Quick Questions Thread
Moderator: Joel Billings
RE: Quick Questions Thread
If you reassign support units prior to movement on turn 1 of the 1941 campaign do they suffer the -1 for admin rolls during turn 1?
RE: Quick Questions Thread
Does the Soviet garrison TB have replacement prioritisation like western Europe? For Romanian replenishment.
RE: Quick Questions Thread
Were there any nerfs to super depots in recent patches?
When I was playing vs AI (probably 06 08 patches)I was getting 15k of freight in Dnepropetovsk and around 5k in Krarkov. Both super depots.
Now, patch 0.19, in my game I have 5k only with 1 super depot in Stalino even when there is no blizzard and snow level is 2-3.
Rails usage is like always 5416

When I was playing vs AI (probably 06 08 patches)I was getting 15k of freight in Dnepropetovsk and around 5k in Krarkov. Both super depots.
Now, patch 0.19, in my game I have 5k only with 1 super depot in Stalino even when there is no blizzard and snow level is 2-3.
Rails usage is like always 5416

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Glory to Ukraine!
RE: Quick Questions Thread
Maybe single double line to Stalino is the limiting factor, but how as a player can I check it, where is a bottleneck?
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RE: Quick Questions Thread
There was a patch between .11 and the .19 beta that changed the logistics phase a bit, I think it was .13
But even so, you need to have depots in the rear with lots of freight to pulse over into the super depot. Bottlenecks usually occur when there is only one line actually feeding into a hex. Think of Smolensk for example. The line from Vitebsk actually feeds into the main line from Orsha because it doesn't connect into Smolensk proper. For that same reason it's not very worthwhile to repair the double rail near the Bialystok area because it's not a third line leading into Minsk; rather it's a line that leads into the Vilnius-Minsk line.
But even so, you need to have depots in the rear with lots of freight to pulse over into the super depot. Bottlenecks usually occur when there is only one line actually feeding into a hex. Think of Smolensk for example. The line from Vitebsk actually feeds into the main line from Orsha because it doesn't connect into Smolensk proper. For that same reason it's not very worthwhile to repair the double rail near the Bialystok area because it's not a third line leading into Minsk; rather it's a line that leads into the Vilnius-Minsk line.
RE: Quick Questions Thread
ORIGINAL: johng5155
If you reassign support units prior to movement on turn 1 of the 1941 campaign do they suffer the -1 for admin rolls during turn 1?
yes, but scarcely going to make much difference
RE: Quick Questions Thread
ORIGINAL: Jango32
Does the Soviet garrison TB have replacement prioritisation like western Europe? For Romanian replenishment.
I think so, the rules for the active boxes are generic but I've never noticed many losses from the Soviet garrison box so it could be different - just never hits critical parts of the replacement stock
RE: Quick Questions Thread
ORIGINAL: Stamb
Maybe single double line to Stalino is the limiting factor, but how as a player can I check it, where is a bottleneck?
logistics map mode can be useful, but if you have a single line running back to Lvov then by the time its supplying a depot at Stalino its going to be stretched
this comes back to the fundamental issue for the Germans in 1941, a line that is easy to resupply is also a line that is going to lose you the war, so you need to push off that comfort zone but then there are consequences to the decisions you make
RE: Quick Questions Thread
ORIGINAL: Stamb
...
Rails usage is like always 5416
...
its not, again issue has been raised and answered many times
what you see is last turns usage/6
more precisely, usage up to 30k (dual track)/6
usage over 30k or created by interdiction (air or partisan)/3
add in there are sometimes random dumps of usage to reflect errors/accidents and so on
RE: Quick Questions Thread
I understand rails usage is /6. That is why i wrote "Maybe single double line to Stalino is the limiting factor, but how as a player can I check it, where is a bottleneck? "
And with this: "Rails usage is like always 5416"
This is actually what player see after logistic phase. I have no problems with that value. As it indicates that maximum amount of freight was send during the logistics phase.
I think that in previous game I had more double rail lines. Probably it is the case. Thanks for the answers Jango32, loki.
And with this: "Rails usage is like always 5416"
This is actually what player see after logistic phase. I have no problems with that value. As it indicates that maximum amount of freight was send during the logistics phase.
I think that in previous game I had more double rail lines. Probably it is the case. Thanks for the answers Jango32, loki.
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
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RE: Quick Questions Thread
Where can I see which detection level exactly an enemy unit has?
I know I can see via the map mode the combat recon level of an enemy hex field, but I am looking for the unit detection level.
I know I can see via the map mode the combat recon level of an enemy hex field, but I am looking for the unit detection level.
RE: Quick Questions Thread
Does routing significantly increase vehicle losses from a defeat? I've hit a few panzers this game, but this is the most vehicles they've lost by far.
I think the last 2 panzer battles they've lost between 1-100 vehicles at most, and weren't routs.

I think the last 2 panzer battles they've lost between 1-100 vehicles at most, and weren't routs.

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RE: Quick Questions Thread
Does the level of Naval Interdiction accumulate over time or is it a value that's created after each mission? I want to know if there is value in doing Naval Patrol from turn 2 around Odessa until it falls.
1)Is the interdiction pointless to do early? (Before the land resupplyong is cut off)
2)Should I run Naval Patrol at less than 9k altitude to avoid the city flak?
3)What is the best loadout for Naval Patrol?
Thanks!
1)Is the interdiction pointless to do early? (Before the land resupplyong is cut off)
2)Should I run Naval Patrol at less than 9k altitude to avoid the city flak?
3)What is the best loadout for Naval Patrol?
Thanks!
RE: Quick Questions Thread
ORIGINAL: FriedrichII
Where can I see which detection level exactly an enemy unit has?
I know I can see via the map mode the combat recon level of an enemy hex field, but I am looking for the unit detection level.
best is to hover over the unit, the image in 10.2.1 shows you what you will know as DL increases, so you can map that to what you see
RE: Quick Questions Thread
ORIGINAL: b0sc02
Does the level of Naval Interdiction accumulate over time or is it a value that's created after each mission? I want to know if there is value in doing Naval Patrol from turn 2 around Odessa until it falls.
1)Is the interdiction pointless to do early? (Before the land resupplyong is cut off)
2)Should I run Naval Patrol at less than 9k altitude to avoid the city flak?
3)What is the best loadout for Naval Patrol?
Thanks!
1) I'd start the turn before, since you need to move naval air assets from the Baltic its hard to start before T3 in any case
2) no
3) mines/torpedos if they have it, lots of small bombs otherwise
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RE: Quick Questions Thread
ORIGINAL: loki100
ORIGINAL: FriedrichII
Where can I see which detection level exactly an enemy unit has?
I know I can see via the map mode the combat recon level of an enemy hex field, but I am looking for the unit detection level.
best is to hover over the unit, the image in 10.2.1 shows you what you will know as DL increases, so you can map that to what you see
Thank you very much sir for constantly helping me and other players on this forum!
I looked into 10.2.1 and 10.2.7 and it seems to be that the DL can only been approximated indirectly. For example if the unit name, size and CV is displaced it must be at least DL 5.
Do you also think like me it would be a good idea to implement the DL level number into the game so that the player can see it?
RE: Quick Questions Thread
ORIGINAL: FriedrichII
ORIGINAL: loki100
ORIGINAL: FriedrichII
Where can I see which detection level exactly an enemy unit has?
I know I can see via the map mode the combat recon level of an enemy hex field, but I am looking for the unit detection level.
best is to hover over the unit, the image in 10.2.1 shows you what you will know as DL increases, so you can map that to what you see
Thank you very much sir for constantly helping me and other players on this forum!
I looked into 10.2.1 and 10.2.7 and it seems to be that the DL can only been approximated indirectly. For example if the unit name, size and CV is displaced it must be at least DL 5.
Do you also think like me it would be a good idea to implement the DL level number into the game so that the player can see it?
the current 5 levels of information are by design, I think in practice the method used in WiTE1 gave an impression of accuracy re DL/what you can see than really existed
but you are right, the structure is 'if you can see 'x', then you at least have this DL'
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RE: Quick Questions Thread
If I understand it correctly there are 10 DLs, but I find it impossible to find out which of the higher levels are active. For example how to find out if DL is 8 or 10, or do I miss here something?
RE: Quick Questions Thread
ORIGINAL: FriedrichII
If I understand it correctly there are 10 DLs, but I find it impossible to find out which of the higher levels are active. For example how to find out if DL is 8 or 10, or do I miss here something?
no, its not the clearest system [;)], there are 10 detection levels and they map onto the 5 information states (if you see 0 as meaning nothing is shown), the manual has both the image above and a bit later a text discussion of these ... if I recall that might have the actual thresholds but I can't remember.
one thing, there is a secondary bonus, higher DL (regardless of how it alters unit display) is better in combat. Its one reason why attacking a poorly reconned unit can blow up in your face. There are a number of 'events' embedded in the routine that alter the strict element-element interaction. One is how mech formations can really overwhelm low exp infantry, another is an ambush routine - and that keys off the DL
RE: Quick Questions Thread
Can i merge paratrooper/motorised infantry/cavalry brigades to divisions if i move 3 of them into one hex and hit buildup? I read somewhere that paratroopers merge into guard rifle divisions but i cant replicate it.