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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erikbengtsson
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by erikbengtsson »

When in December of 1941 is the Soviet player supposed to receive extra administrative points?
Rosencrantus
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by Rosencrantus »

ORIGINAL: erikbengtsson

When in December of 1941 is the Soviet player supposed to receive extra administrative points?

December 15, 1941. Every scripted event in the entire game can be found in the manual in appendix K.



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glenhope
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by glenhope »

Late 1941 German campaign. Have Sevastopol surrounded. Trying to do a naval patrol off the coast of Sevastopol for the last 3 turns. Every time I execute air directives the naval patrol flies to the coast of Odessa instead! I have tried moving the naval patrol target AND deleting the mission and creating a new naval patrol near Sevastopol. Each time the mission goes back to Odessa. I have the German naval bombers based near Odessa. What am I doing wrong here?
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loki100
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by loki100 »

if you are using the AI assist, set Sevastopol as the target port

if doing it manually (I assume you are not), then a conventional 1 hex wide Naval air directive just off Sevastopol should do.

for both, I'd suggest add in the AOG that starts in Rumania equipped with He-111s, you'll find the additional commitment very useful (there is also a Rumanian naval AOG, so include that too)
glenhope
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by glenhope »

ORIGINAL: loki100
if you are using the AI assist, set Sevastopol as the target port

That sounds like the problem. Where/when do I do that?
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loki100
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Quick Questions Thread

Post by loki100 »

Handily, its described in the manual [;)]

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erikbengtsson
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RE: Quick Questions Thread

Post by erikbengtsson »

Using AI air assist, I still want to handle aircraft upgrades. I set all my air groups on manual upgrade, but each turn they revert to auto. Is that working as designed?

Same thing with air groups that I set to fly night only, they revert back to day and night?
carlkay58
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RE: Quick Questions Thread

Post by carlkay58 »

Yes the AI will set all airgroups to Day/Night and Auto Upgrade.
glenhope
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RE: Quick Questions Thread

Post by glenhope »

Should 2 R.A.D. battalions (I) auto deploy to the same hex to fix a rail? (There is heavy snow (snow:8) in Dec'41)
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Hardradi
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RE: Quick Questions Thread

Post by Hardradi »

I know you can attack a depot railyard to reduce its capacity. However, as I understand, if there is a HQ unit on the depot this will have little to no effect.

Is it possible to directly air attack a depot to destroy some of the freight?
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loki100
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: glenhope

Should 2 R.A.D. battalions (I) auto deploy to the same hex to fix a rail? (There is heavy snow (snow:8) in Dec'41)

yes, the engineering value is reduced by the ground conditions so it may need more than 1 to repair the hex. its the same reason why the FBD/NKPS repair costs can be over 1 on some turns
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loki100
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Hardradi

I know you can attack a depot railyard to reduce its capacity. However, as I understand, if there is a HQ unit on the depot this will have little to no effect.

Is it possible to directly air attack a depot to destroy some of the freight?

Its claimed that interdiction/railyard bombing will destroy some stored freight, not sure how much and you can't really track this.

But yes, for practical purposes a HQ protects the depot's processing capacity against the impact of air strikes (unless it is operating near to 100% which is rare)
James80
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RE: Quick Questions Thread

Post by James80 »

I think it was posted somewhere but I failed to find it.

Why should I put my combat support units in another hq than in an Corps hq (Type 4)? They won't take part in a fight if I see it correctly. I use the automatic attachment. Why should I put OKH to support level above 0?
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TheLysander
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RE: Quick Questions Thread

Post by TheLysander »

Whenever I put a ground attack directive, with planes assigned and within range, with unit and interdiction selected. Once completing air phase, the directive is deleted and no enemy units are bombed. Can anyone clarify what im doing wrong?
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malyhin1517
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RE: Quick Questions Thread

Post by malyhin1517 »

ORIGINAL: TheLysander

Whenever I put a ground attack directive, with planes assigned and within range, with unit and interdiction selected. Once completing air phase, the directive is deleted and no enemy units are bombed. Can anyone clarify what im doing wrong?
Apparently you have Air Assistance turned on. The computer removes your aviation directives and creates its own. You need to turn off automatic Air Assistance and do not manually press it after creating your air directives.
Sorry, i use an online translator :(
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malyhin1517
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RE: Quick Questions Thread

Post by malyhin1517 »

ORIGINAL: James80

I think it was posted somewhere but I failed to find it.

Why should I put my combat support units in another hq than in an Corps hq (Type 4)? They won't take part in a fight if I see it correctly. I use the automatic attachment. Why should I put OKH to support level above 0?
Your support combat units will move to corps headquarters and will remain in army or Army Group headquarters only if they are redundant and there is no room for them in corps headquarters.
Sorry, i use an online translator :(
James80
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RE: Quick Questions Thread

Post by James80 »

So one should avoid that there are combat units in higher hqs?
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loki100
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RE: Quick Questions Thread

Post by loki100 »

yes, unless you want to pull them back to protect them (low TOE) or are not sure how you want to use them

The Soviet player should have a bit of a conveyor belt with those that have taken heavy losses back in Stavka to refit and fresh ones sent out to replace in the front line formations
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Hardradi
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RE: Quick Questions Thread

Post by Hardradi »

ORIGINAL: James80

If you build it on a bare rail hex a lvl 1 Railyard has to be build which uses up spare resources. I try to build depots on railyards lvl 1+
ORIGINAL: loki100

Its claimed that interdiction/railyard bombing will destroy some stored freight, not sure how much and you can't really track this.

But yes, for practical purposes a HQ protects the depot's processing capacity against the impact of air strikes (unless it is operating near to 100% which is rare)

Thanks for the replies.
glenhope
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RE: Quick Questions Thread

Post by glenhope »

ORIGINAL: loki100

ORIGINAL: Hardradi

I know you can attack a depot railyard to reduce its capacity. However, as I understand, if there is a HQ unit on the depot this will have little to no effect.

Is it possible to directly air attack a depot to destroy some of the freight?

Its claimed that interdiction/railyard bombing will destroy some stored freight, not sure how much and you can't really track this.

But yes, for practical purposes a HQ protects the depot's processing capacity against the impact of air strikes (unless it is operating near to 100% which is rare)

If the railyard (for railyards 2+) is damaged doesn't that reduce the "trains" component of the logistics and so reduce new freight moved within 30 hexes as well?
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