Quick Questions Thread
Moderator: Joel Billings
RE: Quick Questions Thread
Assigning construction units to cities: is there any other reason to assign construction units to cities other than to repair ports/railyards?
Do they contribute anything to depot functions, for example?
Do they contribute anything to depot functions, for example?
RE: Quick Questions Thread
no, they are just a repair tool or to build new stuff. Where they are useful is if you placed a depot in a hex with no rail yard then they will help build that a bit faster
RE: Quick Questions Thread
ORIGINAL: VesaAwesaka
On turn 1 as the axis do you want to prioritize surrounding units and then attacking to form pockets or just attacking and trying to form pockets? My understanding is that surrounding a unit and then attacking makes them more likely to rout. When they rout they may suffer more losses but you are missing out on the turn 2 surrenders. If i had to guess the answer is that its situational.
Also where do routed units that are surrounded go? I surrounded some routed soviet units in the Courland area and occupied the ports. Do they just rout through my lines? I know if I go adjacent to them they suffer attrition and rout through lines and in WITE 1 i believe they would even rout across the gulf of Riga
the rules vary a bit depending if the hex is already isolated - see 23.14 and esp 23.14.5 for the specifics
routs from non-isolated hexes are treated similarly to the rules for displacement (23.13) but basically they will head for their HQ or a town/city hex.
But worth bearing in mind, low experience/morale/TOE formations are more likely to rout/shatter from normal combat in WiTE2 than they did in #1. So pockets are an important part of your T1 planning, but they are not as essential in WiTE2
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RE: Quick Questions Thread
ORIGINAL: Mehring
11.2.5 If a Soviet national hex south or east of 187,187 (just southeast of Lvov) is Axis controlled then all of Southern Front and related airbases will be unfrozen
It would be a strange T1 that did not see German units east of 187,187. Should this read "south and east of 187,187"?
I am too not sure how to prevent unlocking the Soviet Southern Front. Is Axis controlled hex "south and east of 187,187" correct?
Does AGS can move east of 187,187 if they are not also south of it without triggering it.
I am working since one week on my T1 turn and it would be unfortunately if I would trigger this by accident. AGN and half of AGC is already done and today I am going to move AGS.
Thanks in advance!
RE: Quick Questions Thread
The best way to think of the Southern Front activation is this: If the Axis occupy or ZOC control any hex where BOTH coordinates > 187 then the Southern Front activates. Does that help?
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RE: Quick Questions Thread
Hello Carlkay,
thanks for continuously helping the new players!
What happens if one of the hex numbers is equal 187 and the other greater than 187? This would not count, or?
It would be safe to capture Lvov on T1 without activating the Southern front. Lvov is 186,186 and would also give maybe control over the two hexes 187,186 and 186,187
Thanks for the hint that ZOC control also count. I did not know this before.
thanks for continuously helping the new players!
What happens if one of the hex numbers is equal 187 and the other greater than 187? This would not count, or?
It would be safe to capture Lvov on T1 without activating the Southern front. Lvov is 186,186 and would also give maybe control over the two hexes 187,186 and 186,187
Thanks for the hint that ZOC control also count. I did not know this before.
RE: Quick Questions Thread
When manually controlling air war, how can you display all current air directive targets on the map at the same time?
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RE: Quick Questions Thread
ORIGINAL: squatter
When manually controlling air war, how can you display all current air directive targets on the map at the same time?
Click shift-y and then chose "all targets" or "ground targets only"
RE: Quick Questions Thread
Thanks.
Is there a way to 'copy' an existing AD and use this as the template for a new AD? (for example to copy a recon directive the AI assist has created and drop it on the map in another area, rather than create a new AD from scratch?)
Is there a way to 'copy' an existing AD and use this as the template for a new AD? (for example to copy a recon directive the AI assist has created and drop it on the map in another area, rather than create a new AD from scratch?)
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RE: Quick Questions Thread
I got a question regarding these automatic rail repair HQs. How can I find these special HQs on the map? I thought the "rail damage" map mode would highlight them, but it only highlights the "normal" rail repair units which can by controlled by the player. Does these automatic rail repair HQs exist at the start of the scenario or do I have to create these HQs by putting rail-repair-support-bataillons into them? Thanks 

RE: Quick Questions Thread
ORIGINAL: FriedrichII
Currently I am playing the 1941 campaign and I am considering to send Divisions to the Afrika Theater Box. I have manual control over the theater boxes.
I am still on turn 1, but I have so much fun with this game as I did not have with a PC game since years!
My questions are:
1. what will happen with my Afrika Units after this Theater will have been lost? Are they all lost?
2. Are there any hints which Theater Boxes I should reinforce and with how many Divisions?
I am playing versus the AI on normal difficulty.
Forget Divisions, you need them in the East on the map, but you can get a lot of extra mileage from adding Bombers, Recon, AA etc. in the right places. F.e. you probably don't need a lot of AA until into 42, I send nearly all AA back to Reserve to reduce supply consumption. Also a lot of your Biplane recons are fairly useless since they are very short ranged and the new air base system is not very flexible. You can then send some of these to Norway, NA etc. to help with the Ground and Naval %.
You can get some Infantry Divisions out of WE, Finland and the Balkans if you do it right.
However be aware that once you start juggling you can't really stop. For this to work you need to delete the Transfer Orders for everything and you need to be on top of which units are disbanding, what the Theater Requirement changes might be etc. and have a reserve in the AR box.
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RE: Quick Questions Thread
Thank you MechFO for your hints!
I am now close to finish turn 1.
I captured Riga, Vilnius, Minsk and Lvov. I am happy about that.
I am not sure how to set the depots the right way. I am thinking how to set the depot priority the right way?
My understanding so far is that I set depot priority to 4 in Riga and Minsk? Is that correct?
Riga has a port, but the rail connection to Minsk does not work. Does it make sense to have a depot in Minsk without working rail connection?
Also I set all German ports to export and only Riga as an import port?
Should I reduce the depot priority in Memel and other depots at the old border from 4 to 3 so that more freight will get send to Riga?
I am now close to finish turn 1.
I captured Riga, Vilnius, Minsk and Lvov. I am happy about that.
I am not sure how to set the depots the right way. I am thinking how to set the depot priority the right way?
My understanding so far is that I set depot priority to 4 in Riga and Minsk? Is that correct?
Riga has a port, but the rail connection to Minsk does not work. Does it make sense to have a depot in Minsk without working rail connection?
Also I set all German ports to export and only Riga as an import port?
Should I reduce the depot priority in Memel and other depots at the old border from 4 to 3 so that more freight will get send to Riga?
RE: Quick Questions Thread
FriedrichII - thank you. If either coordinate is <= 187 you are safe. Lvov is definitely a safe turn 1 bet.
RE: Quick Questions Thread
bricklebritt - there are no "RR repair" HQs other than the FBDs. What you do is assign the RR repair SUs to an HQ. I tend to use a Hungarian Corps HQ at the start for the south and later on add a Rumanian Corps HQ when the Rumanian FBD withdraws. In my current AAR I am also attaching a few in AGN to Corps HQs that have other units assigned to them but the repair area is in their range.
RE: Quick Questions Thread
ORIGINAL: FriedrichII
Thank you MechFO for your hints!
I am now close to finish turn 1.
I captured Riga, Vilnius, Minsk and Lvov. I am happy about that.
I am not sure how to set the depots the right way. I am thinking how to set the depot priority the right way?
My understanding so far is that I set depot priority to 4 in Riga and Minsk? Is that correct?
Riga has a port, but the rail connection to Minsk does not work. Does it make sense to have a depot in Minsk without working rail connection?
Not yet but no harm in doing so, it might have some captured supply. Important is to priority repair the Railyard right away.
ORIGINAL: FriedrichII
Also I set all German ports to export and only Riga as an import port?
Should I reduce the depot priority in Memel and other depots at the old border from 4 to 3 so that more freight will get send to Riga?
I put every port I don't want to receive supply by ship on export.
The whole when to put which depot on what priority is a topic onto itself.
How I do it is chain the depots, so front is 4, second 3 etc. Put anything far back on 0 unless you want to use it as an export port or it's a supply hub for frozen troops/Air units.
Once your FBD reaches a big Railyard, pause one turn with the FBD on the depot, that gives a big dump of supply all down the line. This is important, I only just started doing this and it has a big impact on what makes it to the front.
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RE: Quick Questions Thread
Thanks for the hints again MechFO. I tried to set the logistic like you recommended it.
I am now at turn 2 and there are three things I am wondering about:
1. the Kurland pocket south-west of Riga is surprisingly empty. I had pocket several Soviet units there and they did not evade through land. Either it is a bug, or they evacuate through the sea (via ships)?
2. The railway repair units (su) from the AGC HQ are repairing the railways north of Memel. I think this could be a bug?
3. I had about 7000 casualties at the end of turn 1 and now they are about 12000, but there had been no land battles in the Soviet turn.
I looked up the attrition and found a number around 400. What are I am missing?
I am now at turn 2 and there are three things I am wondering about:
1. the Kurland pocket south-west of Riga is surprisingly empty. I had pocket several Soviet units there and they did not evade through land. Either it is a bug, or they evacuate through the sea (via ships)?
2. The railway repair units (su) from the AGC HQ are repairing the railways north of Memel. I think this could be a bug?
3. I had about 7000 casualties at the end of turn 1 and now they are about 12000, but there had been no land battles in the Soviet turn.
I looked up the attrition and found a number around 400. What are I am missing?
RE: Quick Questions Thread
1. They could have escaped by sea, disbanded (although very questionable), combined (the AI has discovered how to do this and does frequently in pockets), or it is possible that if they were routed into the pocket that they dissolved.
2. An AG HQ has a range of 90 hexes. It is quite possible that they could be there legitimately.
3. It would be attrition losses OR damaged units that failed leadership checks and were destroyed.
All the above (well except #2) are possibilities that may not be true.
2. An AG HQ has a range of 90 hexes. It is quite possible that they could be there legitimately.
3. It would be attrition losses OR damaged units that failed leadership checks and were destroyed.
All the above (well except #2) are possibilities that may not be true.
RE: Quick Questions Thread
ORIGINAL: FriedrichII
I am now at turn 2 and there are three things I am wondering about:
1. the Kurland pocket south-west of Riga is surprisingly empty. I had pocket several Soviet units there and they did not evade through land. Either it is a bug, or they evacuate through the sea (via ships)?
It's a good idea to run naval inderdiction on the first 2-3 turn to stop those units from escaping.
Naval interdiction runs along the entire flight path to the target hex.
RE: Quick Questions Thread
I notice on page 219 of the manual it states
Is that correct? For example, a 109-F2 has 15 and an E-3 has 10 - is the E-3 really more reliable?
Edit: In answer to my own question, yes it is correct.
All aircraft have a reliability rating which ranges from “really
good” (lower numbers) to “really bad” (higher numbers).
Is that correct? For example, a 109-F2 has 15 and an E-3 has 10 - is the E-3 really more reliable?
Edit: In answer to my own question, yes it is correct.