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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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Nazcatraz wrote: Thu Dec 04, 2025 6:13 am Can anyone tell me why are there 3 different Panzer IVg units in this panzer division?
Substitutions?!
Click the current TOE numbers (the "54/73") and then activate the checkbox at the bottom of the popup window and there you can see which other tank types were replaced (green marked equipment is a substitution afaik).
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

Joel Billings wrote: Tue Nov 04, 2025 2:30 pm The last update altered the build limit for airborne brigades, so new games should no longer have this exploit.
Is the Guards Airborne Div limit still set to 19? That's what I have in my current game, want to make sure I align with that. I just built them up to the max and left it. They are basically elite Rifle Divisions (though you can't attach an SU to them)

I never used Airborne Brigades to build Guards Rifle Divisions......that's an expensive way to get a Guards Division(6 APs). I think it's better to just shovel wins to Rifle Brigades, and combine those
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Re: Quick Questions Thread

Post by Joel Billings »

Yes, until 1944.
All understanding comes after the fact.
-- Soren Kierkegaard
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Nazcatraz
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Re: Quick Questions Thread

Post by Nazcatraz »

Wiedrock wrote: Thu Dec 04, 2025 12:48 pm
Nazcatraz wrote: Thu Dec 04, 2025 6:13 am Can anyone tell me why are there 3 different Panzer IVg units in this panzer division?
Substitutions?!
Click the current TOE numbers (the "54/73") and then activate the checkbox at the bottom of the popup window and there you can see which other tank types were replaced (green marked equipment is a substitution afaik).
Image

This is what I see when I click on TOE. Still not sure what substitutions mean in this case. Why don't they just all join together into 1 Panzer IVg unit instead of 3? :ugeek:
Image
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Nazcatraz wrote: Fri Dec 05, 2025 4:27 am
Wiedrock wrote: Thu Dec 04, 2025 12:48 pm
Nazcatraz wrote: Thu Dec 04, 2025 6:13 am Can anyone tell me why are there 3 different Panzer IVg units in this panzer division?
Substitutions?!
Click the current TOE numbers (the "54/73") and then activate the checkbox at the bottom of the popup window and there you can see which other tank types were replaced (green marked equipment is a substitution afaik).
This is what I see when I click on TOE. Still not sure what substitutions mean in this case. Why don't they just all join together into 1 Panzer IVg unit instead of 3? :ugeek:
The TOE (in the current patch at least) has 69xPz IIIm and 51xPz IVf2 scheduled.
Your TOE shows 101xPz IVg, so it may be different in your case.
So you did not replace any medium tanks (and if so then only mediume with medium tanks this may not be marked green, since it's not an substitution I assume).
I assume you have 3 because at one point in time some turns ago the system gave those Division 3 Different types of tanks, then some were lost or simply replaced and the 3rd slot was kept (not sure if all three slots will combine later on).
helios123
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Re: Quick Questions Thread

Post by helios123 »

what is the repair rate of infrastructure like depots and railyards? is it fixed amount? or what can influence the rate besides priority repair?
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

helios123 wrote: Tue Dec 09, 2025 1:13 pm what is the repair rate of infrastructure like depots and railyards? is it fixed amount? or what can influence the rate besides priority repair?
see Manual chapter 28.6.3
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Re: Quick Questions Thread

Post by helios123 »

in order to gain the rail capacity from level 2+ railyards do you need to build a depot there? i dont believe it says so in the manual:

"25.4.1. Railyard Capacity
Railyards represent the rolling stock available for moving units and freight. If the railyard size is greater than 1, then each undamaged railyard factory point, or level, produces 10k tons of rail capacity per turn with the exception that railyards located in the same hex as a national supply source (25.2.3) will produce 200k tons of capacity per level per turn."
Jaresh
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Re: Quick Questions Thread

Post by Jaresh »

Hello fellow wargamers,

I'm now in August 1943 and just noticed that the Command capacity of my German commanders has suddenly increased. A Corps HQ now controls up to 10 div.

Cannot find an answer in the guide thus a question : is it temporary or will it last till the end of times?

Would like to avoid re-organizing my OoB if it is for a few turns only.

thanks.
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Re: Quick Questions Thread

Post by Wiedrock »

Jaresh wrote: Mon Dec 15, 2025 5:05 pm Cannot find an answer in the guide thus a question : is it temporary or will it last till the end of times?
See manual Chapter 21.11.3 "Headquarter Unit’s Command Capacity".
It should incease by +1 more command point in 04/1944.
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Re: Quick Questions Thread

Post by Jaresh »

found it! thanks a lot! ;-)
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

I received the Slovak air group a number of weeks ago, it is equipped with Me 109G2s, so would be helpful on the map but I don't find any way to bring it in. I tried with its associated AOG and it doesn't work either. Is there anything specific about this unit?

On a slightly comparable theme, I have a number of units in reserve with the TOE set at 100, equipment available in the active pool and still the actual level of the unit not moving above 40 or 67 for example. This happens in particular, but not only with StuGs, where the B model is replaced by the G one in front units but those in reserve do not build up to strength. Any explanation or suggestion?
Jaresh
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Re: Quick Questions Thread

Post by Jaresh »

Hi guys,

Q about Combat Value

I've got the 129th ID sitting on a Depot with its Corps leader for a few turns in Refit mode, away from the frontline.
Its CV is only 2.
It's got same combat elements as its colleagues, 17k men, 226 guns, about same Exp, better supplies/ammo/fuel than others and 0 fatique.
Yet the other div in that corps have CV between 9 and 12, being adjacent to enemies (I'm not talking of their defensive value).

What am I missing? Why isn't the 129th Div CV about 12?

merci
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Jaresh wrote: Thu Dec 18, 2025 1:05 pm Hi guys,

Q about Combat Value

I've got the 129th ID sitting on a Depot with its Corps leader for a few turns in Refit mode, away from the frontline.
Its CV is only 2.
It's got same combat elements as its colleagues, 17k men, 226 guns, about same Exp, better supplies/ammo/fuel than others and 0 fatique.
Yet the other div in that corps have CV between 9 and 12, being adjacent to enemies (I'm not talking of their defensive value).

What am I missing? Why isn't the 129th Div CV about 12?

merci
There's many things impacting CV and without visual info it would all be guessing.

You may have to make screenshots (Windows has a built in tool called "Snipping Tool") of the Division's "Unit Cards" where we can see all the info of the Units in question. Furthermore add info on the Ground Weather+Road type in the Hexes of the individual Divisions.
Also it is not clear to me what "for a few turns" are (2? 3? 8?). :D

Without screens:
Make sure you look at attacking CV in both cases.
Make sure to not look at combined attacking CV of multiple stacked Divisions.
Make sure to compare the CPP. 10 CPP multiplies CV by x1.1, 50CPP by x1.5, 100CPP by x2.
There is the possibility that the refitting Division just got a lot of reinfocements and therefore may be missing Ammo (I am aware you said it has better Ammo, just doublechecking among all the guessing).
Jaresh
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Re: Quick Questions Thread

Post by Jaresh »

Hi Wiedrock,

Thanks again for your prompt reply. :D

It was about 3 to 4 turns. But actually I just played an additional turn and the problem just stopped right now and 129th moved up the foodchain from 2 to 18 !! :o
One would expect a more linear progression...

And yes the weather hexes were all similar. only difference was non-adjacent to enemies.

here is the front situation when still at 2 CV and comparison to 256 ID:
Image
Image
Image
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Jaresh wrote: Thu Dec 18, 2025 5:49 pm here is the front situation when still at 2 CV and comparison to 256 ID:
Hmmm this rly looks weird, what game version are you playing on? By this info it is beyond me to say what's the reason with certainty.
Can you post the "SUPPLY DETAILS" (button in this Unit Window in the top right) of this 129th for one the "low CV" turns (preferably the last one with low CV)?
Sertorius21 wrote: Thu Dec 18, 2025 10:34 am I received the Slovak air group a number of weeks ago, it is equipped with Me 109G2s, so would be helpful on the map but I don't find any way to bring it in. I tried with its associated AOG and it doesn't work either. Is there anything specific about this unit?

On a slightly comparable theme, I have a number of units in reserve with the TOE set at 100, equipment available in the active pool and still the actual level of the unit not moving above 40 or 67 for example. This happens in particular, but not only with StuGs, where the B model is replaced by the G one in front units but those in reserve do not build up to strength. Any explanation or suggestion?
1. There were/are some issues related to Air Groups and their nationality when bringing them to the map on Axis side. Avoid areas of other Axis minor's nation's Air Commands (so the area where - if you click the highest Command (e.g.Hungarian Air Command) is present with its "area box").
If you do not yet have a Slovak AOG on MAP, then thake the "area" a of a German Luftflotte and use "bring AOG from reserve" and choose the Slovak one.
If you already have a Slovak AOG on MAP, then right-click its "dogtag" (can be activated with "A"-key) and try to "bring Air Group" this way.

2. I remember someone posting about similar things somewhere a while ago. Are the Units in the Reserve set on REFIT (this has the highest priority of all)? How is your manpower pool looking?
Note: Units in the Reserve TB-window that are on REFIT have a green triangle in the top left of the counter. If you right click a Unit in the Reserve TB-window the popup needs to say "REFIT ON", then it is ON.
Jaresh
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Re: Quick Questions Thread

Post by Jaresh »

version is 1.04.12

here are supply details from 129th ID:
Image
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Hmm, looks all normal. If this is the last 2CV turn something is/was off in some way I can not see or don't know about.
Jaresh
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Re: Quick Questions Thread

Post by Jaresh »

ok no worries. maybe some thresholds issue. Danke.
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

Wiedrock wrote: Thu Dec 18, 2025 6:33 pm
Jaresh wrote: Thu Dec 18, 2025 5:49 pm here is the front situation when still at 2 CV and comparison to 256 ID:
Hmmm this rly looks weird, what game version are you playing on? By this info it is beyond me to say what's the reason with certainty.
Can you post the "SUPPLY DETAILS" (button in this Unit Window in the top right) of this 129th for one the "low CV" turns (preferably the last one with low CV)?
Sertorius21 wrote: Thu Dec 18, 2025 10:34 am I received the Slovak air group a number of weeks ago, it is equipped with Me 109G2s, so would be helpful on the map but I don't find any way to bring it in. I tried with its associated AOG and it doesn't work either. Is there anything specific about this unit?

On a slightly comparable theme, I have a number of units in reserve with the TOE set at 100, equipment available in the active pool and still the actual level of the unit not moving above 40 or 67 for example. This happens in particular, but not only with StuGs, where the B model is replaced by the G one in front units but those in reserve do not build up to strength. Any explanation or suggestion?
1. There were/are some issues related to Air Groups and their nationality when bringing them to the map on Axis side. Avoid areas of other Axis minor's nation's Air Commands (so the area where - if you click the highest Command (e.g.Hungarian Air Command) is present with its "area box").
If you do not yet have a Slovak AOG on MAP, then thake the "area" a of a German Luftflotte and use "bring AOG from reserve" and choose the Slovak one.
If you already have a Slovak AOG on MAP, then right-click its "dogtag" (can be activated with "A"-key) and try to "bring Air Group" this way.

2. I remember someone posting about similar things somewhere a while ago. Are the Units in the Reserve set on REFIT (this has the highest priority of all)? How is your manpower pool looking?
Note: Units in the Reserve TB-window that are on REFIT have a green triangle in the top left of the counter. If you right click a Unit in the Reserve TB-window the popup needs to say "REFIT ON", then it is ON.
Thanks, I will look into these.

Further questions as we are now in April 1943 and the weather was heavy rain + heavy mud across most of the map, with water levels at mostly 8 or 9. This shifts to cold. Do I read correctly the manual by assuming that this will translate into another turn of heavy mud? The reasoning is that the water level will change between -1 and +2, but not being higher than 6. Given that the starting points are 8 or more, all that part of the map should be at 6. Let me know if there is a doubt about this as I will not spend the same amount of time or have the same frontline with heavy mud or clear ground (even light mud may be useful for the vily Russian).
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