The is a game setting to disable paratroopers airdrop use.
Quick Questions Thread
Moderator: Joel Billings
Re: Quick Questions Thread
Re: Quick Questions Thread
You can have Axis minor interceptors patrol in large areas over threatened sectors. Any intercept, even a small one, would make the drop exceedingly costly and probably prohibit the mission.
You can place refitting smaller units on vital rail and supply depot locations behind the front line. They can act as a quick reserve for drops far behind the front.
You can build secondary railroad lines in 1942 and onwards. This means an expensive paraunit will be sacrificed, to break a duplicate line.
Is it annoying? Yes. Can you do something about it? Sure.
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
Re: Quick Questions Thread
In 1941 as the Soviet factories start to evacuate, what is the right course of action? Prioritize repairs for the unit categories you want to repair faster and increase production of sooner? Should you attach construction SUs manually to the new location (city), or will the AI take care of this? You cant attack SUs directly to a specific factory correct? (My memory of the living manual regarding this is very hazy...)
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
Re: Quick Questions Thread
I'll add this question.juv95hrn wrote: Wed Jul 29, 2026 9:44 am In 1941 as the Soviet factories start to evacuate, what is the right course of action? Prioritize repairs for the unit categories you want to repair faster and increase production of sooner? Should you attach construction SUs manually to the new location (city), or will the AI take care of this? You cant attack SUs directly to a specific factory correct? (My memory of the living manual regarding this is very hazy...)
If you were able to control conatruction SUd, how would you know how many/which size you'd need for a factory of size X and damage Y and how many turns it'd take to repair fully?
...same for airbase buildups
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trooperrob
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Re: Quick Questions Thread
I have had a look at this.FranGuasch wrote: Sat Jun 13, 2026 7:42 am Cannot find some good guide to explain how freight works.
1.- Every depot picks "required supply" from the most nearby supply source with a "lower priority?
The question is... How can i pick the supply from i.e "Kazan" towards East Moscow, instead picking it from moscow? Is there some way? For instance, create a depot level 4 near kazan, then another...?
I don't think it is possible to fine tune. I would have liked to send supply N then west to use different rail lines.
Also have a problem with supply near ports.
An export port needs to have a priority, an import needs a priority, an inland depot needs a priority.
If the export is 2, the import is 3, then the depot needs to be a 4....
I don't think you can is the answer.
There is a max range the supply depot can send supply so a 2 east of moscow wont send to a 4 west further than a certain distance.
If you had priority a1234, b1234 etc then you could have b1, b2, b3, b4 east, and a1,a2,a3,a4 west etc - at least to get the distance.
If supply runs out, then it will stop off at a depot on the way, so makes sense to have intermediates, but since all bases grab an initial supply amount, the more bases, the less supply gets to where needed...
Also had a problem with some bases in the rear collecting massive supply stock...
Try various tactics.
Try Auto supply once. - I found that it made a major change to supply for a reason I couldn't identify...
However most don't advise autosupply, so you could try it once, then manually adjust...
Keep an eye on the railway use, and the repair state of railyards >=2.
Not sure how supply levels affect production - Have a problem getting resources / oil to factories 1943... I think it is because supply is using the rail capacity.
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trooperrob
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Re: Quick Questions Thread
I have had a look at this.FranGuasch wrote: Sat Jun 13, 2026 7:42 am Cannot find some good guide to explain how freight works.
1.- Every depot picks "required supply" from the most nearby supply source with a "lower priority?
The question is... How can i pick the supply from i.e "Kazan" towards East Moscow, instead picking it from moscow? Is there some way? For instance, create a depot level 4 near kazan, then another...?
I don't think it is possible to fine tune. I would have liked to send supply N then west to use different rail lines.
Also have a problem with supply near ports.
An export port needs to have a priority, an import needs a priority, an inland depot needs a priority.
If the export is 2, the import is 3, then the depot needs to be a 4....
I don't think you can is the answer.
There is a max range the supply depot can send supply so a 2 east of moscow wont send to a 4 west further than a certain distance.
If you had priority a1234, b1234 etc then you could have b1, b2, b3, b4 east, and a1,a2,a3,a4 west etc - at least to get the distance.
If supply runs out, then it will stop off at a depot on the way, so makes sense to have intermediates, but since all bases grab an initial supply amount, the more bases, the less supply gets to where needed...
Also had a problem with some bases in the rear collecting massive supply stock...
Try various tactics.
Try Auto supply once. - I found that it made a major change to supply for a reason I couldn't identify...
However most don't advise autosupply, so you could try it once, then manually adjust...
Keep an eye on the railway use, and the repair state of railyards >=2.
Not sure how supply levels affect production - Have a problem getting resources / oil to factories 1943... I think it is because supply is using the rail capacity.
Re: Quick Questions Thread
If a Soviet Breakthrough Artillery Division is Non Motorised why does it need 2500 vehicles.
Molotov : This we did not deserve.
Foch : This is not peace. This is a 20 year armistice.
C'est la guerre aérienne
Foch : This is not peace. This is a 20 year armistice.
C'est la guerre aérienne
Re: Quick Questions Thread
The TOEs are "all non-inf" motorized. So all elements are motorized, as well as the Trucks needed for carrying stuff like Ammo.56ajax wrote: Sun Aug 02, 2026 4:20 am If a Soviet Breakthrough Artillery Division is Non Motorised why does it need 2500 vehicles.
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Re: Quick Questions Thread
and they have non motorised movement points and they make the clip clop noise when moving. Clearly bthe trucks can only move at a walking pace. Absolutely bizarre.Wiedrock wrote: Sun Aug 02, 2026 9:30 amThe TOEs are "all non-inf" motorized. So all elements are motorized, as well as the Trucks needed for carrying stuff like Ammo.56ajax wrote: Sun Aug 02, 2026 4:20 am If a Soviet Breakthrough Artillery Division is Non Motorised why does it need 2500 vehicles.
Molotov : This we did not deserve.
Foch : This is not peace. This is a 20 year armistice.
C'est la guerre aérienne
Foch : This is not peace. This is a 20 year armistice.
C'est la guerre aérienne
Re: Quick Questions Thread
The artillery guns have dedicated prime movers while the infantry (Support) is not motorized (they piggy-back ride on prime movers). Having them fully motorized with 50MP would make them massively overpowered units especially if paired with a too high build limit.
The currenty setup keeps the historical high truck use but units are not OP this way. I wish the same had been done for the Rocket Divs.
The currenty setup keeps the historical high truck use but units are not OP this way. I wish the same had been done for the Rocket Divs.
Re: Quick Questions Thread
Is it possible to rebuild the FBD/NKPS unit in the game so it can build tracks again? Is it a non-repairable unit? Because I can't seem to add an additional construction battalion to it.
Sorry for my English. It is not the best.
Re: Quick Questions Thread
If you detached the construction units the best you can do is disband the entire unit as you can't attach the units back. Basically a worthless hull.
Re: Quick Questions Thread
Afaik they still work for superdepots without Battalions.
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