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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shgenerolas
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Re: Quick Questions Thread

Post by shgenerolas »

In the Grand Campaign (HvH) we are on turn 7. Due to not fulfilling Air requarment in North Africa's TB, I got a message (for the second time in this GC) that the event's in North Africa and Italy have moved on. Is this significant thing and I must try to "get back lost time", or is it a small thing in the bigger picture and I may not care?

P.S. On turn 8 North Africas TB Air requarment should be filled.
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MarkShot
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Re: Quick Questions Thread

Post by MarkShot »

I have units which I sent for transfer. How can know what is in transfer and how far along?

Thanks
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DekeFentle
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Re: Quick Questions Thread

Post by DekeFentle »

I would suggest reviewing this thread.

https://www.matrixgames.com/forums/view ... 1&t=388992

I know that's a short answer that leads to a lot of reading and I doubt you'll find a better one.
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
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K62_
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Re: Quick Questions Thread

Post by K62_ »

shgenerolas wrote: Tue Oct 29, 2024 8:14 pm In the Grand Campaign (HvH) we are on turn 7. Due to not fulfilling Air requarment in North Africa's TB, I got a message (for the second time in this GC) that the event's in North Africa and Italy have moved on. Is this significant thing and I must try to "get back lost time", or is it a small thing in the bigger picture and I may not care?

P.S. On turn 8 North Africas TB Air requarment should be filled.
Each air or naval setback in N Africa advances the overall Western Allied campaign by one day. You can easily recover from this if you keep the TB a bit over requirements going forward, especially a bit over the ground requirements.
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shgenerolas
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Re: Quick Questions Thread

Post by shgenerolas »

K62 wrote: Sun Nov 10, 2024 2:24 pm Each air or naval setback in N Africa advances the overall Western Allied campaign by one day. You can easily recover from this if you keep the TB a bit over requirements going forward, especially a bit over the ground requirements.
Thanks!
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wieschi
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Re: Quick Questions Thread

Post by wieschi »

I'm playing the Axis for the first time, but I don't understand how I can isolate Odessa and Courland.

Yes, I send planes with mines, but it doesn't work. Is there a minimum number of planes, or is the size of the territory important?

Thank you very much!
wieschi
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Re: Quick Questions Thread

Post by wieschi »

I'm playing the Axis for the first time, but I don't understand how I can isolate Odessa and Courland.

Yes, I send planes with mines, but it doesn't work. Is there a minimum number of planes, or is the size of the area important?

Thank you very much!
MarkShot
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Re: Quick Questions Thread

Post by MarkShot »

(contents removed; shouldn't I be able to delete my message?)
Last edited by MarkShot on Sat Nov 30, 2024 3:04 am, edited 1 time in total.
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MarkShot
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Re: Quick Questions Thread

Post by MarkShot »

wieschi wrote: Fri Nov 29, 2024 9:48 pm I'm playing the Axis for the first time, but I don't understand how I can isolate Odessa and Courland.

Yes, I send planes with mines, but it doesn't work. Is there a minimum number of planes, or is the size of the area important?

Thank you very much!
I just took Odessa on my second week without achieving an isolated hex. Here is what worked for me.

I did do naval missions; perhaps that helped.

Packing all surrounding hexes with a high CPP units (div not reg) that I could.

The distance 1 units were loaded with all the pioneers that I could muster and spare slots filled with any field guns/machine guns.

Distance 2 hexes were also stacked with high CPP units and HQs loaded with arty. Both corps level and army HQs and group. This was done both for arty and better roll chances.

All units in combat range were set to reserve status.

Deliberate attack was used by a distance 1 units and some of the reserves got committed.

Results:

Week 1: ~1:1 odds, but fortifications were reduced.

Week 2: ~5:1 odds, and Odessa fell.

Note:

You could say the whole operation took 3 weeks. Get units in place with max CPP/MP and SUs already assigned.
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RKhan
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Re: Quick Questions Thread

Post by RKhan »

I'm in 1942 as Soviet and my tank brigades all build up in reserves and transfer to Stavka when I send them to the map. My first time getting this far :D

I thought I could then convert them to on map units, but maybe I'm just remembering WITE1?

I have no trouble converting infantry brigades, which in any case show up on the map. It seems strange I can convert one type of brigade but not the other.

Thank you for any answers!
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FortTell
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Re: Quick Questions Thread

Post by FortTell »

RKhan wrote: Sat Nov 30, 2024 5:16 am I'm in 1942 as Soviet and my tank brigades all build up in reserves and transfer to Stavka when I send them to the map. My first time getting this far :D

I thought I could then convert them to on map units, but maybe I'm just remembering WITE1?

I have no trouble converting infantry brigades, which in any case show up on the map. It seems strange I can convert one type of brigade but not the other.

Thank you for any answers!
Yes, independent tank brigades (as in, not part of a tank corps) are support units only, they cannot be on the map. Unlike infantry brigades (which have infantry, artillery and so on in their ToE), they consist of only tanks and it would not be realistic for them to fight alone.
lienleposh
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Re: Quick Questions Thread

Post by lienleposh »

Not sure its worth a thread of its own, but is it normal when playing Soviets in campaign 1941 for the German opponents to quit before the first winter is out (or even before December 41 is in)?
Its happened three times now. I dont consider myself to be that good a player, but I dont know whether I ought to take it as a compliment or if they are just using me as practice. Only one said thanks for a game. The others ... just ghosted me.
Is there no etiquette on at least "saying thanks I really screwed this campaign up. Well played" etc?
Am feeling a little frustrated and campaign 4 works out better.
Should I ask for clarity from my opposite number early on in game if this would be on their mind?
Stamb
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Re: Quick Questions Thread

Post by Stamb »

yes, it is typical
also chat system in this game is basically non existent, as you can send like 1 message when you submit a turn or something like that, so that is not surprising that people dont communicate
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Nazcatraz
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Re: Quick Questions Thread

Post by Nazcatraz »

lienleposh wrote: Mon Dec 09, 2024 9:55 pm Not sure its worth a thread of its own, but is it normal when playing Soviets in campaign 1941 for the German opponents to quit before the first winter is out (or even before December 41 is in)?
Its happened three times now. I dont consider myself to be that good a player, but I dont know whether I ought to take it as a compliment or if they are just using me as practice. Only one said thanks for a game. The others ... just ghosted me.
Is there no etiquette on at least "saying thanks I really screwed this campaign up. Well played" etc?
Am feeling a little frustrated and campaign 4 works out better.
Should I ask for clarity from my opposite number early on in game if this would be on their mind?
Getting ghosted by your opponents is very common. This is why you should not pick some rando to play with because it will be a waste of time.
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shgenerolas
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Re: Quick Questions Thread

Post by shgenerolas »

In 700 hours of play, I still haven't figured out how to merge units. I've tried many times, but always get notification: no unit in this hex may be merged always appears. In the test below, I tried to split and immediately merge the infantry division, which did not move and stands far from the enemy - failed. Then I tried to merge tank regiments from same division - it didn't work.

What am I doing wrong?
Merge test
Merge test
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Denniss
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Re: Quick Questions Thread

Post by Denniss »

Build up/breakdown, not merge. Merge is disbanding a smaller unit into a larger in the same hex.
use B key or the menu button you used to split a div
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shgenerolas
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Re: Quick Questions Thread

Post by shgenerolas »

Denniss wrote: Sun Dec 15, 2024 8:54 am Build up/breakdown, not merge. Merge is disbanding a smaller unit into a larger in the same hex.
use B key or the menu button you used to split a div
And it doesn't even cost AP :) Thanks!
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Granatenwerfer100
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Re: Quick Questions Thread

Post by Granatenwerfer100 »

Hello,

I also have two short questions, please.
I play the scenario Road to Leningrad as Germany.

1) An enemy airbase at Orany is isolated. In the last turn the soviets sent supply by transport planes. I found out that about 101 enemy fighter planes are stationed at that airbase. How can I destroy that planes? What is the best way?

2) How can I influence my economy so that more fighter planes are build?

Thank you very much.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Granatenwerfer100 wrote: Mon Dec 16, 2024 12:01 am 1) An enemy airbase at Orany is isolated. In the last turn the soviets sent supply by transport planes. I found out that about 101 enemy fighter planes are stationed at that airbase. How can I destroy that planes? What is the best way?
When the Airfield is properly isolated and you take the Hex you should destroy all enemy aircraft on the airfield. You can see it by looking the change in your "L"osses - Air Losses window, just compare a Screenshot of that window before and after taking the Hex. But be aware, that Intel may trick you about the current number of planes on that airfield.
Granatenwerfer100 wrote: Mon Dec 16, 2024 12:01 am 2) How can I influence my economy so that more fighter planes are build?
WITE2 production of Equipment/AFVs/Planes can not really be impacted on the things you do. Production numbers are historical numbers converted in a somewhat linear production from start to finish. In small scenarios you will only have partial production available.
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Re: Quick Questions Thread

Post by Granatenwerfer100 »

I have a question to railway damage info, please. After some turns I see red, yellow and green dots on the map, when rail damage info is on.
The yellow dots are between two red dots what means If the two red dots get repaired by a rail construction battalion, the yellow dots automatically turn into green dots and I can use the whole railway for my supply-trains.
My question is: What it the point not to destroy railways during combat to avoid getting too much red dots? Is there a way to prevent the desruction of railways or railyards?

BTW thank you very much, Wiedrock, for your last post.
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