Quick Questions Thread
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Sertorius21
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Re: Quick Questions Thread
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.
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.
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AltCampaigner
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Re: Quick Questions Thread
My Tiger battalions have gone to the Axis Reserve and the WE TB's. Is this just another way to screw the Axis player?
Re: Quick Questions Thread
They may go play with the Ammis.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?
“Amateurs study tactics; professionals study logistics.”
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AltCampaigner
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Re: Quick Questions Thread
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?
- TheeWarLord
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Re: Quick Questions Thread
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 .
Re: Quick Questions Thread
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 Construction units, what is the optimal way to utilize these SU’s
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 For example, If I use an AP to fix a port, do I have to send a construction SU there as well?
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.
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.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 .
- TheeWarLord
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Re: Quick Questions Thread
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?
Re: Quick Questions Thread
Yes, plane use their guns/MGs/Cannons in A2G.AltCampaigner wrote: Mon Sep 14, 2026 1:27 am 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?
From how I understand it a FB set to Bombing is doing the same a TacB would do (but there are possibly further modifiers hidden which may or may not apply to a FB but do apply to TacBs).
But do not expect it to do much. Well,... the guns evolved and got bigger and bigger, so it rly depends on the plane you are looking at.
EDIT: some examples (edited the guns to be better/deal way more damage so I get some results).
Code: Select all
69,3,11 x Bf 109F-2 bombing 49th Rifle Division
69,6,76.2mm F-22 Field Gun disrupted by 7.92mm MG 17 (air)
69,6,Support disrupted by 15mm MG 151 Cannon (air)
69,3,6 x Bf 109F-2 bombing 49th Rifle Division
69,4,Bf 109F-2 damaged by FLAK
69,6,50mm M40/41 Mortar disrupted by 15mm MG 151 Cannon (air)
69,6,Support disrupted by 15mm MG 151 Cannon (air)
69,3,12 x Bf 109F-2 bombing 49th Rifle Division
69,6,37mm 61-K AA Gun disrupted by 7.92mm MG 17 (air)
69,6,7.62mm Quad Maxim AAMG disrupted by 7.92mm MG 17 (air)
69,6,122mm M1910 Howitzer disrupted by 7.92mm MG 17 (air)
69,6,Support disrupted by 15mm MG 151 Cannon (air)“Amateurs study tactics; professionals study logistics.”
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RudiDutschke
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Re: Quick Questions Thread
Hey guys 
This question applies particularly to the German Wehrmacht's first turn, but really to any subsequent one as well: How much sense does it make to move aircraft—especially those belonging to allied nations like Hungary or Romania—from deep within the interior to airfields near the border right away, before the offensive even begins? I think it makes a lot of sense. The reason I ask is that I’m never quite sure if such moves transfer air squadrons to airfields that have virtually no support, ammo, etc., yet. Also, I worry that having a huge number of aircraft—even weak ones—near the border might consume too many supplies in Turn 2.
Question 2) I find it very inconvenient that you can't adjust the support level for every small Air Operational Group (AOG). That’s why I always keep Romanian air units under Romanian control, even though their officers are very poor; does anyone have any ideas on this?
This question applies particularly to the German Wehrmacht's first turn, but really to any subsequent one as well: How much sense does it make to move aircraft—especially those belonging to allied nations like Hungary or Romania—from deep within the interior to airfields near the border right away, before the offensive even begins? I think it makes a lot of sense. The reason I ask is that I’m never quite sure if such moves transfer air squadrons to airfields that have virtually no support, ammo, etc., yet. Also, I worry that having a huge number of aircraft—even weak ones—near the border might consume too many supplies in Turn 2.
Question 2) I find it very inconvenient that you can't adjust the support level for every small Air Operational Group (AOG). That’s why I always keep Romanian air units under Romanian control, even though their officers are very poor; does anyone have any ideas on this?
Re: Quick Questions Thread
You want German Fighter planes at the forward Airfields.RudiDutschke wrote: Mon Sep 21, 2026 2:29 pm This question applies particularly to the German Wehrmacht's first turn, but really to any subsequent one as well: How much sense does it make to move aircraft—especially those belonging to allied nations like Hungary or Romania—from deep within the interior to airfields near the border right away, before the offensive even begins? I think it makes a lot of sense. The reason I ask is that I’m never quite sure if such moves transfer air squadrons to airfields that have virtually no support, ammo, etc., yet. Also, I worry that having a huge number of aircraft—even weak ones—near the border might consume too many supplies in Turn 2.
Within ~30Hexes form a Depot these newly conquered Airbases will "pull" some supplies automatically (likely only if Trucks are free/available). You can additionally order the Airfield to "Ressuply" by clicking "A" (activates the "Air Dog-Tags") and then choose the AG you have moved and zoom in until you see the blue airfield-dog-tag, rightlick and there should be an option to "resupply".
After 30 Hex range there is some cheese to get the planes to fly I will not go into here.
Again, Fighters. All you need in the initial turns is Fighters to fly in your own attacks to shoot down enemy bombers. The Soviets initially are so weak that you do not need offensive GS (Ground Support - key "X") (note: Soviet the units get randomized at each game start so some Soviets will be somewhat strong but you won't be able to know which ones are the strong ones before you attack (the CV predictor Tooltip is off by a lot)).
Never send Levelbombers (LBs) to your frontline, they consume massive amounts of Fuel and Ammo per mission. Use them for Defensive GS from far behind the front (they have long ranges).
If you rly need offensive GS then you have to take Tactical Bombers (TacB) or Schnellbombers (dual-engine Fighter Bombers) or Fighterbombers (single-engine Fighter Bombers). Ofc. you can also use LBs but again from further behind and they also perform worse than TacBs.
First, you may have a look at this.RudiDutschke wrote: Mon Sep 21, 2026 2:29 pm Question 2) I find it very inconvenient that you can't adjust the support level for every small Air Operational Group (AOG). That’s why I always keep Romanian air units under Romanian control, even though their officers are very poor; does anyone have any ideas on this?
Second, the role of Leaders and their rolls regarding Air Combat (or anything) is uncertain. They only thing I could imagine them do may be the normal admin rolls for Supply/Freight in Airfields/Air Bases and the "Support" assignments.
If you have checked the Link, I may add that the "order" in which the units receive freight is partially affected by the priorities (afaik), so who goes first in which "sub segment of freight movements", but everyone will get something. So in theory how this overall looks I would propose you can have all Air on Supply Priority 1. This would prioritize your Ground Units during your normal logistics phase. After that during the Air Phase the freight will end up inside the Air Bases anyways with no limits.
Unless someone can expliain it differently what happens there in the Air Phase (lkely relarted to the splitting of Air/Ground-Phases and the IGO UGO system).
“Amateurs study tactics; professionals study logistics.”
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- TheeWarLord
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Re: Quick Questions Thread
Glad you started this thread, a new player here. I agree with your rationale on projecting air power. On turn 1 and after, I’ve moved up the Romanians and Hungarian AF close to the front. I’ve also moved up my Luftwaffe as I advance into the interior of Russia. Some differ on this, but I am a big proponent of air power, and I use recon, air interdictions, air ground assaults often. But there is initial supply loss after these immediate moves I’m still learning my way around the game, but I instinctively use all assets available to me to conquer Mother Russia. 
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AliaksandrM
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- Joel Billings
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Re: Quick Questions Thread
This is a new bug that comes up due to some data and code work done to remove some leaders from play. This will be fixed in a future update, but unfortunately it means that some leaders will be unavailable.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
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AliaksandrM
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Re: Quick Questions Thread
" some leaders"?
Hah
90+ % of top admin/ initiative rating and 80+ % of top inf/ mech rating ate linked to "ghost" armies.
It seems like that GameDev got carried with smaller details of HMG numbers in different waves of Germ IDs and likes to correct smaller differs in support detachments in Beue ArmBtns , but completly fell down playable balance for Soviet side , that currently can do nothing ( some aspects of Soviet can do nothig previosly - aviation , night flying, u-2 rqn, that does not produced, but produced tons of U-2 transports , overhuge losses due to retreat etc etc).
Hah
90+ % of top admin/ initiative rating and 80+ % of top inf/ mech rating ate linked to "ghost" armies.
It seems like that GameDev got carried with smaller details of HMG numbers in different waves of Germ IDs and likes to correct smaller differs in support detachments in Beue ArmBtns , but completly fell down playable balance for Soviet side , that currently can do nothing ( some aspects of Soviet can do nothig previosly - aviation , night flying, u-2 rqn, that does not produced, but produced tons of U-2 transports , overhuge losses due to retreat etc etc).



