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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WingedIncubus
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Re: Quick Questions Thread

Post by WingedIncubus »

AuloeSol wrote: Fri Feb 21, 2025 9:16 am
It is kinda confirmed that there is naval combat in the new game, so I think middle east is ruled out. In the witp forums they say its Witp2 but i think that is hopium.

Maybe new game is focused in naval-air combat in the ETO...to be joined with wite2 somehow?

Pleeease Joel. If you cannot say anything, say at least you cannot say anything :mrgreen:

I think tbh the engine would be perfect for a Gary Grigsby's War to End All Wars.

Let's go World War One, from East to West.
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WingedIncubus
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Re: Quick Questions Thread

Post by WingedIncubus »

2 unrelated questions:


1. Let's say I want to deploy Soviet divisions to the North and the South regions in the same turn, can I switch the TB Reserve Hex Box between each separate deployment to do so? Or will all the divisions land on the latest hex selected as TB Reserve Box, regardless in what order I move them to the MAP?


2. When the Soviet Air Force disband SAD AOGs, many AGs are left directly under the Front Air Command. What would you do with those? Does flying them regardless of them being directly under Air Command incur any penalty? Personally I prefer sending them all to the Strategic Reserve and redeploy them to other Air Groups, especially since in Winter 1942 there's this crunch period with very few AOGs available to assign FB-Bs and TACB planes to.
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juv95hrn
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Re: Quick Questions Thread

Post by juv95hrn »

WingedIncubus wrote: Tue Feb 25, 2025 8:39 pm 2 unrelated questions:


1. Let's say I want to deploy Soviet divisions to the North and the South regions in the same turn, can I switch the TB Reserve Hex Box between each separate deployment to do so? Or will all the divisions land on the latest hex selected as TB Reserve Box, regardless in what order I move them to the MAP?
As per the second sentence, all units will come from the TB reserve pool, and arrive at the latest reserve hex selected. You basically pinpoint where you want your reserves to arrive. You can assign a different hex, for each individual transfer. Hope that helps.
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Re: Quick Questions Thread

Post by ncc1701e »

WingedIncubus wrote: Fri Feb 21, 2025 4:12 pm
AuloeSol wrote: Fri Feb 21, 2025 9:16 am
It is kinda confirmed that there is naval combat in the new game, so I think middle east is ruled out. In the witp forums they say its Witp2 but i think that is hopium.

Maybe new game is focused in naval-air combat in the ETO...to be joined with wite2 somehow?

Pleeease Joel. If you cannot say anything, say at least you cannot say anything :mrgreen:

I think tbh the engine would be perfect for a Gary Grigsby's War to End All Wars.

Let's go World War One, from East to West.
WITP AE Ultimate would be cool.
War in the Med would be cool also from 1940 to 1943.
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Re: Quick Questions Thread

Post by WingedIncubus »

Another basic question... but how does the player actually perform a strategic recon? The manual mentions that :
Air Recon – Used to increase the detection level of enemy ground units in the target
area. Recon missions can be designated as Tactical or Strategic. Strategic recon will
gather information on the types of targets that can be attacked using the strategic
bombing mode (18.1.6). Recon missions can only target enemy held hexes.
However, it does not explain how to actually toggle between a tactical or strategic reconnaissance and I see nothing in the UI to switch between either. Any assistance on this, please?
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Re: Quick Questions Thread

Post by Joel Billings »

The top line of the settings for a recon AD in the Air Directive Creation screen lists "Strategic: No". Toggle this to yes, and the mission will try to get info on factory damage instead of info on ground units.
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

ncc1701e wrote: Tue Feb 25, 2025 10:23 pm
WingedIncubus wrote: Fri Feb 21, 2025 4:12 pm
AuloeSol wrote: Fri Feb 21, 2025 9:16 am
It is kinda confirmed that there is naval combat in the new game, so I think middle east is ruled out. In the witp forums they say its Witp2 but i think that is hopium.

Maybe new game is focused in naval-air combat in the ETO...to be joined with wite2 somehow?

Pleeease Joel. If you cannot say anything, say at least you cannot say anything :mrgreen:

I think tbh the engine would be perfect for a Gary Grigsby's War to End All Wars.

Let's go World War One, from East to West.
WITP AE Ultimate would be cool.
War in the Med would be cool also from 1940 to 1943.

Sorry guys, I don't have any info to give out. Gary is working away on a new game, but it won't be coming out anytime soon. I'm sure Matrix will provide plenty of info at the appropriate time. Thanks for your interest.
All understanding comes after the fact.
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WingedIncubus
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Re: Quick Questions Thread

Post by WingedIncubus »

Joel Billings wrote: Wed Feb 26, 2025 4:19 pm The top line of the settings for a recon AD in the Air Directive Creation screen lists "Strategic: No". Toggle this to yes, and the mission will try to get info on factory damage instead of info on ground units.
Thank you very much, found it!
Betrayal
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Re: Quick Questions Thread

Post by Betrayal »

1.How to capture as much enemy equipment as possible (both editor and in-game)?
I have used the editor to make use of captured equipment. But It is still too difficult to seize enough amount of captured equipment in the game. What factors determine the proportion of equipment seized?
2.Can the editor remove the restriction that the axis allied army cannot move to the north?
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Betrayal wrote: Thu Feb 27, 2025 1:54 am 1.How to capture as much enemy equipment as possible (both editor and in-game)?
I have used the editor to make use of captured equipment. But It is still too difficult to seize enough amount of captured equipment in the game. What factors determine the proportion of equipment seized?
2.Can the editor remove the restriction that the axis allied army cannot move to the north?
1. Afaik the best is if you SURRENDER a unit, so surround it → wait enemy phase → if enemy did not "open the pocket" then the unit will be much weaker and most likely SURRENDER if beaten.
2. I don't think so, afaik the "barriers" are coded into the game with X/Y coordinates.
Note: If you place a Axis allie Unit in an area where it is not allowed to be using the editor and start the game, then this unit will surrender during your Logistics Phase (afaik).
Betrayal
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Re: Quick Questions Thread

Post by Betrayal »

I used the editor to redeploy the air force, but this way I can't perform any air directives in the first turn.
How can I solve this problem?
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Re: Quick Questions Thread

Post by Wiedrock »

Betrayal wrote: Mon Mar 03, 2025 12:08 pm I used the editor to redeploy the air force, but this way I can't perform any air directives in the first turn.
How can I solve this problem?
First the AG must be assigned to an AOG.
Then, if it is a new Airfield you may need to supply it with Fuel Ammo for missions to be executed.
You can do so by right-clicking the dark blue "tag" on the map when you have selected the AOG (resupply airbase). The same option exists when rightclicking the AOG tag but sometimes I see it not work as I want it, making each Airfield separate works as guessed. Not sure what I am missing with the AOG option.
Betrayal
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Re: Quick Questions Thread

Post by Betrayal »

Wiedrock wrote: Mon Mar 03, 2025 4:08 pm
Betrayal wrote: Mon Mar 03, 2025 12:08 pm I used the editor to redeploy the air force, but this way I can't perform any air directives in the first turn.
How can I solve this problem?
First the AG must be assigned to an AOG.
Then, if it is a new Airfield you may need to supply it with Fuel Ammo for missions to be executed.
You can do so by right-clicking the dark blue "tag" on the map when you have selected the AOG (resupply airbase). The same option exists when rightclicking the AOG tag but sometimes I see it not work as I want it, making each Airfield separate works as guessed. Not sure what I am missing with the AOG option.
Let me explain it. First, I put all the AGs and AOGs back into reserve. Then I deployed StG 1(with its 4 AGs) to Luftflotte 1 in Königsberg. Then rebuild and resupply the airbase. It seems that the planes just transferred from the reserve cannot perform missions in T1 or in editor(the air directives setting shows "Assigned 1 AOG (mission 0 / escort 0)")(Maybe it's in the manual but I didn't see it ), but they can work in T2. Also, they can't be transfered to other airfields in T1 (not even in the editor, I don't know why the editor is so difficult to use when modifying air forces)
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Betrayal wrote: Tue Mar 04, 2025 1:02 am
Wiedrock wrote: Mon Mar 03, 2025 4:08 pm
Betrayal wrote: Mon Mar 03, 2025 12:08 pm I used the editor to redeploy the air force, but this way I can't perform any air directives in the first turn.
How can I solve this problem?
First the AG must be assigned to an AOG.
Then, if it is a new Airfield you may need to supply it with Fuel Ammo for missions to be executed.
You can do so by right-clicking the dark blue "tag" on the map when you have selected the AOG (resupply airbase). The same option exists when rightclicking the AOG tag but sometimes I see it not work as I want it, making each Airfield separate works as guessed. Not sure what I am missing with the AOG option.
Let me explain it. First, I put all the AGs and AOGs back into reserve. Then I deployed StG 1(with its 4 AGs) to Luftflotte 1 in Königsberg. Then rebuild and resupply the airbase. It seems that the planes just transferred from the reserve cannot perform missions in T1 or in editor(the air directives setting shows "Assigned 1 AOG (mission 0 / escort 0)")(Maybe it's in the manual but I didn't see it ), but they can work in T2. Also, they can't be transfered to other airfields in T1 (not even in the editor, I don't know why the editor is so difficult to use when modifying air forces)
Then they may have "traveled milage" 100% I suppose, so all miles spent by moving from Reserve to Map. Never tried where/if you can reduce their mileage to 0 again (click REBUILD in editor menu?! maybe in the CR?!)
Betrayal
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Re: Quick Questions Thread

Post by Betrayal »

Wiedrock wrote: Tue Mar 04, 2025 1:51 am
Betrayal wrote: Tue Mar 04, 2025 1:02 am
Wiedrock wrote: Mon Mar 03, 2025 4:08 pm
First the AG must be assigned to an AOG.
Then, if it is a new Airfield you may need to supply it with Fuel Ammo for missions to be executed.
You can do so by right-clicking the dark blue "tag" on the map when you have selected the AOG (resupply airbase). The same option exists when rightclicking the AOG tag but sometimes I see it not work as I want it, making each Airfield separate works as guessed. Not sure what I am missing with the AOG option.
Let me explain it. First, I put all the AGs and AOGs back into reserve. Then I deployed StG 1(with its 4 AGs) to Luftflotte 1 in Königsberg. Then rebuild and resupply the airbase. It seems that the planes just transferred from the reserve cannot perform missions in T1 or in editor(the air directives setting shows "Assigned 1 AOG (mission 0 / escort 0)")(Maybe it's in the manual but I didn't see it ), but they can work in T2. Also, they can't be transfered to other airfields in T1 (not even in the editor, I don't know why the editor is so difficult to use when modifying air forces)
Then they may have "traveled milage" 100% I suppose, so all miles spent by moving from Reserve to Map. Never tried where/if you can reduce their mileage to 0 again (click REBUILD in editor menu?! maybe in the CR?!)
Tnank you so much. I find it at airgroup.csv in tag "traveled"
Sbit93
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Re: Quick Questions Thread

Post by Sbit93 »

For a Soviet player in the early turns it is better to do interdiction to slow down the panzers or ground attack to increse fatigue and damage units
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juv95hrn
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Re: Quick Questions Thread

Post by juv95hrn »

Sbit93 wrote: Wed Mar 05, 2025 6:41 pm For a Soviet player in the early turns it is better to do interdiction to slow down the panzers or ground attack to increse fatigue and damage units
I am no pro-player, but the consensus seems to be that Ground Support only is the main thing, because of the large losses.
Maybe if you find an important bottleneck of one or a few hexes, interdiction could be useful.

Against a human player I have been very unsuccessful with Ground Attack and interdiction.

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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

my 2 cents in GA Interdiction.

GA Interdiction works good with many small bombs.
I have never seen anyone confirming that Interdiction works as we think it should work, which would mean you would make a area behind enemy lines (between unit and depots) and by that making the logistics be much worse, because trucks would need tk pass through interdicted hexes, causing loss of arriving freight and an increase in lost trucks (at least that how I imagined it to be).

What you have to do instead, if you want to reduce MP and kill freight that's already inside a Unit (assuming you do not want to 'exploit' spamming GA UnIt), is to make the Interdiction INTO the MOTORIZED Unit's Hex, NOT behind it, not between depots and unit, but INTO motorized units hex.

I'll attach some examples.
It runs the same turn with using different amounts of interdiction into he tank division's hex.
Inused TB-3 with 50kg bombs IIRC, 4 interdiction you can get with around 800 sorties or so.
check:
  • Truck attrition
  • unit MP (the system is not deterministic, the same interdiction can result in vastly different MP for several reasons)
  • the whole fuel/ammo/supplies at hand, stuff is basically disappearing from ho I see it.
  • the MP added for the freight to travel
    -> This seems to use the proper rules for MP, but also shows that MP have no serious effect on worsening supplies (IN THIS SETTING). If I'd bomb behind the tank division I could get the MP higher but somehow I wont get similar/better results.
The "lost ammo" is not related to flak shooting at planes from how far I can tell, so it looks like if frontline depots would have been hit. How do I know? I removed the plane's bombs (set it to NONE) and this caused the Division not to lose hundreds of tons of stuff just by shooting the planes.
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

What is the best way to get a unit to change from Routed/Unready to Ready. Resting behind the lines on a depot can take 4-6 turns. What else is there to do?
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Re: Quick Questions Thread

Post by juv95hrn »

56ajax wrote: Thu Mar 06, 2025 5:21 am What is the best way to get a unit to change from Routed/Unready to Ready. Resting behind the lines on a depot can take 4-6 turns. What else is there to do?
Not at the manual, but place it under your best Morale+Admin raring leader to remove rout. Then place it under Refit to go from unready to ready?

Sending it to the National Reserve once its not routed, if on very low morale is an idea too.
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