do you know what is a safe level of ops points to leave in an HQ before the combat phase? I use special supply often, and I have always wondered about this. Does it have to do with the number of corps under the HQ's command?
Thanks!
Eric
Rick,
Do you know what is a safe level of ops points to leave in an HQ before the combat phase? I use special supply often, and I have always wondered about this. Does it have to do with the number of corps under the HQ's command?
Thanks!
Eric
Not a single step back!...execute panic-mongers and cowards at site in case of panic and chaotic retreat, thus giving faithful soldiers a chance to do their duty before the Motherland.
No, I believe that it is strictly a function of the total ops points. IIRC, the chance of penalties is a percentage of the ops points to 50, so at 40 there is a 20% chance of failure and thus a readiness penalty. But I am not sure. If I can find out, I will post it.eric_rocks wrote:"5. As HQ ops points drop, units will suffer random readiness penalties in combat, the lower the points the more units get hit."
Rick,
Do you know what is a safe level of ops points to leave in an HQ before the combat phase? I use special supply often, and I have always wondered about this. Does it have to do with the number of corps under the HQ's command?
Thanks!
Eric
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special supply and ops points
I have always used special supply liberally, usually leaving between 10 and 30 ops points in my HQ's. How do you use special supply, and how many ops do you leave in your HQ's?RickyB wrote:No, I believe that it is strictly a function of the total ops points. IIRC, the chance of penalties is a percentage of the ops points to 50, so at 40 there is a 20% chance of failure and thus a readiness penalty. But I am not sure. If I can find out, I will post it.
Thanks again. Understanding this will definitely improve my game.
Not a single step back!...execute panic-mongers and cowards at site in case of panic and chaotic retreat, thus giving faithful soldiers a chance to do their duty before the Motherland.
I used to run the ops points down low also, when playing the AI. Since then, I learned better and rarely use special supply due to the potential problems. I will use it when the units are very low readiness and need a boost and the HQ is full of ops points, but if the units' HQ is below 50 already, I will avoid special supply as much as possible.eric_rocks wrote:I have always used special supply liberally, usually leaving between 10 and 30 ops points in my HQ's. How do you use special supply, and how many ops do you leave in your HQ's?
Thanks again. Understanding this will definitely improve my game.
Not only that but also you have a total pool of OPs, that you cannot see. They get transferred from one turn to another. If you use lots of special supply you'll soon see your HQs getting only 50 or below, even if they have good leaders and the replacement level is set high. :rolleyes: On the other side, if you don't use SS and restrict your OP-consuming operations (move is the worst, but also plot and interdict) for a few turns you'll see the levels of OPs in your HQs skyrocketRickyB wrote:I used to run the ops points down low also, when playing the AI. Since then, I learned better and rarely use special supply due to the potential problems. I will use it when the units are very low readiness and need a boost and the HQ is full of ops points, but if the units' HQ is below 50 already, I will avoid special supply as much as possible.

"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
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Does anyone know how big this pool can grow? Does it have a limit similar to the limit on Russian squads? I want to make sure that I am not losing out on ops points by not using them.K62 wrote:Not only that but also you have a total pool of OPs, that you cannot see. They get transferred from one turn to another. :
Also, I know ops points are based on oil, but does anyone know the ratio of oil to ops points per turn? Just curious.
One more thing, in an earlier post I asked about the ops pts level in HQ's and readiness penalties during combat. Rick suggested that the likelihood of a readiness penalty is related to the level below 50 - example: if the HQ has 40 ops pts, there is a 20% chance any unit under its command will suffer a readiness penalty in combat. Can anyone confirm this? I am also interested in how severe the readiness penalty is. How much readiness gets taken away?
This forum is great!
Not a single step back!...execute panic-mongers and cowards at site in case of panic and chaotic retreat, thus giving faithful soldiers a chance to do their duty before the Motherland.
OPs each turn = oil + resources + heavy industry. You just add the numbers.eric_rocks wrote: Also, I know ops points are based on oil, but does anyone know the ratio of oil to ops points per turn? Just curious.
I hope Rick is right, there's no other way to get the exact formula (save extended statistical studies :rolleyes: ). But I think the penalty if you're under 50 OPs only applies to the attacker, the defender needs to have more than 0. And I think you might also lose some OPs during the combat phase each time one of your units fights and maybe also if you get air support. Or maybe you don'teric_rocks wrote: One more thing, in an earlier post I asked about the ops pts level in HQ's and readiness penalties during combat. Rick suggested that the likelihood of a readiness penalty is related to the level below 50 - example: if the HQ has 40 ops pts, there is a 20% chance any unit under its command will suffer a readiness penalty in combat. Can anyone confirm this? I am also interested in how severe the readiness penalty is. How much readiness gets taken away?

"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams