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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Stamb
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Re: Quick Questions Thread

Post by Stamb »

Veterin wrote: Tue Jun 14, 2022 9:53 pm Amazing thank you! Last question on TBs.

Is there any disadvantage from putting units or aircraft (training, filling toe etc) from the Reserve to the Transcaucus TB?

Both are 1 turn away from the map and my understanding is morale/experience gain is the same as there is no combat activity there.
yep
ground units need two turns to get to a map, not one
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BigDuke66
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Re: Quick Questions Thread

Post by BigDuke66 »

Playing Axis and having the AOGs for the army groups with all the strategic recon types, now I wonder Is it a problem to use them for none-strategic recon because they are show as incompatible?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

the link is air unit type - AOG not AOG - mission type. So you end up with the longer ranged recon assets at AG level and the short range stuff at army level. But you can assign tactical recon to the long range stuff (unit/interdiction etc)
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Re: Quick Questions Thread

Post by Nowi Ribak »

does it even make sense to go for Maikop? I estimate I could hold the area for 6-9 months and extract some oil, but is it worth it?

and can extraction only happen via rail via Rostov, or is it also possible via Krim/rail & ship`?
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Re: Quick Questions Thread

Post by Stamb »

you can not run out of oil/fuel
so if your decision to go there and stay there was dictated only by a need of oil, the answer is no, does not make sense
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Re: Quick Questions Thread

Post by Stamb »

if you change planes and leave GS on, then during enemy turn this planes will fly or they will be available only on a next turn?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

from observation they will take part in GS in the next player phase but not your own. its the same as if you move units to the map, they don't fly in your turn, they will fly in the next if associated with a suitable AD or as interception

so if you are using 'rest' to avoid air combat in the enemy turn, remember to set these types of formations to that status too
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BigDuke66
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Re: Quick Questions Thread

Post by BigDuke66 »

The manual notes command point costs for:
- Battalion/Regiment/Brigade: 1;
- Fortified Zone: 1;
- Division: 2;
- Corps: 4
But what does an army cost?
I'm a bit puzzled that AGC is above its 108 points despite only having 6 armies.
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Re: Quick Questions Thread

Post by Zebtucker12 »

Are you taking Assault armies having more cp into account?
Do you have any non germans in AGC?
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malyhin1517
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Re: Quick Questions Thread

Post by malyhin1517 »

BigDuke66 wrote: Mon Jun 20, 2022 6:39 pm The manual notes command point costs for:
- Battalion/Regiment/Brigade: 1;
- Fortified Zone: 1;
- Division: 2;
- Corps: 4
But what does an army cost?
I'm a bit puzzled that AGC is above its 108 points despite only having 6 armies.
The army is the headquarters, and only combat units have a size.
Sorry, i use an online translator :(
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BigDuke66
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Re: Quick Questions Thread

Post by BigDuke66 »

Maybe there is a difference between the sides but an Axis corps is an HQ too, and its command costs have to be carried by the army its attached to. And the armies, at least I assume, bring their command costs to the army groups, or why is AGC 128:108?
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Re: Quick Questions Thread

Post by Stamb »

you are correct
example:
1 German corps HQ have 4 German divisions attached directly to it
it will take 8 capacity points (CP), because each German (for other Axis allies cost is 3) division take 2 CP

when you assign this corps HQ to an army and this army does not have any other corps HQ or units directly attached to it then CP usage for that army will be 8
same logic applies for an army group

empty HQ, any HQ, have 0 cost
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malyhin1517
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Re: Quick Questions Thread

Post by malyhin1517 »

BigDuke66 wrote: Mon Jun 20, 2022 7:56 pm Maybe there is a difference between the sides but an Axis corps is an HQ too, and its command costs have to be carried by the army its attached to. And the armies, at least I assume, bring their command costs to the army groups, or why is AGC 128:108?
In this case, we mean the Soviet corps, it is a combat unit after the disbandment of the headquarters of the corps at the beginning of the game and has a size of 4, although it consists of three divisions. Soviet corps at the beginning of the game and German corps are headquarters and do not have their own size, but only command capacity.
Sorry, i use an online translator :(
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

I know this game is not built around annihilating the other army, especially not the red army, but around VP's. I am rather new and i play with germany and soviet AI at 100.

I am now at august 1942, i took Leningrad but did not advance that much, 10 hexes from moscow and taking rostov. Having a hard time to keep the soviets at 5.3m men at arms and i am sure they will recruit more, the frontline is getting more condensed and I am having a hard time to break through. What can I realistically achieve, given the krauts were fighting for stalingrad at this date. Is it better to start over and use my new experience? How do you balance taking land and encircling? Taking cities makes for a weaker red army because they lose out in production capacity? Does taking large cities (leningrad..) take away their manpower?
Jango32
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Re: Quick Questions Thread

Post by Jango32 »

Industry is irrelevant except for chassis factories that were never evacuated. That is actually what your primary goal should be, annihilate the opposing army. VPs will generally fall as a result of annihilating the army/armies defending a VP area. Unless you're on the brink of an auto-win.

Taking cities will be particularly felt come 1943 when free manpower events are no longer given for the Soviets. Until then the Soviets get around 1.5 million free manpower from events, in total.
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

Is logistical bombing a thing?

The only logistical bombing I have succesfully done is naval patrol in order to block a port (odessa, sevastopol, leningrad...)

I have bombed railstations/cities (?) but I dont know how much effect this has, also I tried to bomb a rail but it added "freight" to the rail in the after action report and it was not much, seems like you need many bombers to use up all the rail capacity of a rail, if that makes sense?
Stamb
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Re: Quick Questions Thread

Post by Stamb »

no, its a waste of planes and freight for a planes
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

Bombing depots will place damage on the depot and the freight therein. The impact of this is that as units draw freight from the depot, some of the freight will be destroyed, along with some of the equipment that would otherwise have gone out as replacements. It's hard to see these kinds of losses, but they are in the game.
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DarkHorse2
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Re: Quick Questions Thread

Post by DarkHorse2 »

Certain Air Missions are not really a productive use of AC, currently.

(Logistics bombing (or even interdiction - without getting slaughtered by opposing air force) would open up some additional utility to each side.)

Perhaps because air system based off of War In The West, where they are more likely usable?

Had hoped they would have gotten around to fleshing this out more and giving players more options on alternative ways to utilize AC assets.
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

I always thought that if you displace an enemy HQ any assigned support units cannot be committed to combat that turn.

1. Is this correct?

2. Does it apply to the AI?

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