Quick Questions Thread
Moderator: Joel Billings
-
- Posts: 172
- Joined: Fri Jan 03, 2020 1:45 am
Re: Quick Questions Thread
Thanks for the info, part of me thinks this is kind of gamey, in that the German's shouldn't be able to wholesale shift all their best forces to the "Map," historically speaking. It's not the same game anymore, I guess that's one use for "lock" theater box.
-
- Posts: 172
- Joined: Fri Jan 03, 2020 1:45 am
Re: Quick Questions Thread
I thought that enemy units that were isolated the previous turn would automatically surrender if forced to retreat. I just attacked units that were isolated the previous turn and none surrendered, they all routed out of the pocket. This is my first pocket of 1942- this is the first time I am seeing this.
Last edited by Light4bettor on Mon Oct 03, 2022 11:12 pm, edited 1 time in total.
-
- Posts: 172
- Joined: Fri Jan 03, 2020 1:45 am
Re: Quick Questions Thread
This is the pocket- it was isolated my previous movement phase.
-
- Posts: 172
- Joined: Fri Jan 03, 2020 1:45 am
Re: Quick Questions Thread
Nevermind, I figured it out. The hexes are considered by the game isolated as shown, but this is a special case in particular because of the ferry I guess. So the hex marked needs to be axis controlled (even though it shows the ferry itself under axis control), in order to be able to cause the surrenders.
- malyhin1517
- Posts: 2021
- Joined: Sun Sep 20, 2015 7:52 am
- Location: Ukraine Dnepropetrovsk
Re: Quick Questions Thread
It's a matter of exchange. I remove from the map all Italians, Hungarians and Slovaks and almost all Romanians. Therefore, I can withdraw the German security divisions from the Garrison to other theaters. I also remove a lot of artillery and air defense from the map, all heavy bombers and part of the fighters. This gives me the opportunity to send more German divisions to the map. You can play with the theaters locked if you want to follow the historical path, but I like playing in the theaters. If you play with the theaters blocked, then the Soviet side has a number of problems with the units that are on the withdrawal schedule. They cannot be used to create corps or divisions. The withdrawal schedule for the German side also often interferes with play, valuable units suddenly leave the map, because historically they were withdrawn at that time despite a completely different situation on the map. For this reason, I always play with theaters unlocked. Perhaps the developers should have introduced a minimum number of troops in theaters by nation and unit type (tanks, infantry). Now, instead of German tanks, it is possible to place Italian infantry in the African theater and this does not affect anything.Light4bettor wrote: Mon Oct 03, 2022 10:17 pm Thanks for the info, part of me thinks this is kind of gamey, in that the German's shouldn't be able to wholesale shift all their best forces to the "Map," historically speaking. It's not the same game anymore, I guess that's one use for "lock" theater box.
Sorry, i use an online translator 

-
- Posts: 172
- Joined: Fri Jan 03, 2020 1:45 am
Re: Quick Questions Thread
I agree, and playing within historical limitations can have arbitrary aspects. Personally, for the immersion factor (which is important to me while I play), I prefer the historical. Seeing the 15th, 21st Panzer, 90th light in Russia in 1941 and Herr Adolph agreeing to release 2nd and 5th Panzer from the west before Sept 01 (just as a couple of examples), -- just is too much for my bullshit tolerance.
-
- Posts: 172
- Joined: Fri Jan 03, 2020 1:45 am
Re: Quick Questions Thread
Does anyone know the rationale/reasoning behind the fact that divisions belonging to Assault HQs can only fortify to level 1 max?
Re: Quick Questions Thread
There should be some trade-off in the game from having units in Assault and lvl 1 forts is it i suppose. Outside of the game balance view, maybe they're too busy building cohesion (CPP) rather than digging trenchesLight4bettor wrote: Wed Oct 05, 2022 3:23 am Does anyone know the rationale/reasoning behind the fact that divisions belonging to Assault HQs can only fortify to level 1 max?

-
- Posts: 172
- Joined: Fri Jan 03, 2020 1:45 am
Re: Quick Questions Thread
Makes sense- maybe there could be an option for taking some divisions within the assault HQ off of assault status-(lose the benefits) but could then focus on things like improving defenses.Veterin wrote: Wed Oct 05, 2022 10:27 pmThere should be some trade-off in the game from having units in Assault and lvl 1 forts is it i suppose. Outside of the game balance view, maybe they're too busy building cohesion (CPP) rather than digging trenchesLight4bettor wrote: Wed Oct 05, 2022 3:23 am Does anyone know the rationale/reasoning behind the fact that divisions belonging to Assault HQs can only fortify to level 1 max?![]()
Re: Quick Questions Thread
You could always swap them out to another HQ for that though. If you built a fortification in that hex i believe the units construction value still helps with building beyond lvl 1 fort even though its in an assault HQ (at least from what i've observed but haven't tested specifically)Light4bettor wrote: Wed Oct 05, 2022 11:28 pmMakes sense- maybe there could be an option for taking some divisions within the assault HQ off of assault status-(lose the benefits) but could then focus on things like improving defenses.Veterin wrote: Wed Oct 05, 2022 10:27 pmThere should be some trade-off in the game from having units in Assault and lvl 1 forts is it i suppose. Outside of the game balance view, maybe they're too busy building cohesion (CPP) rather than digging trenchesLight4bettor wrote: Wed Oct 05, 2022 3:23 am Does anyone know the rationale/reasoning behind the fact that divisions belonging to Assault HQs can only fortify to level 1 max?![]()
Re: Quick Questions Thread
If you want to get around that then build fortification zone units in the same hexes where your assault army infantry divisions are holding the line. And/or directly assign construction SUs into those FZs.
Re: Quick Questions Thread
If I attach infantry brigade to a motorized/armor, unit it decrease the speed?
Re: Quick Questions Thread
No. They will start using trucks though as those infantry brigades become motorised.Leumas06 wrote: Thu Oct 06, 2022 11:58 am If I attach infantry brigade to a motorized/armor, unit it decrease the speed?
Re: Quick Questions Thread
I am sure this has been asked before but could not find it.
I manually set the support for soviet armies (to 0 than lock after support added manually).
Near the start of the game you will get new armies(set to 3 support) appearing that suck up a lot of the support that was pooling up at stavka.
Is there a way to have these new armies come in with support set at 0 (not 3)
I manually set the support for soviet armies (to 0 than lock after support added manually).
Near the start of the game you will get new armies(set to 3 support) appearing that suck up a lot of the support that was pooling up at stavka.
Is there a way to have these new armies come in with support set at 0 (not 3)
-
- Posts: 172
- Joined: Fri Jan 03, 2020 1:45 am
Re: Quick Questions Thread
What is the "default" refit status of units in the National Reserve at the beginning of the game, and those that are sent to the National Reserve during the game? I always assumed that everything that is in the NR at the beginning of the GC is on "refit-on mode" and also that those sent to the NR later in the game are also on "refit-on mode." Am I wrong in this assumption? When I see the "refit off" button, I interpret that to mean that I need to press it- in order to achieve the "off" status.
Re: Quick Questions Thread
A unit in the reserve TB is on refit mode only if it has a green soft factor on its counter. If it doesn't, it's not on refit mode.
-
- Posts: 172
- Joined: Fri Jan 03, 2020 1:45 am
Re: Quick Questions Thread
that's helpful, I've been playing my campaign game with refit "off" this whole time lolz. I thought it was default on. thanks for clarifying.Jango32 wrote: Wed Oct 12, 2022 7:43 pm A unit in the reserve TB is on refit mode only if it has a green soft factor on its counter. If it doesn't, it's not on refit mode.
Re: Quick Questions Thread
Hi Folks,
Playing the GC as SU, Version 1.02.44. against AI.
For several turn I have been working towards trapping some axis units as you can (hopefully) see in the attached picture.
At the beginning of the next turn all the axis units escape - I appreciate some will be able to naval move and some will escape down the peninsular, but I just don't get how they can all escape!
Coud some tell me how I have messed this up. My plan is in ruins
Playing the GC as SU, Version 1.02.44. against AI.
For several turn I have been working towards trapping some axis units as you can (hopefully) see in the attached picture.
At the beginning of the next turn all the axis units escape - I appreciate some will be able to naval move and some will escape down the peninsular, but I just don't get how they can all escape!
Coud some tell me how I have messed this up. My plan is in ruins

- Attachments
-
- Screenshot 2022-10-16 192748.png (5.05 MiB) Viewed 1116 times
Re: Quick Questions Thread
So, if I interpret your answer correctly you are saying all those units escaped down the Memel Straight?
The distance those units have to cover with their movement points surely makes it impossible, not to mention the volume of units?
The next turn I push into the Sambian peninsular and there are no axis units anywhere.
The distance those units have to cover with their movement points surely makes it impossible, not to mention the volume of units?
The next turn I push into the Sambian peninsular and there are no axis units anywhere.
