Quick Questions Thread
Moderator: Joel Billings
Re: Quick Questions Thread
The obvious solution is to disband. They don't actually carry combat value.
It is more profitable to put one more division or at least a regiment or Romanians into the slot that has been freed.
It is more profitable to put one more division or at least a regiment or Romanians into the slot that has been freed.
Re: Quick Questions Thread
Hey folks, a few questions.
1) Is there any consequence of capturing Leningrad on Finnish war effort?
2) Sometimes I observe that isolated units disappear from the map. When I check the combat results, there is not a "surrender" mark on that hex. What happens to these forces?
3) I sometimes see that when an enemy force surrender after a battle, they lose more forces than initially joined the battle. Are these extra forces damaged units that do not partake in the battle but surrender afterwards as the battle is lost?
Thanks in advance.
1) Is there any consequence of capturing Leningrad on Finnish war effort?
2) Sometimes I observe that isolated units disappear from the map. When I check the combat results, there is not a "surrender" mark on that hex. What happens to these forces?
3) I sometimes see that when an enemy force surrender after a battle, they lose more forces than initially joined the battle. Are these extra forces damaged units that do not partake in the battle but surrender afterwards as the battle is lost?
Thanks in advance.
Re: Quick Questions Thread
1) If the Germans capture Leningrad in 1941, until the spring of 1942 they start rolling for an event which unlocks three Finnish divisions and send them on the map. It may decrease the Finnish TB requirements, too, but I am not sure about that.Metalist wrote: ↑Mon Apr 10, 2023 6:16 pm Hey folks, a few questions.
1) Is there any consequence of capturing Leningrad on Finnish war effort?
2) Sometimes I observe that isolated units disappear from the map. When I check the combat results, there is not a "surrender" mark on that hex. What happens to these forces?
3) I sometimes see that when an enemy force surrender after a battle, they lose more forces than initially joined the battle. Are these extra forces damaged units that do not partake in the battle but surrender afterwards as the battle is lost?
Thanks in advance.
2) They surrender in the logistics phase. This usually happens to very dead units.
3) The extraa losses may come from AA units attached to the hex, depleted units in same hex or HQs in same hex. They indeed to not fight but surrender or take retreat attrition.
Re: Quick Questions Thread
Hello, i have one question - is there a resource like the calendar with important dates we had for WITE1 (https://drive.google.com/file/d/1UB3W2K ... wuXIz/view)? I recall seeing something like this for WITE 2 where all the events are listed and some other things too - but have tried searching for it and i can't find it.
Re: Quick Questions Thread
Maybe you mean this one? https://www.matrixgames.com/forums/view ... 1&t=388992PPetar wrote: ↑Sun Apr 16, 2023 2:36 pm Hello, i have one question - is there a resource like the calendar with important dates we had for WITE1 (https://drive.google.com/file/d/1UB3W2K ... wuXIz/view)? I recall seeing something like this for WITE 2 where all the events are listed and some other things too - but have tried searching for it and i can't find it.
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Re: Quick Questions Thread
This is also interesting, but I was actually thinking of table in the manual with all the events and dates - don't know why i didn't think of checking there firstly 

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Re: Quick Questions Thread
Hi all, I am having serious trouble dealing with german ground support in late 42 as su. In the specific sector I am talking about a have a division of good pilots(high 50 to mid 60 average skill) flying yak 1, 7b and la-5, i have an aa regt at army level and I have aa bat. assigned to several divisions and rifle corps and yet I am taking horrendous damage from german level bombers on gs, both huge disruption sometimes more losses than combat and retreat combined. Any tips on how to reduce damage to my ground elements or at least inflict some form of attrition on the luftwaffe? Any advice appreciated.
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Re: Quick Questions Thread
i'm considering to buy this game i have some questions about population mechanics, how the game simulates population? do population need supplies as well? and is it possible to lose population from bombardments and attacks? if yes how losing population will affect your manpower? im not saying that these mechanics are must for succesful eastern front simulation so please dont get me wrong.
Re: Quick Questions Thread
Do you have some specific examples of what your air trades look like and what version of the game you are on? In 0.52 GS is actually pretty weak for both sides.Obamacubed wrote: ↑Sun Apr 16, 2023 10:51 pm Hi all, I am having serious trouble dealing with german ground support in late 42 as su. In the specific sector I am talking about a have a division of good pilots(high 50 to mid 60 average skill) flying yak 1, 7b and la-5, i have an aa regt at army level and I have aa bat. assigned to several divisions and rifle corps and yet I am taking horrendous damage from german level bombers on gs, both huge disruption sometimes more losses than combat and retreat combined. Any tips on how to reduce damage to my ground elements or at least inflict some form of attrition on the luftwaffe? Any advice appreciated.
Re: Quick Questions Thread
I would highly recommend getting this game!kutaycosar wrote: ↑Mon Apr 17, 2023 2:11 pm i'm considering to buy this game i have some questions about population mechanics, how the game simulates population? do population need supplies as well? and is it possible to lose population from bombardments and attacks? if yes how losing population will affect your manpower? im not saying that these mechanics are must for succesful eastern front simulation so please dont get me wrong.
Regarding your question, manpower for units are produced by "manpower factories" on and off map. A manpower multiplier is applied to these factories for the different factions which change over time and this produces manpower to be used in units.
When a hex is hex is captured that has a manpower factory, some will attempt to migrate to other nearby towns and others are destroyed/damaged. When Axis capture Soviet manpower factories, a small portion of that manpower is available as "Hiwis" which can be used to support specific ground elements in the German army. Manpower from local factories can also help build up fortification levels for nearby units which is pretty useful.
Population technically need supplies to function but there doesn't seem to be any shortage in game so it's a non-issue.
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Re: Quick Questions Thread
thank you for quick and informative answer!Veterin wrote: ↑Mon Apr 17, 2023 2:44 pmI would highly recommend getting this game!kutaycosar wrote: ↑Mon Apr 17, 2023 2:11 pm i'm considering to buy this game i have some questions about population mechanics, how the game simulates population? do population need supplies as well? and is it possible to lose population from bombardments and attacks? if yes how losing population will affect your manpower? im not saying that these mechanics are must for succesful eastern front simulation so please dont get me wrong.
Regarding your question, manpower for units are produced by "manpower factories" on and off map. A manpower multiplier is applied to these factories for the different factions which change over time and this produces manpower to be used in units.
When a hex is hex is captured that has a manpower factory, some will attempt to migrate to other nearby towns and others are destroyed/damaged. When Axis capture Soviet manpower factories, a small portion of that manpower is available as "Hiwis" which can be used to support specific ground elements in the German army. Manpower from local factories can also help build up fortification levels for nearby units which is pretty useful.
Population technically need supplies to function but there doesn't seem to be any shortage in game so it's a non-issue.
Re: Quick Questions Thread
Like Vet said + each "Manpower-factory" represents 50k inhabitants. 1 Factoriy produces 1 Man per Turn, this is then multiplied by the country/year specific modifiers Vet already mentioned.
Every "Factory" in a town needs a base of Supplies and Fuel, further the producing factories need additional materials. That stuff is partially being shipped by trains simulating some usage of the railway network added to military railway needs.
Overall you have no impact on production and/or shipping of goods for Cities on rails, therefore nothing to worry about under normal circumstances.
I once tried figuring that out, I came to the conclusion that bombing Riga for 1 week straight and therefore damaging the manpower-factories by 100% would cause like 3-4k less manpower in total if the soviets/enemy does not use/the AI does not assign construction units for repairs.
I have not tried if/how actually "destroying" manpower factories works but it's for sure not worth the effort.kutaycosar wrote: ↑Mon Apr 17, 2023 2:11 pm is it possible to lose population from bombardments and attacks?
In general afaik only the bombings in Japan in WW2 caused serious casualties to civilians, in europe having 3-4k less (military) manpower I'd consider actually being an okay'ish result from the casualty numbers I know of (and btw. I am from Dresden

Further, Chapter 28.3 of the Manual may give an idea (not sure how you can get it without owning the game).
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Re: Quick Questions Thread
I'm in Spring of '42 as Axis and my assault HQs have been reduced to 3 as I expected.
However, it shows me as still having all 4, even though it also tells me I have a limit of 3. I can click on all 4 and they each are still "assault" status. What is going on?
However, it shows me as still having all 4, even though it also tells me I have a limit of 3. I can click on all 4 and they each are still "assault" status. What is going on?
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Re: Quick Questions Thread
That's how it's supposed to be, if limits get reduced you keep the HQs in ASSAULT mode but you can't set new ones to ASSAULT. If you change one of them to be non-ASSAULT you end up with max 3.Der Kuenstler wrote: ↑Mon Apr 17, 2023 4:11 pm I'm in Spring of '42 as Axis and my assault HQs have been reduced to 3 as I expected.
However, it shows me as still having all 4, even though it also tells me I have a limit of 3. I can click on all 4 and they each are still "assault" status. What is going on?
It's in Chapter 21.11.2 LIVING MANUAL!!! Check the ERRATAS at the end of the Chapter.
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Re: Quick Questions Thread
OK thanks!!
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Re: Quick Questions Thread
In the supply details window, what does the "penalty:#" indicate? I know that if my units are out of HQ range, it says "penalty:9" but are other numbers possible?
Re: Quick Questions Thread
I've seen values from 0-14, no idea how high it can get.
What it actually does, I am not 100% sure about, I guess it adds on top of the "Command Structure Base Value" which is used to determin the pass chance for dice rolls. But it's just an uneducated guess at this point, it may also be substracted from the Generals/Officers check-values,....no idea. That chart can be found in Chapter 15.5.3 in the Living Manual.
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Re: Quick Questions Thread
How can I get these Flammpanzers out of the active pool to use for a city assault? They aren't being made anymore and they aren't found in any of my combat units.
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Re: Quick Questions Thread
https://www.matrixgames.com/forums/view ... 8&t=392733Der Kuenstler wrote: ↑Thu Apr 27, 2023 10:00 pm How can I get these Flammpanzers out of the active pool to use for a city assault? They aren't being made anymore and they aren't found in any of my combat units.
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Re: Quick Questions Thread
How can these planes possibly be out of range? They are only like 30 miles from the target?
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