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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Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

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.
Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

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.
Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

This is the pocket- it was isolated my previous movement phase.
2022-10-03 15_55_24-War in the East 2  v 1.02.41_Beta      ___   1941 Campaign   ___   (253.sav).png
2022-10-03 15_55_24-War in the East 2 v 1.02.41_Beta ___ 1941 Campaign ___ (253.sav).png (3.78 MiB) Viewed 1561 times
Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

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.
hex.png
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malyhin1517
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Re: Quick Questions Thread

Post by malyhin1517 »

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.
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.
Sorry, i use an online translator :(
Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

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.
Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

Does anyone know the rationale/reasoning behind the fact that divisions belonging to Assault HQs can only fortify to level 1 max?
Veterin
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Re: Quick Questions Thread

Post by Veterin »

Light4bettor 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?
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 trenches :D
Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

Veterin wrote: Wed Oct 05, 2022 10:27 pm
Light4bettor 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?
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 trenches :D
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
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Re: Quick Questions Thread

Post by Veterin »

Light4bettor wrote: Wed Oct 05, 2022 11:28 pm
Veterin wrote: Wed Oct 05, 2022 10:27 pm
Light4bettor 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?
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 trenches :D
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.
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)
Jango32
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Re: Quick Questions Thread

Post by Jango32 »

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.
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Leumas06
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Re: Quick Questions Thread

Post by Leumas06 »

If I attach infantry brigade to a motorized/armor, unit it decrease the speed?
Veterin
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Re: Quick Questions Thread

Post by Veterin »

Leumas06 wrote: Thu Oct 06, 2022 11:58 am If I attach infantry brigade to a motorized/armor, unit it decrease the speed?
No. They will start using trucks though as those infantry brigades become motorised.
tonyhnz
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Re: Quick Questions Thread

Post by tonyhnz »

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)
Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

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.
Jango32
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Re: Quick Questions Thread

Post by Jango32 »

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.
Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

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.
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.
Tom_
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Re: Quick Questions Thread

Post by Tom_ »

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 :oops:
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Jango32
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Re: Quick Questions Thread

Post by Jango32 »

Memel strait.
Tom_
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Re: Quick Questions Thread

Post by Tom_ »

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. :?:
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