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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aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

I know this game is designed around victory points but is it possible to decisively beat the red army on the battlefield vs the AI on normal difficulty, by that I mean shrink the amount of men to a point where they cannot longer form a front..? My plan was to conquer the T34 factories but they are so deep in soviet territory they are almost at the edge of the map so they will churn out hundreds of tanks per week for the whole game?
Jango32
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Re: Quick Questions Thread

Post by Jango32 »

Absolutely. Reducing the Red Army takes precedence over VPs in both PvP and SP. Against the AI it's possible to have it be under 2 million on-map men.
lugor3
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Re: Quick Questions Thread

Post by lugor3 »

Very new player (about to start my first 41-45 campaign) here. Could someone give me a rundown on how the refit status and reinforcements works? Playing as the Soviets in WitE 1 I made the mistake of not withdrawing beaten units to the rear in order to allow them to replenish. In WitE 2, what is the best way to accomplish this? Should units be transferred to a "rear" HQ and set them to refit 10 hexes away from enemies (what I heard somewhere around the forum)? Thanks in advance.
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malyhin1517
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Re: Quick Questions Thread

Post by malyhin1517 »

Broken units must be taken to the rear, the distance is not important. They should be as close to the depot as possible. Ideally, they should be standing right on the depot with their HQ in the refit hex. If the supply is poor, then it is better to send the broken unit to the national reserve for recovery, for this it must be on the railroad no closer than 10 hexes from the enemy.
Sorry, i use an online translator :(
lugor3
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Re: Quick Questions Thread

Post by lugor3 »

malyhin1517 wrote: Fri Jul 22, 2022 6:05 am Broken units must be taken to the rear, the distance is not important. They should be as close to the depot as possible. Ideally, they should be standing right on the depot with their HQ in the refit hex. If the supply is poor, then it is better to send the broken unit to the national reserve for recovery, for this it must be on the railroad no closer than 10 hexes from the enemy.
To clarify, is it ideal to use the combat HQ to which the damaged unit is already attached, or a separate HQ which is solely for refitting? Thanks for your quick reply.
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Beethoven1
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Re: Quick Questions Thread

Post by Beethoven1 »

lugor3 wrote: Fri Jul 22, 2022 6:13 am
malyhin1517 wrote: Fri Jul 22, 2022 6:05 am Broken units must be taken to the rear, the distance is not important. They should be as close to the depot as possible. Ideally, they should be standing right on the depot with their HQ in the refit hex. If the supply is poor, then it is better to send the broken unit to the national reserve for recovery, for this it must be on the railroad no closer than 10 hexes from the enemy.
To clarify, is it ideal to use the combat HQ to which the damaged unit is already attached, or a separate HQ which is solely for refitting? Thanks for your quick reply.
If they are under a good commander, you may want to temporarily switch weak units to another HQ with a bad commander while they are refitting. That way you can put a different unit that is more likely to be in combat under your good commander.

However, one thing I would say is that if you use supply priority 4, don’t keep too many units in the reserve, and if you limit the max TOE of your units, you don’t necessarily need to go to depots to refit fairly well with Soviets. You can guide reinforcements where you want them to go by setting your max TOEs low for units you don’t want to get reinforcements and putting units you do want to be reinforced on refit.
lugor3
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Re: Quick Questions Thread

Post by lugor3 »

Beethoven1 wrote: Fri Jul 22, 2022 7:49 am
lugor3 wrote: Fri Jul 22, 2022 6:13 am
malyhin1517 wrote: Fri Jul 22, 2022 6:05 am Broken units must be taken to the rear, the distance is not important. They should be as close to the depot as possible. Ideally, they should be standing right on the depot with their HQ in the refit hex. If the supply is poor, then it is better to send the broken unit to the national reserve for recovery, for this it must be on the railroad no closer than 10 hexes from the enemy.
To clarify, is it ideal to use the combat HQ to which the damaged unit is already attached, or a separate HQ which is solely for refitting? Thanks for your quick reply.
If they are under a good commander, you may want to temporarily switch weak units to another HQ with a bad commander while they are refitting. That way you can put a different unit that is more likely to be in combat under your good commander.

However, one thing I would say is that if you use supply priority 4, don’t keep too many units in the reserve, and if you limit the max TOE of your units, you don’t necessarily need to go to depots to refit fairly well with Soviets. You can guide reinforcements where you want them to go by setting your max TOEs low for units you don’t want to get reinforcements and putting units you do want to be reinforced on refit.
Excellent explanation, thank you.
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Seminole
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Re: Quick Questions Thread

Post by Seminole »

I’m overlooking something that should be trivial.
How can I determine river ice level?

I recall it being in the top right of the screen under the WitE1 UI.

If I want to know what the ice levels are, where do I need to look for that info in WitE2?

Screenshot is worth a thousand words, but I can’t find the reference to where to look in the manual.
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
Stamb
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Re: Quick Questions Thread

Post by Stamb »

hover over a hex that is adjusted to a river and in parentheses you will have ice level
1.png
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Seminole
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Re: Quick Questions Thread

Post by Seminole »

Stamb wrote: Sun Jul 24, 2022 10:20 pm hover over a hex that is adjusted to a river and in parentheses you will have ice level
1.png
Thank you!
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

what is the to-go to distance between depots when setting then up manually?
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Beethoven1
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Re: Quick Questions Thread

Post by Beethoven1 »

aMaschina wrote: Sat Jul 30, 2022 2:23 pm what is the to-go to distance between depots when setting then up manually?
If you want to save trucks, put units within a range of 3 hexes of your depots. Then they will use horse supply. However, if you do this, it costs 2x as much freight for each unit of supply (to simulate the need to feed the horses). So you might not want quite as many depots as close to your units if you are short on freight, but your trucks are ok. So it depends on whether you need trucks more or freight more.
Jango32
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Re: Quick Questions Thread

Post by Jango32 »

Or put your depots 4 hexes away from your frontline instead of 3.
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

No, i mean the rail going to the front far away to from the front, I mean NSS - depot depot depot depot - frontlinedepot

those in between
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Beethoven1
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Re: Quick Questions Thread

Post by Beethoven1 »

aMaschina wrote: Sat Jul 30, 2022 3:01 pm No, i mean the rail going to the front far away to from the front, I mean NSS - depot depot depot depot - frontlinedepot

those in between
Pretty much the more depots the better. Look in CarlKays AARs, he puts depots every few hexes for example.
Nowi Ribak
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Re: Quick Questions Thread

Post by Nowi Ribak »

theater boxes - if I activate TB control, I delete the planned movement for a unit (f.e. SOV InfDiv in Eastern Theater would arrive on map in Turn 28 - I click on it and delete the planned turns), can I still move the units out of this TB later manually?

EDIT: just found it in manual, its doable, sry for the stupid question
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

I have no problem placing german, hungarian, romanian (...) planes on the map, but can I do so with italian? if so where? or are they only there for TB shuffling?
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Beethoven1
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Re: Quick Questions Thread

Post by Beethoven1 »

aMaschina wrote: Sun Jul 31, 2022 6:25 pm I have no problem placing german, hungarian, romanian (...) planes on the map, but can I do so with italian? if so where? or are they only there for TB shuffling?
Not 100% sure, but I think you have to have an Italian air HQ on the map in order to be able to deploy them. So you might try seeing if you can transfer one from the Italian theater boxes. There should be one that is scheduled to come to the map at some point.
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malyhin1517
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Re: Quick Questions Thread

Post by malyhin1517 »

aMaschina wrote: Sun Jul 31, 2022 6:25 pm I have no problem placing german, hungarian, romanian (...) planes on the map, but can I do so with italian? if so where? or are they only there for TB shuffling?
I do not advise you to deploy Axis allied aircraft on the map. Better place it in the Garrison. And Italian aviation can be used in other theaters. In this way, German aviation can be released onto the map.
Sorry, i use an online translator :(
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

malyhin1517 wrote: Sun Jul 31, 2022 7:20 pm
aMaschina wrote: Sun Jul 31, 2022 6:25 pm I have no problem placing german, hungarian, romanian (...) planes on the map, but can I do so with italian? if so where? or are they only there for TB shuffling?
I do not advise you to deploy Axis allied aircraft on the map. Better place it in the Garrison. And Italian aviation can be used in other theaters. In this way, German aviation can be released onto the map.
Makes sense, i send italian fighters to france and send the german ones to the map in retuen but italy has the odd patrol/torpedo plane that could lend a hand in isolating leningrad/odessa/sevastopol and some transport planes that are always handy.
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