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: Quick Questions Thread

Post by loki100 »

Stamb wrote: Tue May 03, 2022 8:49 am i think in logistics report it is saying how much fuel was consumed for a training
but the thing is that fuel is irrelevant in this game
you will never run out of it, no matter what you do :(
why not just answer his question, as fully as you can? After all its what this thread is for, quick question, as simple an answer as feasible. Not every post has to rehearse everything you find unsatisfactory about the game, esp if its not immediately what is being asked.

if the focus was 'is fht fuel i use on training affecting the overall game' then that is different and worth noting the industrial model is not really one of production but allocation?
Jeff_Ahl
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Re: Quick Questions Thread

Post by Jeff_Ahl »

loki100 wrote: Tue May 03, 2022 8:49 am somewhere in that section of the manual it sets the criteria. If I recall its if the air unit's avg experience < air NM then it trains, unless you set it to rest. So basically over time low exp air groups will reach NM (it might be unit morale?), certainly NM as modified by say Gds status. So its automatic unless you over-ride it.

it takes fuel and triggers some attrition - you can see this in the logistics log. Losses are under the TB section (look for the reserve), losses and fuel is at the top of that section in the summary comments (this will split events in the actual reserve vs events in other theatres)
Thanks!
Stamb
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Re: Quick Questions Thread

Post by Stamb »

loki100 wrote: Tue May 03, 2022 9:11 am
Stamb wrote: Tue May 03, 2022 8:49 am i think in logistics report it is saying how much fuel was consumed for a training
but the thing is that fuel is irrelevant in this game
you will never run out of it, no matter what you do :(
why not just answer his question, as fully as you can? After all its what this thread is for, quick question, as simple an answer as feasible. Not every post has to rehearse everything you find unsatisfactory about the game, esp if its not immediately what is being asked.

if the focus was 'is fht fuel i use on training affecting the overall game' then that is different and worth noting the industrial model is not really one of production but allocation?
Because i do not know myself if pilots on REST are getting exp or not.
So if i can answer at least some of the questions which i do know answer for - i do.
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Veterin
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Re: Quick Questions Thread

Post by Veterin »

What's the most effective way to use Soviet brigades (infantry, navy, paratrooper)? I'll attach directly to Corp or Guard units but what about the rest? Should i attach to Army group or individual divisions?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

Veterin wrote: Wed May 04, 2022 8:40 am What's the most effective way to use Soviet brigades (infantry, navy, paratrooper)? I'll attach directly to Corp or Guard units but what about the rest? Should i attach to Army group or individual divisions?
this is a tricky one to answer as I think the Brigades have 6 roles and which is most important is situational:

a) they can readily merge into beaten up rifle divisions, this is invaluable around Leningrad if its cut off (as you can allocate from Stavka-Len Front) or the Caucasus as both these sectors are slow to gain normal replacements
b) attached, to key formations, esp Corps, they are invaluable force multipliers, attached to your initial Gds Rifle Corps they will probably win enough to become Gds themselves
c) as a normal SU, not a bad use as they get committed fairly often and have a decent cv
d) on map as a screen, the pro to this is they consume MP/CPP but I think they rout/shatter so this can be very expensive over time in terms of actual losses
e) on map to hold a fort line - sometimes very useful say in the Winter offensive when you might move from a level 3 fort line that you may well retreat back to
f) you can merge them to form new rifle divisions, sometimes exactly what you need - esp if they are Gds themselves

I tend to a+b+e but clearly which really is the best is dependent on your game

Remember that they cease to be available (unless you have a minimal number) at the end of 1942.

re (a), I've found this is the only way to get reinforcements to formations in Hungary etc come the late war.

the paras that don't disband are a route to Gds Rifle divisions, but this can be badly exploited

the naval infantry are ok for all the above, just they can't become Gds (& I don't think can make normal rifle divisions - but not sure over this). The specialist Naval formations can't be merged etc but you only have a few of these
Veterin
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Re: Quick Questions Thread

Post by Veterin »

Thanks for the detailed response. I think I'm in a decent position in terms of on-map units so I'll either attach directly to divisions or to Army HQs (until i can form corps then i'll attach to those).

My understanding is only 6 SUs can be committed to any battle and given i have +6 arty in most armies, will it be much benefit? I suppose it increases the odds of having 6 SUs in a battle (when some fail the rolls) so it would still be beneficial
Stamb
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Re: Quick Questions Thread

Post by Stamb »

Once i selected hex to invade with my naval HQ, how can i reset it settings, so there will be no coordinates at all?
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

I don't remember a way to get rid of the target, but it doesn't hurt to have a target. When you move out to sea I think you lose the target if you don't get back to a port by the end of the turn.
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therealevan
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Re: Quick Questions Thread

Post by therealevan »

What is combat delay and why is it a thing? I'm trying to attack riga on T1, and I failed my first attack with a division of motorized, now trying to attack again but it prevents me stating that the hex has a combat delay of 9.. Where is it getting "9" from? is there anyway around this?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

therealevan wrote: Sat May 07, 2022 3:23 am What is combat delay and why is it a thing? I'm trying to attack riga on T1, and I failed my first attack with a division of motorized, now trying to attack again but it prevents me stating that the hex has a combat delay of 9.. Where is it getting "9" from? is there anyway around this?
the main rules are in section 22.2.7

These are modified for T1 - see 11.2.4

There are some useful notes in the Player's Notes section (30.4.1) on ways to make this work to your advantage

there is a map mode that can bring these values up - 6.2.3

A recent patch (01.02.24) made some important changes - you can find these in the Living Manual but it particularly affects attacks on urban/heavy urban or port hexes
therealevan
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Re: Quick Questions Thread

Post by therealevan »

loki100 wrote: Sat May 07, 2022 6:49 am
therealevan wrote: Sat May 07, 2022 3:23 am What is combat delay and why is it a thing? I'm trying to attack riga on T1, and I failed my first attack with a division of motorized, now trying to attack again but it prevents me stating that the hex has a combat delay of 9.. Where is it getting "9" from? is there anyway around this?
the main rules are in section 22.2.7

These are modified for T1 - see 11.2.4

There are some useful notes in the Player's Notes section (30.4.1) on ways to make this work to your advantage

there is a map mode that can bring these values up - 6.2.3

A recent patch (01.02.24) made some important changes - you can find these in the Living Manual but it particularly affects attacks on urban/heavy urban or port hexes

Noted - thank you Loki, i'll review those rules accordingly.

Follow up questions:

1. After a battle takes place, I see that my units have destroyed X number of enemy units, is it possible to see what units they actually killed? (ie; can I see what units my pz3's killed?)

2. If I perform a air resupply (air transport mode, F9) and resupply onto an airbase, is this meaning that the air transport will land at the airport to drop off supply? Or is it making an aerial drop with parachutes for resupply? I suppose it doesn't really matter that much but i'm curious if there is a difference in the drop efficiency from a air base that is 90% damaged vs 20% damaged.
Rosencrantus
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Re: Quick Questions Thread

Post by Rosencrantus »

Does the entire army chain have to be within command point limits in order to get the assault CPP bonus? I swear I saw somewhere before that only the army and corps command structures need to be within command point limit but I just had a turn where AGC was 110:108 command points and none of my units got the assault bonus.
jasonbroomer
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Re: Quick Questions Thread

Post by jasonbroomer »

I agree, i’m finding that it is the entire chain is required to be within bounds to get the assault bonus
DarkHorse2
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Re: Quick Questions Thread

Post by DarkHorse2 »

1. After a battle takes place, I see that my units have destroyed X number of enemy units, is it possible to see what units they actually killed? (ie; can I see what units my pz3's killed?)
If you enable combat logging, then you should be able to see something like the following:
33,6,122mm M-30 Howitzer bombarding Pioneer Squad 39 - range 12250
33,6,122mm M-30 Howitzer bombarding Cavalry Squad - range 12250
33,6,122mm M-30 Howitzer bombarding Bicycle Recon Squad 40 - range 12250
33,6,122mm M-30 Howitzer bombarding 7.92mm MG34 Machine Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 7.92mm PzB 39 AT-Rifle - range 12250
33,6,122mm M-30 Howitzer bombarding 50mm GrW 36 Mortar - range 12250
33,6,122mm M-30 Howitzer bombarding 81mm GrW 34 Mortar - range 12250
33,6,122mm M-30 Howitzer bombarding 75mm leIG18 Infantry Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 150mm sIG33 Infantry Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 37mm PaK36 AT Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 50mm PaK38 AT Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 105mm leFH18 Howitzer - range 12250
33,6,122mm M-30 Howitzer bombarding 150mm sFH18 Howitzer - range 12250
33,6,122mm M-30 Howitzer bombarding Support - range 12250
33,6,82mm M41 Mortar bombarding Rifle Squad 40 - range 3400
33,6,Target Disrupted
33,6,Target Disrupted
33,6,Target Disrupted
33,6,82mm M41 Mortar bombarding Pioneer Squad 39 - range 3400
33,6,82mm M41 Mortar bombarding Cavalry Squad - range 3400
33,6,82mm M41 Mortar bombarding Bicycle Recon Squad 40 - range 3400
33,6,82mm M41 Mortar bombarding 7.92mm MG34 Machine Gun - range 3400
33,6,Target Disrupted
33,6,82mm M41 Mortar bombarding 7.92mm PzB 39 AT-Rifle - range 3400
33,6,Target Disrupted
You should be able to see that actual target casualties inflicted (and target type) by each weapon system.
2. If I perform a air resupply (air transport mode, F9) and resupply onto an airbase, is this meaning that the air transport will land at the airport to drop off supply? Or is it making an aerial drop with parachutes for resupply?
I don't know if it explicitly says in the manual, but it is presumed that the air transport lands to drop off supplies, which would account for the larger amount of the freight delivered to hexes containing an air base.
therealevan
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Re: Quick Questions Thread

Post by therealevan »

DarkHorse2 wrote: Sat May 07, 2022 9:55 pm
1. After a battle takes place, I see that my units have destroyed X number of enemy units, is it possible to see what units they actually killed? (ie; can I see what units my pz3's killed?)
If you enable combat logging, then you should be able to see something like the following:
33,6,122mm M-30 Howitzer bombarding Pioneer Squad 39 - range 12250
33,6,122mm M-30 Howitzer bombarding Cavalry Squad - range 12250
33,6,122mm M-30 Howitzer bombarding Bicycle Recon Squad 40 - range 12250
33,6,122mm M-30 Howitzer bombarding 7.92mm MG34 Machine Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 7.92mm PzB 39 AT-Rifle - range 12250
33,6,122mm M-30 Howitzer bombarding 50mm GrW 36 Mortar - range 12250
33,6,122mm M-30 Howitzer bombarding 81mm GrW 34 Mortar - range 12250
33,6,122mm M-30 Howitzer bombarding 75mm leIG18 Infantry Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 150mm sIG33 Infantry Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 37mm PaK36 AT Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 50mm PaK38 AT Gun - range 12250
33,6,122mm M-30 Howitzer bombarding 105mm leFH18 Howitzer - range 12250
33,6,122mm M-30 Howitzer bombarding 150mm sFH18 Howitzer - range 12250
33,6,122mm M-30 Howitzer bombarding Support - range 12250
33,6,82mm M41 Mortar bombarding Rifle Squad 40 - range 3400
33,6,Target Disrupted
33,6,Target Disrupted
33,6,Target Disrupted
33,6,82mm M41 Mortar bombarding Pioneer Squad 39 - range 3400
33,6,82mm M41 Mortar bombarding Cavalry Squad - range 3400
33,6,82mm M41 Mortar bombarding Bicycle Recon Squad 40 - range 3400
33,6,82mm M41 Mortar bombarding 7.92mm MG34 Machine Gun - range 3400
33,6,Target Disrupted
33,6,82mm M41 Mortar bombarding 7.92mm PzB 39 AT-Rifle - range 3400
33,6,Target Disrupted
You should be able to see that actual target casualties inflicted (and target type) by each weapon system.
2. If I perform a air resupply (air transport mode, F9) and resupply onto an airbase, is this meaning that the air transport will land at the airport to drop off supply? Or is it making an aerial drop with parachutes for resupply?
I don't know if it explicitly says in the manual, but it is presumed that the air transport lands to drop off supplies, which would account for the larger amount of the freight delivered to hexes containing an air base.

Both answers are what I was looking for, thank you
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loki100
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Re: Quick Questions Thread

Post by loki100 »

Rosencrantus wrote: Sat May 07, 2022 8:36 pm Does the entire army chain have to be within command point limits in order to get the assault CPP bonus? I swear I saw somewhere before that only the army and corps command structures need to be within command point limit but I just had a turn where AGC was 110:108 command points and none of my units got the assault bonus.
it shouldn't, its only the command levels within the Assualt chain, so for the Axis the relevant army-corps commands must be within their command capacity, doesn't matter about Army Group level.

if this is what you are seeing its a bug and worth a report - I'll try and track something with my game and see if I see it too

edit

so 2 units that meet the requirements for faster CPP gain but are in overloaded Army Groups

Image

doesn't look right to me so I'll do a bug report in the tester's section
jasonbroomer
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Re: Quick Questions Thread

Post by jasonbroomer »

I think the Scottish bloke who wrote the manual is correct, not Loki100 :D

'If either the Assault HQ or any other HQ in the
command chain is overloaded in terms of Command
Points (21.11.6).'

This implies that the army group can't be overloaded to receive the bonus and this seems to be the way the code is working.
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loki100
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Re: Quick Questions Thread

Post by loki100 »

I think its a bug, in that the Army Group is outside the Assault command chain.

But see what Joel says, if it is meant to work this way its a big change as it is so hard to keep the Axis AG within command capacity till AGA pops up in mid-42
vinnysix
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Re: Quick Questions Thread

Post by vinnysix »

Q: Topic - Support Unit Assignment using Auto Process

If i set up my Army Groups with appropriate Support Levels how do i control allocation of construction units for rail repair?

Context: i want to send a the majority of RR Construction units to !8th Army up north... but if i lock once RR assigned i am sure that will mess with flow as all my higher HQs less Corps are on 0....

Any Ideas or am i missing something?

I am aware that i could assign to RHG HQs to give range of 45 but still not sure how to handle this when i want to remain Automatic with Support Units as much as possible...

Regards
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loki100
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Re: Quick Questions Thread

Post by loki100 »

if you use the auto assign then you lose control of all SUs - you can't mark out a few for special treatment

its not actually a disaster, in my current game I decided to experiment with just leave the rail SUs where they start in the command chain. Yes they've repaired a fair bit of secondary stuff I won't need till 1943 but they have done a good job on the secondary W-E dual rails over the border. Getting these repaired is really useful as it reduces congestion (and thus increases freight from NSS), in the end just leaving them to do their thing is not that bad an outcome
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