Quick Questions Thread
Moderator: Joel Billings
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Re: Quick Questions Thread
Thanks indeed, I am sure I had the order wrong (planes first, then supply)!
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Re: Quick Questions Thread
Another one, still linked to aviation forces. I had three attacks with the 11th Army which belongs to Army Group South, and for all of these I turned air support on. Given the short distance to well supplied, well supported airbases with plenty of fighters and bombers that had not seen too much action, I thought this would boost the combat results and help with a small encirclement.
One of the attacks had a lot of bombers to support indeed, the other two only a handful. What I do not understand is that all the bombers on these missions flew 20-30 hexes from Lvov and the nearby airbases, whereas none of those within 10 hexes took part. KG 27, for instance, is linked to Fliegerkorps IV which is itself linked to Luftflotte 4, which has got instructions to support Army Group South.
I can't find any reason for all these Fliegerkorps IV groups to be idle when they have an easy mission to conduct and all their parameters are fine (day mission, right bombloads, etc.). Any idea what I may have missed?
One of the attacks had a lot of bombers to support indeed, the other two only a handful. What I do not understand is that all the bombers on these missions flew 20-30 hexes from Lvov and the nearby airbases, whereas none of those within 10 hexes took part. KG 27, for instance, is linked to Fliegerkorps IV which is itself linked to Luftflotte 4, which has got instructions to support Army Group South.
I can't find any reason for all these Fliegerkorps IV groups to be idle when they have an easy mission to conduct and all their parameters are fine (day mission, right bombloads, etc.). Any idea what I may have missed?
Re: Quick Questions Thread
Is it worth it to put ART Battalions in the Army level or keep them at the Corps?
Re: Quick Questions Thread
Generally: SUs in HQs can only be commited into battles when CUs assigned directly to the exact same HQ join a battle (if that's the question).
(Like you can't put OKH full of SUs next to a battle and have all SUs roll to join the battle.)
“Amateurs study tactics; professionals study logistics.”
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Re: Quick Questions Thread
thank you, to the corp level they go.
Re: Quick Questions Thread
Is the only difference between the two 1941 main scenarios the victory screen option? There is no other in scenario difference is there?
Re: Quick Questions Thread
I think I messed my game up then. I selected the no early end 1941 game but then selected in the settings to show the screen but allow play to continue. Now in JAN 43 the decisive victory screen comes up but when I close it and select a unit to continue play the screen always pops back up and blocks play. lol
Re: Quick Questions Thread
It is possible to edit the save, ask in tech support someone may help you.LordSAS wrote: ↑Thu Apr 17, 2025 1:24 amI think I messed my game up then. I selected the no early end 1941 game but then selected in the settings to show the screen but allow play to continue. Now in JAN 43 the decisive victory screen comes up but when I close it and select a unit to continue play the screen always pops back up and blocks play. lol
Re: Quick Questions Thread
I appreciate the help! But it was a learning game for me. Had the setting a little to easy so I restarted today.
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Re: Quick Questions Thread
Still need help if anybody has an idea! I had another, painful occurrence with a massive naval patrol mission to isolate Odessa. I didn't even leave it to the system to choose, as I assigned 3 bomber AOGs and in practice 2 fighter ones, all decently or well supplied. I was pretty satisfied when the number of planes effectively selected showed up, and was full of confidence before the air execution phase.Sertorius21 wrote: ↑Fri Apr 11, 2025 5:29 pm Another one, still linked to aviation forces. I had three attacks with the 11th Army which belongs to Army Group South, and for all of these I turned air support on. Given the short distance to well supplied, well supported airbases with plenty of fighters and bombers that had not seen too much action, I thought this would boost the combat results and help with a small encirclement.
One of the attacks had a lot of bombers to support indeed, the other two only a handful. What I do not understand is that all the bombers on these missions flew 20-30 hexes from Lvov and the nearby airbases, whereas none of those within 10 hexes took part. KG 27, for instance, is linked to Fliegerkorps IV which is itself linked to Luftflotte 4, which has got instructions to support Army Group South.
I can't find any reason for all these Fliegerkorps IV groups to be idle when they have an easy mission to conduct and all their parameters are fine (day mission, right bombloads, etc.). Any idea what I may have missed?
It turned out that 2 bomber AOGs and the German fighters decided to play possum. Since the Russians had anticipated my actions and had a lot of fighters in the air, I let you imagine the outcome for the poor He-111s, which also logically failed to bring interdiction across one of the critical hexes. I had to remove the air mission during my ground phase, for fear of losing many more bombers to no avail.
Any advice or views?
Re: Quick Questions Thread
I see the max game turn allowed is 237 in the editor. Does anyone know if the event pushback time, for a success in a theater box is a hardcoded number also?
Re: Quick Questions Thread
usually if you succeed (positive event for you) you get a fix number of turns delayed + a random number "roll 5-sided die" (or so).
the same applies to an advance (negative event for you), but the numbers are usually larger (so a pisitive event unlikely counters a negative event 1:1).
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: Quick Questions Thread
Blessings to you. Thanks for all the help.Wiedrock wrote: ↑Wed Apr 23, 2025 9:17 amusually if you succeed (positive event for you) you get a fix number of turns delayed + a random number "roll 5-sided die" (or so).
the same applies to an advance (negative event for you), but the numbers are usually larger (so a pisitive event unlikely counters a negative event 1:1).
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Re: Quick Questions Thread
Can't comment on how the game picks air groups for a given mission, but i get the impression that it can be pretty arbitrary. Only thing i could maybe suggest is to set up a greater number of more targeted support missions covering smaller formations.Sertorius21 wrote: ↑Mon Apr 21, 2025 5:44 pmStill need help if anybody has an idea! I had another, painful occurrence with a massive naval patrol mission to isolate Odessa. I didn't even leave it to the system to choose, as I assigned 3 bomber AOGs and in practice 2 fighter ones, all decently or well supplied. I was pretty satisfied when the number of planes effectively selected showed up, and was full of confidence before the air execution phase.Sertorius21 wrote: ↑Fri Apr 11, 2025 5:29 pm Another one, still linked to aviation forces. I had three attacks with the 11th Army which belongs to Army Group South, and for all of these I turned air support on. Given the short distance to well supplied, well supported airbases with plenty of fighters and bombers that had not seen too much action, I thought this would boost the combat results and help with a small encirclement.
One of the attacks had a lot of bombers to support indeed, the other two only a handful. What I do not understand is that all the bombers on these missions flew 20-30 hexes from Lvov and the nearby airbases, whereas none of those within 10 hexes took part. KG 27, for instance, is linked to Fliegerkorps IV which is itself linked to Luftflotte 4, which has got instructions to support Army Group South.
I can't find any reason for all these Fliegerkorps IV groups to be idle when they have an easy mission to conduct and all their parameters are fine (day mission, right bombloads, etc.). Any idea what I may have missed?
It turned out that 2 bomber AOGs and the German fighters decided to play possum. Since the Russians had anticipated my actions and had a lot of fighters in the air, I let you imagine the outcome for the poor He-111s, which also logically failed to bring interdiction across one of the critical hexes. I had to remove the air mission during my ground phase, for fear of losing many more bombers to no avail.
Any advice or views?
For the naval patrol mission, if you didn't, be sure to set a minimum number of planes and escorts per sortie--i'm pretty certain that should force the game to abort the mission if the fighters otherwise fail to join in. Otherwise, i would have to see how the directive was setup: if you could post an image as to how you set things up I (or someone else) may be able to give a better answer!
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Re: Quick Questions Thread
Minimal number of planes per mission, that's one I never use but it makes entire sense, thanks!
As we are using the server for this game, is there any way I can go back to a previous turn and show the set-up at the time? By the way, Odessa's problem was solved by the Russian deciding not to defend at all cost.
As we are using the server for this game, is there any way I can go back to a previous turn and show the set-up at the time? By the way, Odessa's problem was solved by the Russian deciding not to defend at all cost.
- shgenerolas
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Re: Quick Questions Thread
Hi guys. Which of these three solutions would be most effective when the Axis forces and Army Group HQs are moving away from Berlin:
1) Leave OKH in Berlin. In order to keep the Army Group HQs no further than 90 hexes away, keep these HQs at a greater distance from the subordinate armies;
2) Leave OKH in Berlin, but don't worry about the Army Group HQs moving more than 90 hexes away and keep these HQs closer to the subordinate armies;
3) Move OKH to Warsaw?
Thanks.
1) Leave OKH in Berlin. In order to keep the Army Group HQs no further than 90 hexes away, keep these HQs at a greater distance from the subordinate armies;
2) Leave OKH in Berlin, but don't worry about the Army Group HQs moving more than 90 hexes away and keep these HQs closer to the subordinate armies;
3) Move OKH to Warsaw?
Thanks.
Слава Україні, Героям Слава
Re: Quick Questions Thread
There was a latter change that gave High Command HQs unlimited command range, so there is no need to move it. It's best to leave it on Berlin, a National Supply Source (so the attached SUs can enjoy that supply source)shgenerolas wrote: ↑Tue May 06, 2025 8:11 am Hi guys. Which of these three solutions would be most effective when the Axis forces and Army Group HQs are moving away from Berlin:
1) Leave OKH in Berlin. In order to keep the Army Group HQs no further than 90 hexes away, keep these HQs at a greater distance from the subordinate armies;
2) Leave OKH in Berlin, but don't worry about the Army Group HQs moving more than 90 hexes away and keep these HQs closer to the subordinate armies;
3) Move OKH to Warsaw?
Thanks.
- shgenerolas
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Re: Quick Questions Thread
Thanks. Are you talking about update 01.04.05? I'm asking because I read the logo, but maybe I missed this change. Also there is a number on the HQ encounter of the army group that shows the distance to the OKH.
But does that mean these numbers are no longer important?
Слава Україні, Героям Слава
Re: Quick Questions Thread
Hi all,
I just got this WITE2, but I played a little WITE1. There's something I don't understand.
1 turn is a week, so on the first turn, when I will move my troops it will be during an entire week. But on the air phase, for the missions I may choose which days the missions will take place ! That's surprising !!
All the more, for the recon missions, soviet troops won't move before the end of my turn, so what does it changes that I do these missions on day 1, 2 or 7 ???
I just got this WITE2, but I played a little WITE1. There's something I don't understand.
1 turn is a week, so on the first turn, when I will move my troops it will be during an entire week. But on the air phase, for the missions I may choose which days the missions will take place ! That's surprising !!
All the more, for the recon missions, soviet troops won't move before the end of my turn, so what does it changes that I do these missions on day 1, 2 or 7 ???