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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Rosencrantus
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Re: Quick Questions Thread

Post by Rosencrantus »

loki100 wrote: Sun May 08, 2022 6:16 am
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
If that's a bug, then I've also noticed than sometimes when remerging regiments though mostly motorised divisions that the unit also doesn't get the assault CPP.
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loki100
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Re: Quick Questions Thread

Post by loki100 »

that sounds like a different issue - do you have saves/examples as it really needs to be put into the bug forum for Joel to pick up
Rosencrantus
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Re: Quick Questions Thread

Post by Rosencrantus »

Well I had it in my server game against Tyronec at end of T2 and it happened a few more times after that. The times I remember it happening was me remerging regiments of a motorised division at minsk and it got 0 CPPs, and another time where I merged Wiking SS MD and it only got 25 CPP.
Last edited by Rosencrantus on Tue May 10, 2022 4:09 pm, edited 1 time in total.
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loki100
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Re: Quick Questions Thread

Post by loki100 »

Rosencrantus wrote: Tue May 10, 2022 3:11 am Well I had it in my AAR game against Tyronec at end of T2 and it happened a few more times after that. The times I remember it happening was me remerging regiments of a motorised division at minsk and it got 0 CPPs, and another time where I merged Wiking SS MD and it only got 25 CPP.
very specific to this, do you have saves, regardless of anything else, rebuilding a division shouldn't cost CPP in itself (though clearly individual regiments will be better/worse off depending).

as to the wider question, have checked with Joel and its WAD that an overloaded Army Group denies the CPP gain bonus to lower levels. Must confess I've never seen it this way and have often said they are outside the test (so all that matters is army/corps loadings).

So many apols for everyone who has accepted that advice (including me), as the Axis player I think you need to keep 2 armies out of the standard AG structures till AGA appears in mid-42. At start keep 11A in the Rumanian AG and another reporting to OKH, then depending it may become more efficient to hook 2 direct to OKH (depending on where you deploy it). In effect, you might want to deploy OKH almost as if it was another AG (if its within 45 hexes the malus is minimal) or rely on your army commanders to absorb most leadership tests
exalted
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Re: Quick Questions Thread

Post by exalted »

Great info Loki with the confirm :)

Think I've never had the bonus for an assault army after autumn 41 under these rules except perhaps unintentionally as I've gotten comfortable with overloading AG at least by a few point as not mattering much :D
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Re: Quick Questions Thread

Post by Rosencrantus »

loki100 wrote: Tue May 10, 2022 8:19 am
Rosencrantus wrote: Tue May 10, 2022 3:11 am Well I had it in my AAR game against Tyronec at end of T2 and it happened a few more times after that. The times I remember it happening was me remerging regiments of a motorised division at minsk and it got 0 CPPs, and another time where I merged Wiking SS MD and it only got 25 CPP.
very specific to this, do you have saves, regardless of anything else, rebuilding a division shouldn't cost CPP in itself (though clearly individual regiments will be better/worse off depending).

as to the wider question, have checked with Joel and its WAD that an overloaded Army Group denies the CPP gain bonus to lower levels. Must confess I've never seen it this way and have often said they are outside the test (so all that matters is army/corps loadings).

So many apols for everyone who has accepted that advice (including me), as the Axis player I think you need to keep 2 armies out of the standard AG structures till AGA appears in mid-42. At start keep 11A in the Rumanian AG and another reporting to OKH, then depending it may become more efficient to hook 2 direct to OKH (depending on where you deploy it). In effect, you might want to deploy OKH almost as if it was another AG (if its within 45 hexes the malus is minimal) or rely on your army commanders to absorb most leadership tests
Unfortunately we are on like turn 11 now in our server game. I don't have any way of going back to that turn...
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loki100
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Re: Quick Questions Thread

Post by loki100 »

ok, I'll see if I can construct a test, but just to understand. The combined unit had less CPP than its component parts, so for the sake of an eg the component parts had 80/80/50 - if so the combined unit should have 70 CPP, but its not coming out that way?
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Re: Quick Questions Thread

Post by Rosencrantus »

loki100 wrote: Tue May 10, 2022 5:09 pm ok, I'll see if I can construct a test, but just to understand. The combined unit had less CPP than its component parts, so for the sake of an eg the component parts had 80/80/50 - if so the combined unit should have 70 CPP, but its not coming out that way?
No. More so that I combine 3 regiments with very low CPP lets say 3 CPP. Since they have a lot of SMPs (around 192 since I had to move them to remerge) they should be getting around example 48 CPP but only end up getting like 24.

The issue (or a different one, idk) just happened again but to non-assault infantry divisions. I'll make a tech support thread.
Last edited by Rosencrantus on Thu May 12, 2022 2:48 am, edited 2 times in total.
DarkHorse2
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Re: Quick Questions Thread

Post by DarkHorse2 »

Very interesting regarding CPPs.

So, the following is to be strictly interpreted?
These advantages do not accrue if:
§ The unit itself or its HQ has just been attached to the
relevant Axis Army or Soviet Front this turn;
§ If either the Assault HQ or any other HQ in the
command chain is overloaded in terms of Command
Points (21.11.6);
§ If any HQ in the command chain is outside the command
range for the Assault HQ (21.11.4)
Stamb
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Re: Quick Questions Thread

Post by Stamb »

do rocket units in non assault army suffer from ammo penalty like an arty?
Слава Україні!
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vinnysix
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Re: Quick Questions Thread

Post by vinnysix »

Topic: Ground Supply Priorities, Air Supply Priorities and Asset Priorities

What are player's strategies in relation to SP and AP? AGN 2 AGC 3 AGS 2 - Reserve Corp 4 Panzers 3 Inf Army 2 Air HQs 2 Allies 1?

Asset Priorities Luftflotte 2 / Fliegerkorps 3

Just interested to know thoughts?

Regards
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SchnellerHeinz
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Re: Quick Questions Thread

Post by SchnellerHeinz »

Is there a primer (preferrably video based, but not necessarily so) for manual air war? [Please don't recommend Strategy Gaming Dojo's at YT]
therealevan
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Re: Quick Questions Thread

Post by therealevan »

SchnellerHeinz wrote: Fri May 13, 2022 2:20 pm Is there a primer (preferrably video based, but not necessarily so) for manual air war? [Please don't recommend Strategy Gaming Dojo's at YT]
What's wrong with the Strrrrrrrrategy gaming doooojooooo? His recent / up to date airwar videos seem pretty good.
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SchnellerHeinz
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Re: Quick Questions Thread

Post by SchnellerHeinz »

Information density converges to 0 aka "bloat/10".
Stamb
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Re: Quick Questions Thread

Post by Stamb »

i watched his videos how to move units from one air base to another one

and then just started to play smaller scenarios to learn how it works
i do not know any other videos
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therealevan
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Re: Quick Questions Thread

Post by therealevan »

I finally reached early december of my first play through after being satisfied with the 1941 offensive as the axis.. However I was totally taken off-guard with the soviet winter offensive and failed to build up my forts in time. I guess my question is - how many weeks in advance should i halt my attacks and start building up forts? Or is that entirely too situational?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

to be honest the level 2 forts are a bit of a red herring. They are nice but they are not what will save you.

Its all about logistics, the key is to be able to rotate low TOE formations back to a depot to refit and back into the line. Now how long that takes depends on both how far you are from the depot (given deep snow movement costs) and how well they take on freight - despite the winter malus. There is a trade off, the better you have done, the worse this situation will be, the worse you have done, the better the logistics situation can be

key sectors to me are to get the lines east of Velikie Luki repaired - that makes a huge difference as that is a region with high MP.

Wider bit of advice, its a really good idea to stick through these phases when the game dynamics change, it might all go tits up but there really is no substitute for playing it out to see the wider flow of the game

hitting the Soviets in November can be a really good idea, it drains their CPP, stops them having a good rest and refit, but, if you have to attack (say to meet the HWM test) then they have agency - so in that sense its really conditional
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Re: Quick Questions Thread

Post by therealevan »

loki100 wrote: Sat May 14, 2022 4:01 pm to be honest the level 2 forts are a bit of a red herring. They are nice but they are not what will save you.

Its all about logistics, the key is to be able to rotate low TOE formations back to a depot to refit and back into the line. Now how long that takes depends on both how far you are from the depot (given deep snow movement costs) and how well they take on freight - despite the winter malus. There is a trade off, the better you have done, the worse this situation will be, the worse you have done, the better the logistics situation can be

key sectors to me are to get the lines east of Velikie Luki repaired - that makes a huge difference as that is a region with high MP.

Wider bit of advice, its a really good idea to stick through these phases when the game dynamics change, it might all go tits up but there really is no substitute for playing it out to see the wider flow of the game

hitting the Soviets in November can be a really good idea, it drains their CPP, stops them having a good rest and refit, but, if you have to attack (say to meet the HWM test) then they have agency - so in that sense its really conditional
Thanks for the in-depth response Loki, I have some follow up questions.

I generally lagged behind what historical the axis were able to reach as far as cities captured, for example, I didn't reach the outskirts of leningrad until late November, and I didn't take dnepropterovsk until early november. I put most of my romanian formations in that direction, but I failed to pay attention to their TOE so by the time the soviets started attacking, they were in full route and I had little or nothing to even slow them down.

Does the soviet winter offensive typically occur across the entire front? or only certain areas? After 3 turns, it eventually turned into them only attacking in certain parts of the front, mostly the areas I moved my panzer divisions away from (I sent them back to poland / germany to refit).

Second, can motorized & cavalry divisions stay towards the front and be used as reserve? or are they capable of holding hexes on the front?

Lastly, I seem to recall it being general advice in WiTE1 to send pz formations back to city / urban hexes (such as in poland or germany) for refitting, is this still the case in WiTE2? Or can I send them to a nearby rail / port depot for refitting even if they're somewhat close to the front?

Thanks much!
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loki100
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Re: Quick Questions Thread

Post by loki100 »

have a look at my current AAR (Grunhilde) - its just reached the end of the winter and it may give you at least one set of ideas (as ever there are plenty of different ways).

wider advice, don't do as you did in #1, in the main the dynamics are different.

have a quick look at the winter rules in the manual and the changes/clarification in the Living Manual but the big bit is that the worst effects only happen in hexes with deep snow and/or blizzards. So that tends to fragment the effect (far more than in #1), so yes, the worst is episodic and sometimes geographically limited. And very hard to predict.

I tend to keep the Pzrs near the front but pulled back a bit, I leave the motorised divisions close to the front, I also tend to a strong point approach (as I say others will do it differently). The thing about strong points is the Soviets can take heavy losses trying to clear them but if they go for infiltration your reserves can do a number on them, their low exp/morale/toe in this period makes them fragile. But a human Soviet player will deploy 2 Gds Rifle Corps and those can just eat your front line - but clearly are very rare.

as you've found with the Rumanians, managing the refit routines so that units don't get too run down is a key bit to game play. As the axis player in the winter, I'll weaken the front to get low TOE formations off the line to refit - in the end you retain more combat power that way.

remember that from early 42 you get the Pzr Repl battalions, these are designed as a tool to take new tanks to your Pzr divisions so use them from Feb and its surprising how fast you can rebound
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Re: Quick Questions Thread

Post by vinnysix »

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Anyone know what the Truck symbol represents (sometimes Engineer also)?
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