Quick Questions Thread
Moderator: Joel Billings
Re: Quick Questions Thread
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?
- Joel Billings
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Re: Quick Questions Thread
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.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Quick Questions Thread
Where to find the "Maximum imports" (max overall number of production possible) while ingame?
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Re: Quick Questions Thread
Factory Navigation Panel (Ctrl-N)
Shows both max and current amount of imports, at least for vehicles and aircraft
Shows both max and current amount of imports, at least for vehicles and aircraft
Re: Quick Questions Thread
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.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
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Re: Quick Questions Thread
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.
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.
Re: Quick Questions Thread
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. 

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Re: Quick Questions Thread
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!
Thank you!
Re: Quick Questions Thread
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.
They're also supposed to help out when air management turned on for rebasing aircraft.
Re: Quick Questions Thread
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.
Re: Quick Questions Thread
Or 90, I wasn't sure on the number of hexes.
Re: Quick Questions Thread
In the AOG screen, what does the "Max AC" stand for? I checked every manual and errata but I can't find it anywhere.
Re: Quick Questions Thread
Max AC means Maximum Aircraft when all are ready (none damaged).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.
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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Re: Quick Questions Thread
Which buffs/bonuses make Soviet units "need" less ammunition (at least in '41)? Where to find that rule?
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Re: Quick Questions Thread
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.
All understanding comes after the fact.
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-- Soren Kierkegaard
Re: Quick Questions Thread
Thanks, I will see wether this rules explain what's going on with that Soviet ammo.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.
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Re: Quick Questions Thread
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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Re: Quick Questions Thread
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.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Quick Questions Thread
Thank you very much. Indeed it was just the message level! I really appreciate the answer. Great game!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.
Re: Quick Questions Thread
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
#- 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