Quick Questions Thread
Moderator: Joel Billings
Re: Quick Questions Thread
I do this. Other than taking rail capacity I dont know of a downside.
Re: Quick Questions Thread
Afaik if they get attacked while entrained they get pre-battle-DISruption.
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Re: Quick Questions Thread
If you are talking about units that come from TB then it is better to not move them so they build CPP. If you still hold Rostov then there is just enough rail capacity and SMP to unload 3 of them in the city in 1 go.chegevara wrote: Tue Apr 28, 2026 8:13 pm Hi,
if I have as a soviet units too far away from the front, for example on Caucasis, and they can't be railroaded by 1 turn,
should I move them as far as possible and left them on rails until next turn, or use move points enough to unload them at some intermediate railyard?
Is there any downside if unit is left on rails until the next turn?
Re: Quick Questions Thread
If some Front\Army is overcrowded, which is better - to assign some corps\army directly to the Stavka, or keep it and suffer penalties for the CP overlimit?
Re: Quick Questions Thread
I dont like to over crowd commands. Especially as russia.
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FranGuasch
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Re: Quick Questions Thread
Soviet Factory Evacuation: Can not find the answer elsewhere. Manual tells
*** In this window, if you click on the “Move to…” text
(shown in yellow) you will be given the option to order
the immediate movement of the factory.***
I understand, the game engine moves it automatically, sometimes, i.e: turn 3, some factories are in dark yellow (omsk damaged heavy factories) I understand these are evacuated factories from Mogilev or Kiev
a) However, i want to move them manually, also. Cannot do it
Rail points are not the problem, just starting the turn
I ve tried, but failed
1.- Rail mode
2.- Enter the city detail (process... Escape key, right click, then city name), then select a factory?
3.- Always find it "greyed", should it be "yellow" colored like others (i.e, change airplane)... Why? Some turn until allowed?... Too far/near from enemy?
Then, i ve tried
1.- N Key, then lets say heavy industry
2.- Select any city, i e... Odessa (i believe no problems to evacuate it)
3.- Then.. i click MOVE TO KIROV
4.- Weirdly, a pop up says... Relocate Kolomna to Kirov. Seems you can only move the LAST one in the list of each city. Because i ve decided to say YES, ant it seems to move.
5.- I want to move Odessa, not a random one. Tried many other options. Moscow, Leningrad, Gomel. Always gives me an option to move the last one of the list. Tried sending to different cities, Odessa to Kirov, Odessa to Baku. Always similar result.
So... You can move just a few selected factories i.e, the ones with a "move to" under them? Others are blocked?
b) Also... i found in another link by wiedrock damage raises 40% manually, 25% auto. This is 5 turns without production. Always same?
c) Can Manpower be evacuated? WITE1 didnt allowed. Other factories (oil, rail... i.e kherson 10x Fuel production)
*** In this window, if you click on the “Move to…” text
(shown in yellow) you will be given the option to order
the immediate movement of the factory.***
I understand, the game engine moves it automatically, sometimes, i.e: turn 3, some factories are in dark yellow (omsk damaged heavy factories) I understand these are evacuated factories from Mogilev or Kiev
a) However, i want to move them manually, also. Cannot do it
Rail points are not the problem, just starting the turn
I ve tried, but failed
1.- Rail mode
2.- Enter the city detail (process... Escape key, right click, then city name), then select a factory?
3.- Always find it "greyed", should it be "yellow" colored like others (i.e, change airplane)... Why? Some turn until allowed?... Too far/near from enemy?
Then, i ve tried
1.- N Key, then lets say heavy industry
2.- Select any city, i e... Odessa (i believe no problems to evacuate it)
3.- Then.. i click MOVE TO KIROV
4.- Weirdly, a pop up says... Relocate Kolomna to Kirov. Seems you can only move the LAST one in the list of each city. Because i ve decided to say YES, ant it seems to move.
5.- I want to move Odessa, not a random one. Tried many other options. Moscow, Leningrad, Gomel. Always gives me an option to move the last one of the list. Tried sending to different cities, Odessa to Kirov, Odessa to Baku. Always similar result.
So... You can move just a few selected factories i.e, the ones with a "move to" under them? Others are blocked?
b) Also... i found in another link by wiedrock damage raises 40% manually, 25% auto. This is 5 turns without production. Always same?
c) Can Manpower be evacuated? WITE1 didnt allowed. Other factories (oil, rail... i.e kherson 10x Fuel production)
Re: Quick Questions Thread
Hello gamers, my quick questions:
Question A:
Gaze upon the screenshot below. If I attack here with my half-spent infantry corps, the result would be the enemy units route behind my lines with nearly all of them dead, salvaging very few if any tanks. But this question is more about the situation of an encirclement without a full lock achieved by the separation of divisions in to thirds, to seal them completely.

The simple question being: What precisely are the rules for such situations, and is it worth spending the resources to lock it?
I believe these are my options in this particular case
1. I use the infantry units which cleared the path (and are not fresh at this point to begin with, to crush the enemy on both hexes they are strong on.
2. I fully envelop the enemy, and defeat them right as the gap is dI bypass the enemy at this location.Only very weak units would be needed to pin them in place.
3. I bypass the position entirely.
Thoughts: Conventional wisdom dictates that as Germany at the start of Barbarossa option 3 is the correct one, and yet, that seems like a bad idea here to me? Keep in mind I'm a beginner I really can't tell from the manual.
I'll attempt to motivate the claim: I want that railroad soon as possible so that I can repair it, and I want my 4 tank divisions to penetrate as deep as possible, which would be less deep would they have to walk around enemy controlled hexes.
Question A:
Gaze upon the screenshot below. If I attack here with my half-spent infantry corps, the result would be the enemy units route behind my lines with nearly all of them dead, salvaging very few if any tanks. But this question is more about the situation of an encirclement without a full lock achieved by the separation of divisions in to thirds, to seal them completely.

The simple question being: What precisely are the rules for such situations, and is it worth spending the resources to lock it?
I believe these are my options in this particular case
1. I use the infantry units which cleared the path (and are not fresh at this point to begin with, to crush the enemy on both hexes they are strong on.
2. I fully envelop the enemy, and defeat them right as the gap is dI bypass the enemy at this location.Only very weak units would be needed to pin them in place.
3. I bypass the position entirely.
Thoughts: Conventional wisdom dictates that as Germany at the start of Barbarossa option 3 is the correct one, and yet, that seems like a bad idea here to me? Keep in mind I'm a beginner I really can't tell from the manual.
I'll attempt to motivate the claim: I want that railroad soon as possible so that I can repair it, and I want my 4 tank divisions to penetrate as deep as possible, which would be less deep would they have to walk around enemy controlled hexes.
Re: Quick Questions Thread
Since I got a bit verbose perhaps in my other post, and I chanced upon a situation which allowed me to be much more succinct.
Look at image A:

Units marked "1" are in no realistic way helped by gap that units marked "2" hold persist in.
I could brush units marked "2" away easily, would that then instantly, game-mechanically give me a buff to my combat vs unit marked "1" and/or harm unit marked "1" more harshly when it is defeated?
I note that no roads or railroads, or other realistic route of escape or supply exists, yet if there's a game rule that says basically once you're fully locked in then X, Y, Z happens, that'd make sense.

Look at image A:

Units marked "1" are in no realistic way helped by gap that units marked "2" hold persist in.
I could brush units marked "2" away easily, would that then instantly, game-mechanically give me a buff to my combat vs unit marked "1" and/or harm unit marked "1" more harshly when it is defeated?
I note that no roads or railroads, or other realistic route of escape or supply exists, yet if there's a game rule that says basically once you're fully locked in then X, Y, Z happens, that'd make sense.

Re: Quick Questions Thread
Sorry for asking so many questions in a row, these are all related though and something I can't seem to find in the manual 

Here, I predicted that with a small numerical advantage and a weak attack, I would defeat the enemy with only very minor losses for me.
The enemy, however did manage to escape with most of the men alive, despite being cut off. I'm aware that the unit will be debuffed in a number of way which given it's position on the map means I'll easily catch it again (and therefore perhaps spending only 78 german lives was a good idea in this instance?
It's clear that if I performed a non-weak attack, especially with multiple units and some nice support units on an HQ, the unit would've suffered 90-95% losses instead. All good and fair.
What's not clear is what determines how far it gets to retreat through land I occupy, and under what precise conditions and at what cost to itself.

Here, I predicted that with a small numerical advantage and a weak attack, I would defeat the enemy with only very minor losses for me.
The enemy, however did manage to escape with most of the men alive, despite being cut off. I'm aware that the unit will be debuffed in a number of way which given it's position on the map means I'll easily catch it again (and therefore perhaps spending only 78 german lives was a good idea in this instance?
It's clear that if I performed a non-weak attack, especially with multiple units and some nice support units on an HQ, the unit would've suffered 90-95% losses instead. All good and fair.
What's not clear is what determines how far it gets to retreat through land I occupy, and under what precise conditions and at what cost to itself.
Re: Quick Questions Thread
TOE-%, Morale and concerning retreat distance(s) also very likely Leader rolls.rinne wrote: Sat May 09, 2026 9:12 pm What's not clear is what determines how far it gets to retreat through land I occupy, and under what precise conditions and at what cost to itself.
So in short, RNG.
4. See the double-rail that is blocked.rinne wrote: Sat May 09, 2026 7:56 pm The simple question being: What precisely are the rules for such situations, and is it worth spending the resources to lock it?
a) Yes, should only those historically relocated and only Airframe/Chassis productions.FranGuasch wrote: Fri May 08, 2026 7:03 am So... You can move just a few selected factories i.e, the ones with a "move to" under them? Others are blocked?
b) Here is the link for all.
c) Manpower evacuates randomly, if a battle takes place the evacuated manpower factories should on average be more than without.
All other factories are not moved or even destroyed IIRC. The only impotant (theoretically) one that stays should be....Oil/Crude IIRC.
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Re: Quick Questions Thread
What do you think about airfields strikes on D1 in GC, is it worth to try cause more damage at price of much greater losses?
Most of the soviet planes are obsolete byplanes anyway, maybe it worth only focus airfields with new planes (MiG,Yak,Su-2 etc.)?
Most of the soviet planes are obsolete byplanes anyway, maybe it worth only focus airfields with new planes (MiG,Yak,Su-2 etc.)?
Re: Quick Questions Thread
The unit was routed which is much worse than a unit retreating .rinne wrote: Sat May 09, 2026 9:12 pm Sorry for asking so many questions in a row, these are all related though and something I can't seem to find in the manual
Here, I predicted that with a small numerical advantage and a weak attack, I would defeat the enemy with only very minor losses for me.
The enemy, however did manage to escape with most of the men alive, despite being cut off. I'm aware that the unit will be debuffed in a number of way which given it's position on the map means I'll easily catch it again (and therefore perhaps spending only 78 german lives was a good idea in this instance?
It's clear that if I performed a non-weak attack, especially with multiple units and some nice support units on an HQ, the unit would've suffered 90-95% losses instead. All good and fair.
What's not clear is what determines how far it gets to retreat through land I occupy, and under what precise conditions and at what cost to itself.
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FranGuasch
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Re: Quick Questions Thread
Need some help with pilots
Used to WITP AE... pilots and planes were controled in a very precise way, this is simplified, and confuses me a bit.
Lets say I have a Polk with 32 planes and 64 pilots. They are Strategic Recon. Lets say 32 of them got XP 70, 32, just XP 30. Average XP 50. I want to get rid of these low XP pilots, so they train
Afaik:
1.- I can send the Polk to the reserve. So.. Polk turns into a 50 XP box with just 32 pilots. When i send them back to the map, i get some kind of Pilots in the 50 +/- 25% XP averaging 50, only 32 go down.
The other 32 pilots... go to the "strat recon free" pool, and they have also an average of 50 XP?
2.- I can change airplanes. Lets say an older plane. So... 32 pilots are retained, the others go to reserve. The BEST ones stay, the untrained ones go to the Free "strat recon pool"? These have an average XP of 35? Individual XPs?
3.- Is there some way to get rid of the surplus pilots without doing this? Also... Can i send surplus planes back to the reserve pools, or... only changing planes/sending to reserve is the way to do it?
4.- Morale in reserve units. A polk with just 1 plane has 1 pilot, XP 60 and morale 80. Morale stays the same when reinforced to 32 planes? I understand XP will depend on pilot XP on reinforcements...
Used to WITP AE... pilots and planes were controled in a very precise way, this is simplified, and confuses me a bit.
Lets say I have a Polk with 32 planes and 64 pilots. They are Strategic Recon. Lets say 32 of them got XP 70, 32, just XP 30. Average XP 50. I want to get rid of these low XP pilots, so they train
Afaik:
1.- I can send the Polk to the reserve. So.. Polk turns into a 50 XP box with just 32 pilots. When i send them back to the map, i get some kind of Pilots in the 50 +/- 25% XP averaging 50, only 32 go down.
The other 32 pilots... go to the "strat recon free" pool, and they have also an average of 50 XP?
2.- I can change airplanes. Lets say an older plane. So... 32 pilots are retained, the others go to reserve. The BEST ones stay, the untrained ones go to the Free "strat recon pool"? These have an average XP of 35? Individual XPs?
3.- Is there some way to get rid of the surplus pilots without doing this? Also... Can i send surplus planes back to the reserve pools, or... only changing planes/sending to reserve is the way to do it?
4.- Morale in reserve units. A polk with just 1 plane has 1 pilot, XP 60 and morale 80. Morale stays the same when reinforced to 32 planes? I understand XP will depend on pilot XP on reinforcements...
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FranGuasch
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Re: Quick Questions Thread
Question about Russian Air transports, specifically the huge amounts of U-2 (transport). Cannot find nothing about this.
In GC seems only 1 air group can be filled with U2, and just 4 or 5 in all. Checking reinforcements... seems only 1 additional U2 transport capable unit will arrive, by the end of 1942
Also, just 3 or 4 other units can use the Li-2, but not the U2, perhaps 2 more in all the game. By turn 10, near 700 U2 are in the pool, 15 more each week, 28 including Li2 ! 700 planes to replace a single unit (size... 30?) I used all my transports to 100%, 10 lost weekly.
Will these factories be used elsewhere? Seem U2 VS will have a similar problem. Not talking about the "usefulness" of the craft
In GC seems only 1 air group can be filled with U2, and just 4 or 5 in all. Checking reinforcements... seems only 1 additional U2 transport capable unit will arrive, by the end of 1942
Also, just 3 or 4 other units can use the Li-2, but not the U2, perhaps 2 more in all the game. By turn 10, near 700 U2 are in the pool, 15 more each week, 28 including Li2 ! 700 planes to replace a single unit (size... 30?) I used all my transports to 100%, 10 lost weekly.
Will these factories be used elsewhere? Seem U2 VS will have a similar problem. Not talking about the "usefulness" of the craft
Re: Quick Questions Thread
I don't think you can control pilots that way. I think you go it by air elements. You can sends air units to the reserve to train but not extra planes, need to be a unit.FranGuasch wrote: Tue May 19, 2026 5:10 pm Need some help with pilots
Used to WITP AE... pilots and planes were controled in a very precise way, this is simplified, and confuses me a bit.
Lets say I have a Polk with 32 planes and 64 pilots. They are Strategic Recon. Lets say 32 of them got XP 70, 32, just XP 30. Average XP 50. I want to get rid of these low XP pilots, so they train
Afaik:
1.- I can send the Polk to the reserve. So.. Polk turns into a 50 XP box with just 32 pilots. When i send them back to the map, i get some kind of Pilots in the 50 +/- 25% XP averaging 50, only 32 go down.
The other 32 pilots... go to the "strat recon free" pool, and they have also an average of 50 XP?
2.- I can change airplanes. Lets say an older plane. So... 32 pilots are retained, the others go to reserve. The BEST ones stay, the untrained ones go to the Free "strat recon pool"? These have an average XP of 35? Individual XPs?
3.- Is there some way to get rid of the surplus pilots without doing this? Also... Can i send surplus planes back to the reserve pools, or... only changing planes/sending to reserve is the way to do it?
4.- Morale in reserve units. A polk with just 1 plane has 1 pilot, XP 60 and morale 80. Morale stays the same when reinforced to 32 planes? I understand XP will depend on pilot XP on reinforcements...
Re: Quick Questions Thread
If you "surround" an enemy and attack it in the same turn it will ROUT instead of retreat (unless there is a hex he still can retreat to which is not adjacent to one of your units - something like this + some more sub-rules to this rule).rinne wrote: Sat May 09, 2026 9:12 pm Here, I predicted that with a small numerical advantage and a weak attack, I would defeat the enemy with only very minor losses for me.
The enemy, however did manage to escape with most of the men alive, despite being cut off. I'm aware that the unit will be debuffed in a number of way which given it's position on the map means I'll easily catch it again (and therefore perhaps spending only 78 german lives was a good idea in this instance?
It's clear that if I performed a non-weak attack, especially with multiple units and some nice support units on an HQ, the unit would've suffered 90-95% losses instead. All good and fair.
What's not clear is what determines how far it gets to retreat through land I occupy, and under what precise conditions and at what cost to itself.
The ROUTing is more or less random, deliberate attacks seem to be slightly more predictable if I recall correctly (preditable as in if you do the same attack 10 times the ROUT Hex will be more or less the same or one of a few hexes possible).
The losses when retreating are impacted by many things, usually a retreat through ZOC is the best you can create when you want to cause the highest losses. ROUTs on the other hand reduces MORale of a unit by (additional) -1 which is also neat. But as said if "surrounded" during your current turn a unit will (always/usually/if it cant retreat) ROUT resulting in cases like yours.
Note: The normal retreating distances are from what I have tested based on Leader rolls (but don't quote me on that).
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FranGuasch
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Re: Quick Questions Thread
Regarding Assault Front Trenches, Lets say i have a stabilised line with trench 2 - 3 and i decide to give assault status to the front in them
Do trenches are reduced to level 1 inmediatly... or these just go on decaying at the normal rate, but without able to rebuild them to level 2?
Other units in the same hex can build trenches beyond level 1?
Also... manual claims advantages are lost *If any HQ in the command chain is outside the command range for the Assault HQ*
Range seems to be 45 to an army to reach a front. 90 to stavka. So.. pretty high. This includes divisions at 6 range from army HQ? else i can not see the problem
Do trenches are reduced to level 1 inmediatly... or these just go on decaying at the normal rate, but without able to rebuild them to level 2?
Other units in the same hex can build trenches beyond level 1?
Also... manual claims advantages are lost *If any HQ in the command chain is outside the command range for the Assault HQ*
Range seems to be 45 to an army to reach a front. 90 to stavka. So.. pretty high. This includes divisions at 6 range from army HQ? else i can not see the problem
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Re: Quick Questions Thread
As long as there is a unit in the hex, I don't think the forts will decay just because the unit in the hex is in an assault HQ. I think the conditions have to do with building the fort, not maintaining it once the fort has been built.
All understanding comes after the fact.
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FranGuasch
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Re: Quick Questions Thread
My attack wheel does not pop up.
I am attacking from 2 hexes. lets sat 4 mechanized type units, all with 25 MPS +, also, 2 infantry, perhaps 10 MPs
2 different armies involved, perhaps different fronts can not combine attacks?
I am attacking from 2 hexes. lets sat 4 mechanized type units, all with 25 MPS +, also, 2 infantry, perhaps 10 MPs
2 different armies involved, perhaps different fronts can not combine attacks?
Re: Quick Questions Thread
They can.FranGuasch wrote: Thu Jun 11, 2026 6:25 am My attack wheel does not pop up.
I am attacking from 2 hexes. lets sat 4 mechanized type units, all with 25 MPS +, also, 2 infantry, perhaps 10 MPs
2 different armies involved, perhaps different fronts can not combine attacks?
River?
One Unit Unready/Depleted?
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