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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Teo41_ITA
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Re: Quick Questions Thread

Post by Teo41_ITA »

Soviet artillery divisions: how do I use them? Shall I keep them in the reserve stance or shall I use them directly to attack enemy fortified positions?
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

You can add them into a direct attack even if they are 2 hexes away from the target. Just roll over their hex like you would other adjacent units to add them to the battle.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Where to find the "Maximum imports" (max overall number of production possible) while ingame?
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Denniss
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Re: Quick Questions Thread

Post by Denniss »

Factory Navigation Panel (Ctrl-N)
Shows both max and current amount of imports, at least for vehicles and aircraft
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Denniss wrote: Wed Feb 15, 2023 8:03 pm Factory Navigation Panel (Ctrl-N)
Shows both max and current amount of imports, at least for vehicles and aircraft
Yea, for tanks/SdKfZs and planes that's perfect. I was more wondering about vehicles not using german chassis like Marder I and others which are not being produced but rather "spawned in". Or converted russian Guns/vehicles and so on. Thought there might be a window showing the numbers for all which I did not manage to find yet.
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Denniss
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Re: Quick Questions Thread

Post by Denniss »

not part of the production system so can't be tracked there.
In GC41 you may want to look at the 1st Reserve Panzerjaeger Bn which arrives in 8/42 with 170 Marder I (and disbands shortly after, just used as delivery container). also the 1st Reserve Mixed Artilery Bn which ships some vehicles to north africa.
Schnelle Brigade West arrives with lots of french vehicles although its OB does not match those.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Yes, the two Reserves and West appear to be the main source of special equipment comming to the game. Additional I found some Artillery pieces being spawned this way. I guess I may just add the max numbers to the Unit-Pictures then. :lol:
Teo41_ITA
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Re: Quick Questions Thread

Post by Teo41_ITA »

In the 1941-1945 GC, what are the Luftflotte 1/2/4 ground-based HQ doing? I went through the manual but I could only find a few information about them in section 6.5.7. Are there differences in their functions between the Air Planning and the Ground Movement phases?

Thank you!
Jango32
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Re: Quick Questions Thread

Post by Jango32 »

Supposedly if they are within 30 hexes of the air directive(s) they assist in their effectiveness.

They're also supposed to help out when air management turned on for rebasing aircraft.
Veterin
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Re: Quick Questions Thread

Post by Veterin »

Jango32 wrote: Mon Feb 27, 2023 7:40 am Supposedly if they are within 30 hexes of the air directive(s) they assist in their effectiveness.

They're also supposed to help out when air management turned on for rebasing aircraft.

Isn’t it 90? They need to be in range for airfields to get air support.
Jango32
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Re: Quick Questions Thread

Post by Jango32 »

Or 90, I wasn't sure on the number of hexes.
Teo41_ITA
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Re: Quick Questions Thread

Post by Teo41_ITA »

In the AOG screen, what does the "Max AC" stand for? I checked every manual and errata but I can't find it anywhere.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Teo41_ITA wrote: Wed Mar 01, 2023 1:28 am In the AOG screen, what does the "Max AC" stand for? I checked every manual and errata but I can't find it anywhere.
Max AC means Maximum Aircraft when all are ready (none damaged).

Edit: It ignores the damaged and reserve planes. So Max AC just adds the subordinated "Grp type (max)"-numbers of all subordinated AGs.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Which buffs/bonuses make Soviet units "need" less ammunition (at least in '41)? Where to find that rule?
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

23.6.3. SovIEt ARtILLERY LIMItAtIoNS Before 1944, Soviet artillery and rocket ground elements (i.e. both those in units and specialist Support Units) will have a notional requirement for only 60% of their ammunition needs. In turn, this will reduce the rate of fire. Units reporting (directly or indirectly) to a Front set to Assault Status (21.11.2) will have a notional requirement for 90% of their ammunition.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Joel Billings wrote: Wed Mar 01, 2023 5:48 pm 23.6.3. SovIEt ARtILLERY LIMItAtIoNS Before 1944, Soviet artillery and rocket ground elements (i.e. both those in units and specialist Support Units) will have a notional requirement for only 60% of their ammunition needs. In turn, this will reduce the rate of fire. Units reporting (directly or indirectly) to a Front set to Assault Status (21.11.2) will have a notional requirement for 90% of their ammunition.
Thanks, I will see wether this rules explain what's going on with that Soviet ammo.
AbeMuc
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Re: Quick Questions Thread

Post by AbeMuc »

Quick question: Regarding the enemy turn. I still struggle with the enemy phase of the game. I would like to see more of the actions of the AI playing their turn. Sometimes I can see what he does in the phase, sometimes not. For example battles. I really like to see the battles and also the movement of the enemy. But the battle results are not always there. And the map is not jumping to the relevant parts of the map where the action is happening. Are there any tipps to get more "visuals" out ot the enemy turn phase?
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

What is your combat message level set to? If at 1 or higher, it should shift each battle to the location, and put up the combat window.
All understanding comes after the fact.
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AbeMuc
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Re: Quick Questions Thread

Post by AbeMuc »

Joel Billings wrote: Fri Mar 03, 2023 4:46 pm What is your combat message level set to? If at 1 or higher, it should shift each battle to the location, and put up the combat window.
Thank you very much. Indeed it was just the message level! I really appreciate the answer. Great game!
Vermin
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Re: Quick Questions Thread

Post by Vermin »

Production screen example:
#- M3/M5 ar:need
This means the element (M3/M5) is no longer in production, but will be produced "as needed"?

Since some items start the game already out of production, why do some of them also start with ar:need for production rates?

Is it about repairing items?

Regards
Vermin
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