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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tyronec
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Re: Quick Questions Thread

Post by tyronec »

I would say the same, disband them once combat is approaching unless you are certain they will not lose a battle.
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Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

Clear, thanks, that was my suspicion but better confirm.
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

From the Soviet perspective I disband forts as they have the stopping power of a marshmallow. Save the manpower.
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Denniss
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Re: Quick Questions Thread

Post by Denniss »

They are intended to build fortifications at speed with limited amount of defensive power. either stack them with units or disband them once the desired fort level is reached
FriedrichII
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Re: Quick Questions Thread

Post by FriedrichII »

FriedrichII wrote: Sun Aug 10, 2025 5:24 pm
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?
If I would create a scenario without any units and then expand an airbase would this make it possible to see how many supplies are needed for level 1-3 air bases?

I am not very experienced with the editor, but I would give it a try to find out.
FriedrichII
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Re: Quick Questions Thread

Post by FriedrichII »

I did try it without units, but no air bases can be build without construction units! It is a realistic game. So unfortunately this approach does not work.
If someone has an idea how I can find out the supply needs for air base expansion please let me know.
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

Is there an upside to Disbanding a Depot that you know is about to be overrun? Do you save some trucks and/or supplies? Or does it not really matter either way?
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Q-Ball wrote: Sat Aug 16, 2025 6:31 pm Is there an upside to Disbanding a Depot that you know is about to be overrun? Do you save some trucks and/or supplies? Or does it not really matter either way?
pretty sure that 99.999% of the stored supplies get deleted/put into your pool so they do not matter. Occasionally on your screen you get this quick-message if you capture some supplies but it is usually just single digit tons (if any). Well, there is the issue that Depot freight is somewhat separate from "city supplies", so there may be some links I am missing.
Trucks I am not sure about, it's tricky to track trucks. :mrgreen:
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

Another question! What's the best use of CONSTRUCTION units?

I'm very familiar with direct attachment to cities and Fort Zones.

For entrenching....my understanding is they help units entrench, but how does that work?

If you put them at the Corps/Army level, I know they will help ONLY units in that Corps/Army entrench. Is that really an advantage?

Or are they best just kept at OKH/STAVKA, where they can help anybody?
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

Q-Ball wrote: Sat Aug 16, 2025 9:10 pm Another question! What's the best use of CONSTRUCTION units?

I'm very familiar with direct attachment to cities and Fort Zones.

For entrenching....my understanding is they help units entrench, but how does that work?

If you put them at the Corps/Army level, I know they will help ONLY units in that Corps/Army entrench. Is that really an advantage?

Or are they best just kept at OKH/STAVKA, where they can help anybody?
Found the answer in the manual: Units can draw help from support units in any HQ up the chain of command, out to a range of 20 hexes for High Command HQs, 15 hexes for Army Group HQs, 10 hexes for Army HQs and 5 hexes for Corps HQs.

So basically, anything assigned to STAVKA and/or OKH is going to be useless, as it's almost certainly outside that 20-hex range. Probably best to have them at Army/Front or Corps/Army level is my interpretation
FriedrichII
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Re: Quick Questions Thread

Post by FriedrichII »

In the GC 1941 as Axis on Turn 1 I can not relocate Air Groups from the theather boxes towards the map. I can only relocate Air Groups between the theather boxes. An Infantry Division I can relocate towards the map from the theather box.

Do I miss something, or is this a bug?
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

FriedrichII wrote: Mon Aug 18, 2025 7:58 pm In the GC 1941 as Axis on Turn 1 I can not relocate Air Groups from the theather boxes towards the map. I can only relocate Air Groups between the theather boxes. An Infantry Division I can relocate towards the map from the theather box.

Do I miss something, or is this a bug?
You don't "push" air units to the map; you "pull" them from the map

Just go to an airbase, go to "Assigned", and click "Bring New Air Groups from Reserve". You'll then be presented with air groups to transfer.

Note that in the GC, however, the Axis Reserves are empty on T1; you have to first move air groups in Theater Boxes to the Reserves, THEN to the map next turn. You can't get them on the map T1.
FriedrichII
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Re: Quick Questions Thread

Post by FriedrichII »

Thanks for the explanation Q-Ball.
Jaresh
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Re: Quick Questions Thread

Post by Jaresh »

Routing direction.

Hi, I'm trying to pocket as many bolchevicks as possible and place some of my units to block some retreat/routing paths.

However routing units do not seem to care: they jump anywhere they want.. despite units blocking their eastward paths for instance..

Is it normal and if so are my maneuvers pointless?
Thanks.
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

Jaresh wrote: Wed Aug 20, 2025 3:08 pm Routing direction.

Hi, I'm trying to pocket as many bolchevicks as possible and place some of my units to block some retreat/routing paths.

However routing units do not seem to care: they jump anywhere they want.. despite units blocking their eastward paths for instance..

Is it normal and if so are my maneuvers pointless?
Thanks.
Check the routing rules in the manual, but routing units will only stay in a pocket if it's a very large pocket....so assume all routed units will escape

If you want to pocket units, you have to do so without routing them; wait a turn for them to be isolated, THEN clean them up with surrenders

Routing a Soviet unit isn't exactly a free ride for the Bolsheviks; that units is likely to be depleted and of no combat value for some time
Jaresh
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Re: Quick Questions Thread

Post by Jaresh »

Q-Ball wrote: Wed Aug 20, 2025 3:48 pm
Jaresh wrote: Wed Aug 20, 2025 3:08 pm Routing direction.

Hi, I'm trying to pocket as many bolchevicks as possible and place some of my units to block some retreat/routing paths.

However routing units do not seem to care: they jump anywhere they want.. despite units blocking their eastward paths for instance..

Is it normal and if so are my maneuvers pointless?
Thanks.
Check the routing rules in the manual, but routing units will only stay in a pocket if it's a very large pocket....so assume all routed units will escape

If you want to pocket units, you have to do so without routing them; wait a turn for them to be isolated, THEN clean them up with surrenders

Routing a Soviet unit isn't exactly a free ride for the Bolsheviks; that units is likely to be depleted and of no combat value for some time
Thanks qball!
The displacement part of the rules I missed!
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HardLuckYetAgain
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Re: Quick Questions Thread

Post by HardLuckYetAgain »

Jaresh wrote: Wed Aug 20, 2025 3:08 pm Routing direction.

Hi, I'm trying to pocket as many bolchevicks as possible and place some of my units to block some retreat/routing paths.

However routing units do not seem to care: they jump anywhere they want.. despite units blocking their eastward paths for instance..

Is it normal and if so are my maneuvers pointless?
Thanks.
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topeverest
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Re: Quick Questions Thread - soviet support unit build limit

Post by topeverest »

A question about the soviet support unit build limits.

I noticed that due to reinforcements the total number of support units that I have in a few categories may go over the limit set for the time period of the game, because I previously built to the limit and then sometime later a new unit arrived from reinforcements placing my total support units of that type over the build limit.

Is there any downside to keeping these units, and/or will the game automatically adjust them?

Do I need to take action and disband if this happens?

Thanks in advance,
Andy M
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Wiedrock
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Re: Quick Questions Thread - soviet support unit build limit

Post by Wiedrock »

topeverest wrote: Thu Aug 21, 2025 4:13 pm A question about the soviet support unit build limits.

I noticed that due to reinforcements the total number of support units that I have in a few categories may go over the limit set for the time period of the game, because I previously built to the limit and then sometime later a new unit arrived from reinforcements placing my total support units of that type over the build limit.

Is there any downside to keeping these units, and/or will the game automatically adjust them?

Do I need to take action and disband if this happens?

Thanks in advance,
There is no downside to this, its actually something you may want to do intentionally in some categories of units/TOEs.
If you lose one/one gets surrendered you will just not be able to rebuild it, thats the only "downside".
Just make sure you have the Equipment to fill the units.
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altemosejd
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Re: Quick Questions Thread

Post by altemosejd »

Hey all, qq below that's driving me crazy:

playing a GC on the axis side. I see all of my turn battles and combat reports, but during the AI soviet turn, I don't see anything. the turn ends and I have no idea how my units that were engaged performed, what equipment was lost, where it happened, etc. It's driving me crazy since I'm pretty sure when I played the intro scenarios it showed the combat reports for both sides.
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