Quick Questions Thread

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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Sertorius21 wrote: Sat Jul 26, 2025 7:59 am
Wiedrock wrote: Fri Jul 25, 2025 9:24 pm
Sertorius21 wrote: Fri Jul 25, 2025 7:13 pm Why would a unit recovering (for damaged elements, supply & CP) in Riga, well behind the front, would consume 102 tons of supply when same size divisions in the front line would need 60-75 tons?

There were two administrative failures. Did this play a role? How to avoid these (the unit is attached to a corps which is in the same hex)?
Share the Unit's "Supply Detail Window".
Here it is:
Not that I could explain it exactly.

But you can expect ~40% of your available supplies to be consumed for an normal German Infantry Division.
For Tank Divisions it's like ~50%.
But in your case you consumed 52.6% with an static ID, which is a little odd indeed.

There are unknowns to me in how far Supplies are actually "consumed" to reduce Fatigue (or if it just checks if the % is high enuff).
Also unknown to me is where all the supplies are comming from to build Fort levels above lvl1.

...and probably another 5 unknowns.

So also no idea what caused this in your case... :?
Sertorius21 wrote: Sat Jul 26, 2025 1:03 pm Yes, I compared everything to divisions with the same level of personnel and equipment.

I would have thought that the consumption would be static, with the resupply constrained by the level of nearby stocks, but understand that both aspects will be affected by what's available nearby. Correct?

Also, why would a unit far from the front suffer negative replacements. I can understand sickness, etc, but sometimes it is an astonishing 400 men when there is not a Russian unit within 50 miles.
There definitely must have been some weird roll/check passed/failed increasing the consumption, but what it is is your guess....

And the replacements may either be Damaged Elements being moved to the Repair Pool or it may be exchanged Elements due to Upgrades (Element/TOE).
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

All right, thanks, what I understand is that there are a number of factors at play which can lead to abnormal results sometimes. I just have to live with these.

Given that this division will not move, I will also take a look next turn to check consistency.
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

Same division, same place, same leader (but army HQ nearer): 59 tons


Image


Over 40% less than the previous consumption. So either there is an element of randomness or we miss something.
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Re: Quick Questions Thread

Post by Sertorius21 »

Still on my learning curve of how the system works vs expectations.

I have a number of units well behind the front (let's say 4-8 hexes) that are either entrained but in a city with their HQ next to them, or just gaining CPPs with their HQ within 3 hexes. They have little in terms of damaged elements and their supply levels are decent although not full. The weather is no longer blizzard. In at least 5 situations that I picked up on the map, these units lost 600 men or more. That's quite a bit when considering a division, it becomes rather incredible when it affects regiments! In one instance of a division having its components in different locations, all three regiments lost 600. In this instance, these were Romanians but at that pace, they will not need Uranus to disappear.

And by the way, the division that lost 700 while entrained has another unit of same size and characteristics (entrained, HQ, supply, etc.) in the same hex which lost only 35.

Any clue as to what is at stake and how to avoid being punished in this way?
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

"lost" as in "negatively gaining manpower"?
It may be related to changing TOEs or Attrition.

Not exactly sure about how attrition works and if there are destroyed elements amongs your examples.
But it may be Damaged elements sent to repairs. Of those you do not "lose" 100% manpower/elements. 60% Men of damaged elements get sent to the Transit Pool (of which 100% will recover) while 40% of the manpower get to the Disabled Pool (of which 33% will die in the future and 66% will recover in the future).

Again, as with your issue before, there are rather many "all or nothing rolls" in this game. You'll break your brain many times going forward about things like this. :D
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

I will sure meditate your last sentence and try to avoid understanding every aspect!

Interestingly enough I had one last try at squaring things up before considering that we are where we are: looking at the turn's losses for the Romanians showed virtually nothing, whereas the negative replacement figures amounted to nearly 3,000 for 5 units. So I will need to add "forget it" to my list of options.
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Re: Quick Questions Thread

Post by Wiedrock »

Sertorius21 wrote: Wed Jul 30, 2025 4:59 pm I will sure meditate your last sentence and try to avoid understanding every aspect!

Interestingly enough I had one last try at squaring things up before considering that we are where we are: looking at the turn's losses for the Romanians showed virtually nothing, whereas the negative replacement figures amounted to nearly 3,000 for 5 units. So I will need to add "forget it" to my list of options.
:lol: Welcome to the Club.

As said, negative replacements are not automatically/all losses.
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HardLuckYetAgain
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Re: Quick Questions Thread

Post by HardLuckYetAgain »

Still under 1st winter rules since in March of 42
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

Question: Can the Axis draw supply in the Sea of Azov?

Let's say you control the Kerch Straits, and all the ports, so no issues there. Will there be any supply deliveries to ports? Or is that a "No", since IIRC only the Soviets actually have cargo ships in the Sea of Azov?
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Re: Quick Questions Thread

Post by Wiedrock »

Q-Ball wrote: Thu Jul 31, 2025 7:03 pm Question: Can the Axis draw supply in the Sea of Azov?

Let's say you control the Kerch Straits, and all the ports, so no issues there. Will there be any supply deliveries to ports? Or is that a "No", since IIRC only the Soviets actually have cargo ships in the Sea of Azov?
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Re: Quick Questions Thread

Post by Denniss »

AFAIR there may be deliveries from Black Sea ports so Azov ports should work as destination port but never as source port due to lack of ships there
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

For purposes of First Winter Rules, what qualifies as "Shelter", where Axis units will suffer reduced effects?

CITY/URBAN, I know that

Also, Fort Leves 2+, is that right?

What about size 3 and 4 towns? (in WITE, I believe those qualified)

Thanks!
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Re: Quick Questions Thread

Post by Sertorius21 »

Two questions that show my unbounded optimism as we are coming in April 1942 after I made an egregious mistake at the start of the winter and rotated my units too late with the reserve pool.

At some point, I may have well in excess of 30 APs and a bit of margin to carry on with other tasks. I will be very tempted to get rid of fat Hermann. In your experience, does this make a difference to the LW, hence how quickly would you want this done?

I have a nice line of level 3 Russian fortifications all over the front. If I want a bit of movement, I first need to get through that. What's the maximum calibre you would send in at the point of attack? 305mn? Also, are Nebelwerfer efficient against fortifications, irrespective of calibre?
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Sertorius21 wrote: Tue Aug 05, 2025 9:42 am At some point, I may have well in excess of 30 APs and a bit of margin to carry on with other tasks. I will be very tempted to get rid of fat Hermann. In your experience, does this make a difference to the LW, hence how quickly would you want this done?
I at one point ttested the T1 German turn with all Air Leaders 9 vs all Air Leaders 1, I found no difference in the flights, since then I stopped looking at it and do nto care at all about any Air Leader.
Sertorius21 wrote: Tue Aug 05, 2025 9:42 am I have a nice line of level 3 Russian fortifications all over the front. If I want a bit of movement, I first need to get through that. What's the maximum calibre you would send in at the point of attack? 305mn? Also, are Nebelwerfer efficient against fortifications, irrespective of calibre?
often: Bigger guns = better guns.
Bigger Calibres are I think less affected by enemy Fortifgications but I never did statistics on this.
The Reduction of Fortiications by Artillery is only newly working, so you must see yourself what works best. The 600mm and all the other rare large caliber seem too strong currently against (at least) Forts in Ports, reducting 4 whole levels in a single attack when all are stacked.
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Re: Quick Questions Thread

Post by Sertorius21 »

Thanks, I will certainly pile a few big guns where I want to get through. Not the 600mn ones as I will not be tackling any fortress for a while.

Disappointing for air leaders, an improvement in LW performance would always have been welcome. If I get an opportunity, I will nevertheless do the move, as a matter of principle.
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

Quick question: What happens when an isolated unit is scheduled to Withdraw?

Is the withdrawl delayed? Or does that unit "Cheat the Hangman?"
Teo41_ITA
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Re: Quick Questions Thread

Post by Teo41_ITA »

From experience, the unit withdraws when it's either not isolated anymore or once it gets destroyed by the enemy.
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Re: Quick Questions Thread

Post by FriedrichII »

In the GC 1941 as Axis I am wondering if my strategy in ecpanding early the air bases in Riga, Minsk and Smolensk to level 3 is a good strategy in regard of the ammount of supplies spend to build level 3 air bases?
Does someone know how many supplies are needed to expand air bases? Is there any way to find out what an air base in level 1, 2 and 3 cost in supplies?
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

Question on fortifications: they cost 4 APs to build for the Axis and are great to improve positions not adjacent to the Russians.

Once at level 3, do they bring material benefits during a battle or is it better to disband them and avoid dipping into the limited number available throughout the game?

Side question, is there any way to channel supply arriving at a depot to units nearby? I have a few (not many but still a galling issue) that draw from depot #1 far away when they have one next to them, whereas this depot #2 feeds units that are next to depot #1!
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

Sertorius21 wrote: Mon Aug 11, 2025 5:00 pm Question on fortifications: they cost 4 APs to build for the Axis and are great to improve positions not adjacent to the Russians.

Once at level 3, do they bring material benefits during a battle or is it better to disband them and avoid dipping into the limited number available throughout the game?

Side question, is there any way to channel supply arriving at a depot to units nearby? I have a few (not many but still a galling issue) that draw from depot #1 far away when they have one next to them, whereas this depot #2 feeds units that are next to depot #1!
My two pfennings, Fortified Zones should be disbanded before actual combat happens; obviously you don't want to do that until a combat unit is ready to occupy that Level-3 fort, so I think most players leave them up until enemy action is imminent

The problem with letting them fight is that they will Surrender if a retreat is forced; while quite a bit will "escape", it's still wasteful of Manpower, IMO

They build faster if you attach Construction Units to the Fort Zone....but you definitely don't want to forget to move those Construction units back once it hits level 3

Would love another perspective on this, but I always disband them, save the Manpower
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