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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loki100
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RE: TB gains

Post by loki100 »

ORIGINAL: Mehring

Is it possible to make off map territorial gains/gain VP by committing more than 100% to TBs?

no

what you gain are VP/AP to spend on map and possibly advance/delay the events for that theatre. So as the axis if you do better in Italy/France then you delay the loss of the western regions of Germany to the Allies in 1945 - this can be more important than it sounds as its usually the loss of Frankfurt (an NSS) that spells the end of your economy and supply system.

more generally, worth bearing in mind no-one plays the Western Allies, they have no units, their effect is created via the various combat intensities (in effect they are a variable source of attrition on the axis powers)
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RE: Amphibious stuff in RtL

Post by loki100 »

ORIGINAL: squatter

I would like to know which AOG is basing at a particularly airfield.

I can right click on the airfield and see airbase unit detail.

Then I can click on the air group assigned there.

That takes me to the air group info screen. Here I can see the name of its AOG.

Now having determined which AOG is operation out of here, what I would really like to do is navigate to this AOG - how do I do this? If I click on that AOG name in the air group display I am offered to change AOG. I can't see how to navigate from airbase to AOG operating out of said airbase.

prob best in the requests/enhancement sub-forum, can see what you mean but it is currently designed that way - or probably the current restrictions reflect a wider design framework?
Mehring
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RE: TB gains

Post by Mehring »

ORIGINAL: loki100

ORIGINAL: Mehring

Is it possible to make off map territorial gains/gain VP by committing more than 100% to TBs?

no

what you gain are VP/AP to spend on map and possibly advance/delay the events for that theatre. So as the axis if you do better in Italy/France then you delay the loss of the western regions of Germany to the Allies in 1945 - this can be more important than it sounds as its usually the loss of Frankfurt (an NSS) that spells the end of your economy and supply system.

more generally, worth bearing in mind no-one plays the Western Allies, they have no units, their effect is created via the various combat intensities (in effect they are a variable source of attrition on the axis powers)
So you couldn't get the northern/arctic front to advance further than it did historically?
“Old age is the most unexpected of all things that can happen to a man.”
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loki100
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RE: TB gains

Post by loki100 »

ORIGINAL: Mehring

ORIGINAL: loki100

ORIGINAL: Mehring

Is it possible to make off map territorial gains/gain VP by committing more than 100% to TBs?

no

what you gain are VP/AP to spend on map and possibly advance/delay the events for that theatre. So as the axis if you do better in Italy/France then you delay the loss of the western regions of Germany to the Allies in 1945 - this can be more important than it sounds as its usually the loss of Frankfurt (an NSS) that spells the end of your economy and supply system.

more generally, worth bearing in mind no-one plays the Western Allies, they have no units, their effect is created via the various combat intensities (in effect they are a variable source of attrition on the axis powers)
So you couldn't get the northern/arctic front to advance further than it did historically?

not sure what you mean. All of Finland and Norway is off map, if you look at section 40 of the manual you'll see the events for the north. If the Soviets over commit to their northern theatre, Finland may surrender early (=VP for Helsinki) and the various combat intensity changes occur
Mehring
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RE: TB gains

Post by Mehring »

ORIGINAL: loki100

ORIGINAL: Mehring

ORIGINAL: loki100




no

what you gain are VP/AP to spend on map and possibly advance/delay the events for that theatre. So as the axis if you do better in Italy/France then you delay the loss of the western regions of Germany to the Allies in 1945 - this can be more important than it sounds as its usually the loss of Frankfurt (an NSS) that spells the end of your economy and supply system.

more generally, worth bearing in mind no-one plays the Western Allies, they have no units, their effect is created via the various combat intensities (in effect they are a variable source of attrition on the axis powers)
So you couldn't get the northern/arctic front to advance further than it did historically?

not sure what you mean. All of Finland and Norway is off map, if you look at section 40 of the manual you'll see the events for the north. If the Soviets over commit to their northern theatre, Finland may surrender early (=VP for Helsinki) and the various combat intensity changes occur
I'll check the manual for the events you mention but was wondering if, for example, over committing could cause an advance in the Petsamo area and the capture of Murmansk or severing its rail line.
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loki100
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RE: TB gains

Post by loki100 »

no, again all that sector is off map and in the Theatre Boxes
pookiebearx
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RE: TB gains

Post by pookiebearx »

how can i split up ground support

lets say for AGC i wanna support both panzer groups

i can only choose 1
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RE: TB gains

Post by loki100 »

ORIGINAL: pookiebearx

how can i split up ground support

lets say for AGC i wanna support both panzer groups

i can only choose 1

tell it to [8D]

you can assign a given AOG to more than one AD, so set up 2 GS with the Pzr Grps as the targets and assign/split your AOGs as you need to -see 17.4 for the mechanics
Kosciuszko
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RE: TB gains

Post by Kosciuszko »

Hi, hello fellow Armchair Generals,

I've been following both WITE and WITP AE for years now, but with the release of WITE 2 I finally overcame the register screen and signed up :)

Couple of questions I've accumulated:

in 26.1.1 the manual states that '[...]returning ground elements go back to their original units'
Does that mean that a damaged Rifle squad from 11th Pz Division with EXP 90 will most likely return to the same 11th Pz, with EXP 90, as opposed to randomized national morale EXP?

in 28.6.1 it says 'Oil and Fuel factories will produce, no other', yet in the same paragraph it says that other factories, like Resource, Armaments etc. will also produce. Which is true? Which factories will produce after having been captured and repaired?

in 21.11.4 it says automated repair units will repair based on command range. However, elsewhere it says SUs will only be assigned within 5 hex range. Does that mean that repair squads assigned to OKH will fan out to a distance of 5 hexes, or to command range (90 hex)?

Many thanks in advance
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loki100
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RE: TB gains

Post by loki100 »

1 - basically yes, they come back as they left (the assumption is seriously wounded enough to be moved down the hospital chain but no loss of expertise)

2 - not too sure with that interpretation, the key is "No other captured factories will produce"? I van see what you mean about the following sentence.

3 - disentangle support units from construction units. The former are artillery, specialist armour etc that contribute directly to the ground fighting. They need to be in a HQ that controls the units actually fighting and is within 5 hexes of the battle. Construction units are sent out to do repairs (or help with fortification construction). They can move the full HQ command range from their controlling HQ - so 90 hexes if in say OKH, 45 if in AGC, 15 if in 17 Army or 5 if in a corps level command
James80
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RE: TB gains

Post by James80 »

In the TOE screen of a unit I had once green lines. Do they show which reinforcement the unit got in a given turn?
pookiebearx
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RE: TB gains

Post by pookiebearx »

thanks brother thanks to all the mods and question answerers...i learned alot from yall
TheFerret
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RE: TB gains

Post by TheFerret »

Can I set a single air mission to request zero escorts i.e. fly unescorted? Entering zero in that field sets escorts to Auto.

I know I can do it for a whole AOG via the air doctrine.

Context: I have several recon ADs, some of them over wide areas of the front, others over a city. I want (partial) escorts for the ones over wide areas of the front, but no escorts for the ones over cities because they'll just be more planes for the flak to shoot at.
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RE: TB gains

Post by neuromancer »

Construction Units: Do most of the construction units actually do anything when in an HQ? Or is it best to find them a city, depot, or airfield to work at?

I've got them spread about between corps, army, and army group HQs, and I'm never actually sure if there is any point. I occasionally assign one specifically to an airfield or depot to repair damage, but other than the rail repair units (of which there is never enough) I am not actually sure what the construction units actually *do* most of the time.
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RE: TB gains

Post by neuromancer »

Actually, I have a second question as well.

Recon flights:
A few ADs that cover a big section of the front (for both Leningrad and South-West I tended to three big ADs that covered about 12 hex wide squares), or lots of little ones that cover smaller areas and don't go as deep? Something to be said for smaller ones that don't go as deep as they won't have to cover the same kind of area and thus should suffer fewer ops losses. But a lot more effort to maintain every turn.

Also, high altitude (15,000+) or lower?
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RE: TB gains

Post by loki100 »

ORIGINAL: TheFerret

Can I set a single air mission to request zero escorts i.e. fly unescorted? Entering zero in that field sets escorts to Auto.

I know I can do it for a whole AOG via the air doctrine.

Context: I have several recon ADs, some of them over wide areas of the front, others over a city. I want (partial) escorts for the ones over wide areas of the front, but no escorts for the ones over cities because they'll just be more planes for the flak to shoot at.

yes - particularly good idea with recon missions as you note. They try to avoid combat so escorts aren't that valuable

I tend to manually assign so that removes escorts from the mission, in turn they are deep enough over enemy territory to avoid pulling down auto-intercept
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loki100
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RE: TB gains

Post by loki100 »

ORIGINAL: neuromancer

Construction Units: Do most of the construction units actually do anything when in an HQ? Or is it best to find them a city, depot, or airfield to work at?

I've got them spread about between corps, army, and army group HQs, and I'm never actually sure if there is any point. I occasionally assign one specifically to an airfield or depot to repair damage, but other than the rail repair units (of which there is never enough) I am not actually sure what the construction units actually *do* most of the time.

aye, they boost fortification building if in HQs. You'll find that most infantry divisions can go from 0-1 fortification off their own construction values but if you want more (quickly) then you need SU capacity and decent supply
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loki100
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RE: TB gains

Post by loki100 »

ORIGINAL: neuromancer

Actually, I have a second question as well.

Recon flights:
A few ADs that cover a big section of the front (for both Leningrad and South-West I tended to three big ADs that covered about 12 hex wide squares), or lots of little ones that cover smaller areas and don't go as deep? Something to be said for smaller ones that don't go as deep as they won't have to cover the same kind of area and thus should suffer fewer ops losses. But a lot more effort to maintain every turn.

Also, high altitude (15,000+) or lower?

ok mission height is only really important for the route in/out - remember that recon works along the mission route. In region the planes adjust to the best height for their camera (or lack) automatically.

I tend to run 4/5 hex boxes 3 days a week - that tells me if a unit is in a hex or an airbase is being used - it doesn't tell me much more. So its a judgement with limited assets on one side of the equation and your desire for good levels of recon information on the other
dudefan
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RE: TB gains

Post by dudefan »

ORIGINAL: loki100

ORIGINAL: TheFerret

Can I set a single air mission to request zero escorts i.e. fly unescorted? Entering zero in that field sets escorts to Auto.

I know I can do it for a whole AOG via the air doctrine.

Context: I have several recon ADs, some of them over wide areas of the front, others over a city. I want (partial) escorts for the ones over wide areas of the front, but no escorts for the ones over cities because they'll just be more planes for the flak to shoot at.

yes - particularly good idea with recon missions as you note. They try to avoid combat so escorts aren't that valuable

I tend to manually assign so that removes escorts from the mission, in turn they are deep enough over enemy territory to avoid pulling down auto-intercept
QOL
Should be possible to enter zero (no escorts) imo
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RE: TB gains

Post by neuromancer »

ORIGINAL: loki100
aye, they boost fortification building if in HQs. You'll find that most infantry divisions can go from 0-1 fortification off their own construction values but if you want more (quickly) then you need SU capacity and decent supply

Ah, so forting up at the corps level, but at higher level are probably better off in a corps, or assigned someplace useful. Or will a CU work in the city/ depot/ airfield the HQ is sitting on as well?

ORIGINAL: loki100
ok mission height is only really important for the route in/out - remember that recon works along the mission route. In region the planes adjust to the best height for their camera (or lack) automatically.

Oh ho, okay that I didn't know. I'll have to look that up.
I tend to run 4/5 hex boxes 3 days a week - that tells me if a unit is in a hex or an airbase is being used - it doesn't tell me much more. So its a judgement with limited assets on one side of the equation and your desire for good levels of recon information on the other

So slightly smaller area. How many strikes and planes do you use?

Generally I mostly just want to know where the enemy is, I have done specific hex runs if I want detailed information. But as you say, with the limited assets, I don't want to lose a pile of them to operational losses in the first month of the war.

In another thread you talk about running too many air missions that causes the operational losses to pile up, problem is I have no idea how many is too many. 1 Plane = 1 mission per week? Per day? What?

Thanks for the replies Loki.
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