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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Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

I kept my AGC HQ at the front for months in the hope that Keitel would be done with and sadly he is not one of those whom the Russians picked up. I was pretty livid when early on they managed to get Raus despite the HQ being two hexes behind the front.

It seems I am not alone in having tried that trick. This being said, seeing that leader losses were so low, I didn't bother any longer shifting some HQs from the frontline once the Russians had come at their level.
AltCampaigner
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Re: Quick Questions Thread

Post by AltCampaigner »

My Tiger battalions have gone to the Axis Reserve and the WE TB's. Is this just another way to screw the Axis player?
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

AltCampaigner wrote: Sat Aug 29, 2026 7:29 am My Tiger battalions have gone to the Axis Reserve and the WE TB's. Is this just another way to screw the Axis player?
They may go play with the Ammis.
AltCampaigner
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Re: Quick Questions Thread

Post by AltCampaigner »

If fighter bomber aircraft are set to "bomber" but isn't set to carry bombs, do they strafe? Or do the on-board weapons just matter for A2A?
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TheeWarLord
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Re: Quick Questions Thread

Post by TheeWarLord »

Construction units, what is the optimal way to utilize these SU’s, For example, If I use an AP to fix a port, do I have to send a construction SU there as well? How do you utilize road construction SU’s? If you use an AP to repair a railway or port, does that also reduce the damaged manpower? Or is that another AP that is needed. Will a construction unit alleviate manpower needs? It strikes me odd that a city hex can have high a damaged port, railway, manpower and you have to expend an AP for each .
FortTell
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Re: Quick Questions Thread

Post by FortTell »

TheeWarLord wrote: Mon Sep 14, 2026 3:04 am Construction units, what is the optimal way to utilize these SU’s
Don't try to micro them as much, really. All HQs may send out digging units to repair various map locations and they do a reasonable job at it.
TheeWarLord wrote: Mon Sep 14, 2026 3:04 am For example, If I use an AP to fix a port, do I have to send a construction SU there as well?
No, if you pay an AP for priority repairs, this will just tell the logistics phase AI to allocate more construnction units to that hex to repair things in it faster. You do not need to add more manually.
TheeWarLord wrote: Mon Sep 14, 2026 3:04 am How do you utilize road construction SU’s?
There are two types of construction SUs - the ones who can repair railways and the ones who cannot. Any other naming differences are just for verisimilitude.
TheeWarLord wrote: Mon Sep 14, 2026 3:04 am If you use an AP to repair a railway or port, does that also reduce the damaged manpower? Or is that another AP that is needed. Will a construction unit alleviate manpower needs? It strikes me odd that a city hex can have high a damaged port, railway, manpower and you have to expend an AP for each .
Honestly, never tried those manual repairs so I cannot say if construction units focus on only one thing in a hex or split their efforts around. What I can say is that railway and port repairs are much more important than everything else, manpower is a low priority.
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TheeWarLord
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Re: Quick Questions Thread

Post by TheeWarLord »

Thank for quick reply to my inquiries. These weren’t actually quick questions. Anyone care to chime in on the manpower issue? How important is to alleviate a high damage number or is this related to production to that city/hex or is related to all repairs?
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