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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thek3mu
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Re: Quick Questions Thread

Post by thek3mu »

TheeWarLord wrote: Sun Sep 27, 2026 4:01 pm Greetings, what’s the quickest and surest way to find killed enemy generals? I was referred to the commanders report but that just indicates your side of killed personnel.
here's a post from back in the day ...
loki100 wrote: Mon Jul 05, 2021 8:16 am
ORIGINAL: Tom_

Hi Folks,

During my turn 2 popup messages flashed - the first was the death of an enemy general and the second something to do with the civilians in Stalingrad. I didn't have time to fully read them before they disappeared..
I understand I can use the commanders report to see the status of my generals i.e. look at their 'fate'. - Is it possible to see which enemy general I killed?
Second - is it possible to find out what the message said about Stalingrad?
( I have checked the event log (Ctrl E) and the Commanders Screen (C))

Thanks

no the enemy dead general notification is a brief pop up and can't be recalled, same with the civilians. All that will be is that x,000s were moved, so think of it as a sort of refugee event (it happens when any urban centre changes hands and reduces the population at that location).

if its an AI game, you can always open its saves and look at its CR for leader losses

source:
https://forums.matrixgames.com/viewtopi ... 3#p4860033
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TheeWarLord
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Re: Quick Questions Thread

Post by TheeWarLord »

Thanks for the prompt reply to my inquiry. That’s a pity. I would like to purposely pound enemy HQ’s with my air power and tally up generals killed. It’s macabre in me. ;)
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TheeWarLord
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Re: Quick Questions Thread

Post by TheeWarLord »

Greetings,
Quick question? Is it recommended to place some of your air units at rest after the air phase has been completed. Then reactivate after the logistics phase before air planning? Does this save supplies, this on and off tactic? Or are the results negligible? How much improvement would this be for morale? Inquiring minds would like to know.
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Re: Quick Questions Thread

Post by thek3mu »

hey sry, i can't answer your question but this relates somewhat ... (while we wait for someone more knowledgeable)
see 18.3.4. Morale loss and recovery, the manual wrote: [...]
In the air execution phase, air group units can recover morale during each air maintenance segment if they did not fly a mission during that day. Air Group units set to the rest mission will recover morale at double the normal rate.
[...]
cheers! :)
Last edited by thek3mu on Thu Oct 01, 2026 9:08 am, edited 1 time in total.
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TheeWarLord
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Re: Quick Questions Thread

Post by TheeWarLord »

Thank you for your answer, I believe you answered my inquiry, in that benefits apply if you DID NOT fly a mission. I’ll dig more and post if applicable.
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juv95hrn
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Re: Quick Questions Thread

Post by juv95hrn »

Soviet starting Corps HQs – which ones convert to Army HQs?

In a new Soviet campaign, I want to know which of the at-start Soviet Rifle/Mechanized Corps HQs will eventually convert into permanent Army HQs, and which will simply disband (Turn 4 or mostly turn 24).

Is there a way to see this in-game, e.g. in the Commander’s Report/Reinforcement screen, or is it determined by the scenario data?
Is there a list of the specific Corps HQs that convert to Army HQs, and their approximate conversion dates? Or is this random?
When a Corps HQ converts to an Army HQ, does it always retain its current commander, or can the commander change?

I'm trying to decide which Corps HQ commanders are worth spending AP on early in the campaign, versus which HQs I should leave with their starting commander and potentially let disband.

Thanks.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

juv95hrn wrote: Thu Oct 01, 2026 3:19 pm Soviet starting Corps HQs – which ones convert to Army HQs?

In a new Soviet campaign, I want to know which of the at-start Soviet Rifle/Mechanized Corps HQs will eventually convert into permanent Army HQs, and which will simply disband (Turn 4 or mostly turn 24).

Is there a way to see this in-game, e.g. in the Commander’s Report/Reinforcement screen, or is it determined by the scenario data?
Is there a list of the specific Corps HQs that convert to Army HQs, and their approximate conversion dates? Or is this random?
When a Corps HQ converts to an Army HQ, does it always retain its current commander, or can the commander change?

I'm trying to decide which Corps HQ commanders are worth spending AP on early in the campaign, versus which HQs I should leave with their starting commander and potentially let disband.

Thanks.
see here
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

juv95hrn wrote: Thu Oct 01, 2026 3:19 pm Soviet starting Corps HQs – which ones convert to Army HQs?

In a new Soviet campaign, I want to know which of the at-start Soviet Rifle/Mechanized Corps HQs will eventually convert into permanent Army HQs, and which will simply disband (Turn 4 or mostly turn 24).

Is there a way to see this in-game, e.g. in the Commander’s Report/Reinforcement screen, or is it determined by the scenario data?
Is there a list of the specific Corps HQs that convert to Army HQs, and their approximate conversion dates? Or is this random?
When a Corps HQ converts to an Army HQ, does it always retain its current commander, or can the commander change?

I'm trying to decide which Corps HQ commanders are worth spending AP on early in the campaign, versus which HQs I should leave with their starting commander and potentially let disband.

Thanks.
Also click on the Reinforcement/Withdrawal button, Renames tab and they are in there. Always reassign the HQ to a higher hq where the leader has a political rating of 9 if possible. Never change the leader of a HQ in a TB. The cost is horrendous.
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Foch : This is not peace. This is a 20 year armistice.

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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

Why doesnt the Central Front have an Air Army?
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

56ajax wrote: Fri Oct 02, 2026 6:14 am Why doesnt the Central Front have an Air Army?
I had the same question a while ago. I have not gone too deep on this, but some points I found...
...this Thread
...and that one

and that...
...the overall HQ (Front) history of the Soviets is rather simplified.
...the whole Soviet Air OOB has barely been touched since release.
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Re: Quick Questions Thread

Post by 56ajax »

Thanks. In the past I have used that Baltic Air Army.
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

Playing as the Soviet with locked TBs and I have noticed that 2 of the locked TBs are at 180% with all units at 100% TOE. Is there any mechanism for getting units out of locked TBs or at least reducing the % TOE?
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
Teo41_ITA
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Re: Quick Questions Thread

Post by Teo41_ITA »

56ajax wrote: Thu Oct 08, 2026 2:59 am Playing as the Soviet with locked TBs and I have noticed that 2 of the locked TBs are at 180% with all units at 100% TOE. Is there any mechanism for getting units out of locked TBs or at least reducing the % TOE?
No. Unless any of the units there relocates to the SR, there is no way to get them out.
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Re: Quick Questions Thread

Post by thek3mu »

... i want my railyard! :/
... i want my railyard! :/
Uralsk-noRailyard.png (270.42 KiB) Viewed 191 times
Uralsk (4 Man Power, 1 Oil Production) lives inside a rail hex. lights up red when Shift-L is pressed. but there's no railyard ...

normal? WAD? ... should i care? :? (who knows? who was around when Uralsk had no railyard?)

sure, port hexes light up red as well and not all of them have railyards but Uralsk ... ? ah, and yes, i could venture there and build myself some awesome railyard! spledid!
but hey, i'm doing myself a personal and useful planningmap and i was wondering ... that's all (i guess). :roll:
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Re: Quick Questions Thread

Post by thek3mu »

i'm in a tryout phase for air operations GC41.

especially CAP is giving me second thoughts, e.g. in AGN sector(historical army boundaries) i'm attacking without GS which is alright but CAP is flying in from VIII Fliegerkorps (they should be expending mileage for AGC, i think) ...

so, next time i put Luftflotte 2 on REST while i'm doing my battles with AGN - and yes, this works fine, i guess ...
(CAP only by JG 54 of I Fliegerkorps, yay!)

... but, is this air-micromanagement (e.g. cherry picking the AOGs you'll need and put the rest on REST) the way to go?

i mean, it's fun and all and i'm not even touching any altitude settings or looking at the numbers that hard - but man, it's going to be spreadsheet haven, right?
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

As the Soviet player, is there anyway of knowing or seeing what the partisans are doing?
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

56ajax wrote: Tue Oct 13, 2026 10:18 am As the Soviet player, is there anyway of knowing or seeing what the partisans are doing?
not besides the events


thek3mu wrote: Tue Oct 13, 2026 9:12 am ... but, is this air-micromanagement (e.g. cherry picking the AOGs you'll need and put the rest on REST) the way to go?
yes
56ajax wrote: Thu Oct 08, 2026 2:59 am Playing as the Soviet with locked TBs and I have noticed that 2 of the locked TBs are at 180% with all units at 100% TOE. Is there any mechanism for getting units out of locked TBs or at least reducing the % TOE?
There is, but I wont say how. :D
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Re: Quick Questions Thread

Post by thek3mu »

... alrighty then!
... alrighty then!
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Re: Quick Questions Thread

Post by Wiedrock »

thek3mu wrote: Tue Oct 13, 2026 6:59 am Uralsk-noRailyard.png

Uralsk (4 Man Power, 1 Oil Production) lives inside a rail hex. lights up red when Shift-L is pressed. but there's no railyard ...

normal? WAD? ... should i care? :? (who knows? who was around when Uralsk had no railyard?)

sure, port hexes light up red as well and not all of them have railyards but Uralsk ... ? ah, and yes, i could venture there and build myself some awesome railyard! spledid!
but hey, i'm doing myself a personal and useful planningmap and i was wondering ... that's all (i guess). :roll:
It's the Oil factory that lights up red.
Why it has no Railyard, no idea, maybe post in the Tech Support → Scenario Data / Map Issues section if you have info on a Railyard there.
It's possible that there was a 'factory only' railyard,....no idea.
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thek3mu
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Re: Quick Questions Thread

Post by thek3mu »

RECON Air Directives Settings, when switching Strategic to YES i see some zeros (0) in parenthesis - who knows what these mean?

in this example the target hex is Minsk and the larger area to recon is 5(6) - when i point the recon area somewhere else i get different numbers ...

are these numbers related to already available recon data on industry in my target area? and why the parenthesis?
searching for answers ... (should i care? )

thanks in advance! :)

parenthesis?
parenthesis?
parenthesis.png (82.05 KiB) Viewed 71 times
edit: i guess, i will find my answers inside the WitW manual ... something to do for tomorrow.
So muss man erst mal machen können.
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