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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K62
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Re: Quick Questions Thread

Post by K62 »

Der Kuenstler wrote: Sun Apr 30, 2023 1:00 am How can these planes possibly be out of range? They are only like 30 miles from the target?
Is Taganrog the staging base? The planes check their range for the trip from their airfield to the staging base and then from the staging base to the target.
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Der Kuenstler
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Re: Quick Questions Thread

Post by Der Kuenstler »

K62 wrote: Sun Apr 30, 2023 1:52 am
Der Kuenstler wrote: Sun Apr 30, 2023 1:00 am How can these planes possibly be out of range? They are only like 30 miles from the target?
Is Taganrog the staging base? The planes check their range for the trip from their airfield to the staging base and then from the staging base to the target.
Ah that's probably it then - thanks...
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Der Kuenstler
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Re: Quick Questions Thread

Post by Der Kuenstler »

The manual refers sometimes to artillery combat units that can fire from 2 hexes away. I've never seen one. Are these only available to the Soviets?
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K62
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Re: Quick Questions Thread

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Der Kuenstler wrote: Wed May 31, 2023 1:07 pm The manual refers sometimes to artillery combat units that can fire from 2 hexes away. I've never seen one. Are these only available to the Soviets?
Yes. You can see 30+ of them if you open the VtB campaign.
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Re: Quick Questions Thread

Post by Der Kuenstler »

Thanks for confirming - I suspected that!
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Re: Quick Questions Thread

Post by Der Kuenstler »

How do I return these AA units to their HQs? They belong to OKH and an army group. There is no [x] next to them as in other cases. All I can do is switch them to a different HQ but they remain stuck in the city.
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Re: Quick Questions Thread

Post by Joel Billings »

It costs APs to get them out of a city. You should be able to transfer them to another city by going to the gaining city and asking to assign flak. This also costs APs, but the amounts are much less than pulling the unit out of city defense entirely. Pretty sure it's in the manual, probably under AP costs.
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Re: Quick Questions Thread

Post by Der Kuenstler »

Joel Billings wrote: Tue Jun 06, 2023 6:59 pm It costs APs to get them out of a city. You should be able to transfer them to another city by going to the gaining city and asking to assign flak. This also costs APs, but the amounts are much less than pulling the unit out of city defense entirely. Pretty sure it's in the manual, probably under AP costs.
That explains it- I was out of APs here - thank you!
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Re: Quick Questions Thread

Post by ShaggyHiK »

Joel Billings wrote: Tue Jun 06, 2023 6:59 pm It costs APs to get them out of a city. You should be able to transfer them to another city by going to the gaining city and asking to assign flak. This also costs APs, but the amounts are much less than pulling the unit out of city defense entirely. Pretty sure it's in the manual, probably under AP costs.

By the way, after playing a lot and paying a lot of attention to aviation, I found that the game absolutely does not take into account the expenditure of AP points on reassigning air defense units, which are very important for the aviation part of the game.
Many Soviet air defense units are dying, although historically this did not happen. in fact, air defense units were quite mobile even in the Soviet army. Attempts to save these units lead to the fact that it is not possible to build fortifications or me commanders. In general, I think the limitation of such actions should be revised or increased AP points at the end of the turn. Or the action should become free to move AA units for the German and Soviet player and is not limited by AP points, but simply numerically. No more than 2-4 per turn.


Also, the presence of an enemy in the Neighboring hex can become a restriction on the movement of air defense units.
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Der Kuenstler
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Re: Quick Questions Thread

Post by Der Kuenstler »

What does it mean if the number in a depot is black, like this?

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Re: Quick Questions Thread

Post by 56ajax »

D0 all your priority 3 depots have a black 3? Mine are dark/dull green
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Re: Quick Questions Thread

Post by Jango32 »

The black number is just a visual glitch, don't mind it. The value is the only thing that matters.
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Re: Quick Questions Thread

Post by Balou »

Is a "yellow" railyard (+ depot) fully functional ?
Yellow RYs are the ones that are in towns right along the frontline and adjacent to an enemy unit. In rail damage mode they are displyed as yellow dots.
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Re: Quick Questions Thread

Post by Jango32 »

No, yellow rails are not functional. Enemy units adjacent in two hexes next to a repaired rail hex turns into yellow, and it stops functioning. It can still store freight if it's a depot IIRC, but it can't push freight anymore to the rest of the network from there.
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Re: Quick Questions Thread

Post by K62 »

Yellow rail prevents the rail transport of units, but depots adjacent to enemy units will still receive freight.
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Re: Quick Questions Thread

Post by Balou »

Thanks to both of you. Question is rather wether a depot on a "yellow" rail would receive MORE freight would it be on a green one.
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Re: Quick Questions Thread

Post by 56ajax »

What do players do with Construction units? Seems to be a hell of alot of them for limited practical value.
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Re: Quick Questions Thread

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56ajax wrote: Sat Jul 08, 2023 12:54 am What do players do with Construction units? Seems to be a hell of alot of them for limited practical value.
I'm not a Soviet player quite yet so I can only speak as the Axis.

In the summer I send them all back to OKH except for two battalions in 18A starting on turn one. Maybe around turn four or five I do the same for 11A and/or 1PG. More often than not, some of them get involved in port repair without my having to pay the AP.

During winter I distribute them for fort construction to front line corp HQs, divs, or regs depending on the situation.
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Re: Quick Questions Thread

Post by 56ajax »

homer82 wrote: Sat Jul 08, 2023 2:20 am
56ajax wrote: Sat Jul 08, 2023 12:54 am What do players do with Construction units? Seems to be a hell of alot of them for limited practical value.
I'm not a Soviet player quite yet so I can only speak as the Axis.

In the summer I send them all back to OKH except for two battalions in 18A starting on turn one. Maybe around turn four or five I do the same for 11A and/or 1PG. More often than not, some of them get involved in port repair without my having to pay the AP.

During winter I distribute them for fort construction to front line corp HQs, divs, or regs depending on the situation.
How do you know that they are actually doing anything, apart from using supply?

Currently in my game the Axis has 199 construction units comprising 285,714 in manpower and probably about 1500 in trucks. If I check reinforcements there are another 94 (68,492) still to come. (There are only 2 disbands). I reckon I could safely disband 50% of them at least.
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Re: Quick Questions Thread

Post by Veterin »

If you attach them to Army HQ's, they help build fort levels on your unit (or at least have a chance to. Not sure what the chances are of actually committing).

The battalions only have ~5 construction CV which sounds small but keep in mind they don't get the /5 penalty from being next to an enemy unit whereas the rest of your forces do so they're comparable to ~25 construction value on a division (assuming enemy is hugging your unit).
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