Beta CPP changes and support units

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Numdydar
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Beta CPP changes and support units

Post by Numdydar »

In the old WitE I would always push all support up the chain and then let lower HQs pull down as needed, i.e., push/pull method. Since all this moving around in WitE2 damages their stats I never had a good way to handle support units.

Has the CPP changes in the beta allow the push/pull method work better, i.e., not as damaging for the support units? Or is just setting all HQs to lv2 and saying the hell with it still the better(?) approach?
Numdydar
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Re: Beta CPP changes and support units

Post by Numdydar »

No one has any thoughts on this.? :(
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malyhin1517
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Location: Ukraine Dnepropetrovsk

Re: Beta CPP changes and support units

Post by malyhin1517 »

I usually rely on automatic distribution of support. I just put all headquarters on support level 0 on the first turn, and on the next turn I put all headquarters on support level 1 (for Soviets, on level 2 or 3). In addition, I deploy part of the support units to the theaters to balance them, especially artillery and air defense. After balancing the theaters, I return the extra support units to the map. This way I get rid of tedious micromanagement. However, when playing as Russians, I manually distribute infantry units (rifle brigades mostly) to reinforce rifle divisions and all types of corps (rifle, cavalry and tank). I do not use tank and anti-tank units for direct support, as they quickly lose equipment in battles and then you need to manually replace them, and I try to use clicker and micromanagement less.
Sorry, i use an online translator :(
Numdydar
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Re: Beta CPP changes and support units

Post by Numdydar »

Just the information I was looking for so thanks :)
PeteJC
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Re: Beta CPP changes and support units

Post by PeteJC »

I micromanage my SU. I play the Grand Campaign scenario as Axis against the AI. On the first turn I make sure each infantry corps has 3 artillery, 1 engineer, 1 construction and 1 mixed flak and 1 light flak. The motorized corps get more artillery (werfers) and more flak. Before I end my turn, I check the commanders report and move any SU units that are less than 50% TOE to OKH for rest. About every 3 turns I double check my corps and make sure they have enough as some would have sent low TOE units back to OKH for rest. I also make sure my corps that are attacking Odessa and Leningrad have the super heavy artillery, siege guns and the flammpanzers.
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malyhin1517
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Location: Ukraine Dnepropetrovsk

Re: Beta CPP changes and support units

Post by malyhin1517 »

PeteJC wrote: Tue Sep 20, 2022 10:54 am I micromanage my SU. I play the Grand Campaign scenario as Axis against the AI. On the first turn I make sure each infantry corps has 3 artillery, 1 engineer, 1 construction and 1 mixed flak and 1 light flak. The motorized corps get more artillery (werfers) and more flak. Before I end my turn, I check the commanders report and move any SU units that are less than 50% TOE to OKH for rest. About every 3 turns I double check my corps and make sure they have enough as some would have sent low TOE units back to OKH for rest. I also make sure my corps that are attacking Odessa and Leningrad have the super heavy artillery, siege guns and the flammpanzers.
I don't see any real benefit in manually allocating support. So I'm just sorry to waste my time on this. I constantly analyze the amount of CV from support units in combat reports and it is usually minimal.
Sorry, i use an online translator :(
Veterin
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Re: Beta CPP changes and support units

Post by Veterin »

malyhin1517 wrote: Tue Sep 20, 2022 2:05 pm
PeteJC wrote: Tue Sep 20, 2022 10:54 am I micromanage my SU. I play the Grand Campaign scenario as Axis against the AI. On the first turn I make sure each infantry corps has 3 artillery, 1 engineer, 1 construction and 1 mixed flak and 1 light flak. The motorized corps get more artillery (werfers) and more flak. Before I end my turn, I check the commanders report and move any SU units that are less than 50% TOE to OKH for rest. About every 3 turns I double check my corps and make sure they have enough as some would have sent low TOE units back to OKH for rest. I also make sure my corps that are attacking Odessa and Leningrad have the super heavy artillery, siege guns and the flammpanzers.
I don't see any real benefit in manually allocating support. So I'm just sorry to waste my time on this. I constantly analyze the amount of CV from support units in combat reports and it is usually minimal.
I'm not one for micro managing usually but manually allocating SUs is very powerful, especially for Axis
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malyhin1517
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Re: Beta CPP changes and support units

Post by malyhin1517 »

Veterin wrote: Wed Sep 21, 2022 10:36 am I'm not one for micro managing usually but manually allocating SUs is very powerful, especially for Axis
Quite possible! Especially considering that the Axis has a lot less support units. However, I'm lazy! :)
Sorry, i use an online translator :(
Numdydar
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Joined: Fri Feb 13, 2004 9:56 pm

Re: Beta CPP changes and support units

Post by Numdydar »

I am lazy as well lol. Which is why I asked the question :D
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