Quick Questions Thread
Moderator: Joel Billings
- Joel Billings
- Posts: 33490
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- Location: Santa Rosa, CA
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RE: Supply details
Pretty sure each truck is considered 1 supply point in the code, which is 1/4 of a ton of freight. This is WAD. This is an abstraction since trucks often drive themselves around and are not railed everywhere.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Supply details
Why do anti-tank weapons participate in combat when there are no enemy AFV elements present? I would maybe understand it if you were defending and were sending everything you had to hold a position, or if high explosive shells were available, but it's confusing why this occurs when attacking...
This isn't an isolated case either, I've been noticing this every turn in every game.

This isn't an isolated case either, I've been noticing this every turn in every game.

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- MemoryLeak
- Posts: 507
- Joined: Mon Dec 04, 2000 10:00 am
- Location: Woodland, CA USA
RE: Air Doctrine
Hi,
I am trying to create Air Doctrines. I have studied these three parts until I'm ready to have a breakdown. I cannot understand what the manual is saying. Can anyone please , in the simplest terms, explain the concept the designers are conveying? And how it matters?
Thank you.
Percent to fly
Mission AC PCT
Escort AC PCT
I am trying to create Air Doctrines. I have studied these three parts until I'm ready to have a breakdown. I cannot understand what the manual is saying. Can anyone please , in the simplest terms, explain the concept the designers are conveying? And how it matters?
Thank you.
Percent to fly
Mission AC PCT
Escort AC PCT
If you want to make GOD laugh, tell him your future plans
USS Long Beach CGN-9
RM2 1969-1973
USS Long Beach CGN-9
RM2 1969-1973
RE: Air Doctrine
Jango - anti-tank guns are still guns and some had anti-personnel ammo available. They were also used against strongpoints such as bunkers and machine gun nests.
Memory Leak:
Percent to fly => this is the minimum number of aircraft to fly. It defaults to 20%. If at least 20% of the mission aircraft total are able to reach the target hex then the mission will execute. If you fail to meet that then the mission will be called off.
Mission AC PCT => this is your setting for what % of the mission threshold will be sent. For example, Recon missions like to have 24 aircraft (although this could be different based on nationality) to fly the mission. If you set this setting to 50 then the game engine will try to have 12 aircraft fly the mission. The previous setting 'Percent to fly' is then used to determine that the mission will not fly unless at least 2 aircraft (if at default of 20% and rounded down to an integer) could fly.
Escort AC PCT => this is your setting for how many escort aircraft to send with the mission. This can couple with another setting 'Partial Esc' (set to either Yes or No). As with the mission aircraft, each type of air mission has a desired amount of escorts to send on the mission. This allows you to change that amount. Usually the common settings are 0 (don't send any escort) or 50 (send only half the escorts) to save the escort fighters (usually fighters or fighter-bombers set to Fighter role).
Memory Leak:
Percent to fly => this is the minimum number of aircraft to fly. It defaults to 20%. If at least 20% of the mission aircraft total are able to reach the target hex then the mission will execute. If you fail to meet that then the mission will be called off.
Mission AC PCT => this is your setting for what % of the mission threshold will be sent. For example, Recon missions like to have 24 aircraft (although this could be different based on nationality) to fly the mission. If you set this setting to 50 then the game engine will try to have 12 aircraft fly the mission. The previous setting 'Percent to fly' is then used to determine that the mission will not fly unless at least 2 aircraft (if at default of 20% and rounded down to an integer) could fly.
Escort AC PCT => this is your setting for how many escort aircraft to send with the mission. This can couple with another setting 'Partial Esc' (set to either Yes or No). As with the mission aircraft, each type of air mission has a desired amount of escorts to send on the mission. This allows you to change that amount. Usually the common settings are 0 (don't send any escort) or 50 (send only half the escorts) to save the escort fighters (usually fighters or fighter-bombers set to Fighter role).
RE: Air Doctrine
Fairly sure the Pak 36 had no high explosive ammunition. But even so - the same thing has happened with anti-tank rifles getting destroyed in the ground losses screen, but in the ground combat screen they don't even participate in combat...
RE: Air Doctrine
3,7 cm Sprg.18ORIGINAL: Jango32
Fairly sure the Pak 36 had no high explosive ammunition. But even so - the same thing has happened with anti-tank rifles getting destroyed in the ground losses screen, but in the ground combat screen they don't even participate in combat...
3,7 cm Sprg.40
There were also cumulative rounds that could potentially shoot at infantry with the expectation of a high-explosive action.
RE: Supply details
ORIGINAL: SchDerGrosse
I do apoligize if this has been asked many times before, but what difference does it make if a support unit is classified as motorized or non-motorized?
Most of the SU-s seem to be motorized (whatever this term should mean as most of Germany's artillery was horse drawn..), but there are a few units, like "heavy flak battalions" which arent.
Is there a disadvantage to attaching these SUs to HQs (or to units as a matter of fact).
Thanks,
if attached to the HQ - none at all. If attached to a combat unit then it depends. A non-mot SU attached to a motorised CU will pull the needed trucks from the pool to motorise. So in general best to avoid
- MemoryLeak
- Posts: 507
- Joined: Mon Dec 04, 2000 10:00 am
- Location: Woodland, CA USA
RE: Air Doctrine
Carlkay58, thank you. I copied, saved and printed your reply. I have had the game for two weeks and haven't played it yet. I have watched many hours of Dojo's videos, AAR's and dozens of posts, printed the first turn suggestions and I'm working my way through the manual(just shoot me). I located the section in the manual that I posted this question about. But the manual , as usual, didn't make any sense. I appreciate your clarification.
If you want to make GOD laugh, tell him your future plans
USS Long Beach CGN-9
RM2 1969-1973
USS Long Beach CGN-9
RM2 1969-1973
RE: Air Doctrine
Poor loki, i wish you a lot of patience in the new year [;)]ORIGINAL: MemoryLeak
...
But the manual , as usual, didn't make any sense.
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
RE: Air Doctrine
Is it possible to get font for the cities from this mod:
https://www.matrixgames.com/forums/tm.asp?m=5029885
into this:
https://www.matrixgames.com/forums/tm.asp?m=5027955
?
https://www.matrixgames.com/forums/tm.asp?m=5029885
into this:
https://www.matrixgames.com/forums/tm.asp?m=5027955
?
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
- MemoryLeak
- Posts: 507
- Joined: Mon Dec 04, 2000 10:00 am
- Location: Woodland, CA USA
RE: Air Doctrine
ORIGINAL: Stamb
Poor loki, i wish you a lot of patience in the new year [;)]ORIGINAL: MemoryLeak
...
But the manual , as usual, didn't make any sense.
Poor loki, i wish you a lot of patience in the new year
thank you sir, may I have another one? [:D]
But since I have your attention, is there a comprehensive(and understandable) post about support units and how to set up where they should be. I watched Dojo's video on SU's but he just says what to do not why. I think he said put all the units in the highest HQ and they would handle the rest. I tried the search feature here and put in :support units" and no results were returned.
I have printed the Axis first turn posts and several railroad and HQ posts but a simplified explanation on the Commander's report and what values I should put in for Support Unit distribution.
Everything is way too complicated but I am going to focus on air units, support units, and supply. I doubt if I will ever get to ground units and combat. This isn't a wargame is it? Calm down, just joking.
If you want to make GOD laugh, tell him your future plans
USS Long Beach CGN-9
RM2 1969-1973
USS Long Beach CGN-9
RM2 1969-1973
RE: Air Doctrine
With my message i was referring to this user: loki100 he is one of the authors of a manual.
If you transfer SU units to OKH or STAVKA then any division/HQ can pull that unit (manually reassigned) in any time (unless SU was already reassigned, 1 reassign per turn for SU and divisions)
It depends what do you need and where. If there is a lot of bombing you may want to assign additional AA to your motorized/panzers. If you want to push somewhere - you can try and assign more artillery to appropriate HQs and pioneer units to divisions itself.
For example you want to take Odessa. Few turns prior to it assign pioneers (ideally German one, not Rumanian, as everything that have a Rumanian name in the game is a big no no!, no joke here
) to an infantry divisions, let divisions and SU build combat preparation points (CPP), as you lose 50% of CPP when you reassign SU, and don't forget artillery units. Assign artillery to a HQ with a good leaders, ideally german leaders as they have better stats.
If I am not mistaken - up to a 6 SU units can join a battle from a single HQ, so 6 arty SU might be the maximum.
Also I am setting OKH to supply priority 4 and keep it in Berlin which provides unlimited supply to it. That way i can transfer SU to OKH and put them on refit.
If you will try to do it yourself, remember to change supply priorities for all other armies/HQ/etc again as they will be at 4, cuz they inherit changes from OKH/STAVKA
If you transfer SU units to OKH or STAVKA then any division/HQ can pull that unit (manually reassigned) in any time (unless SU was already reassigned, 1 reassign per turn for SU and divisions)
It depends what do you need and where. If there is a lot of bombing you may want to assign additional AA to your motorized/panzers. If you want to push somewhere - you can try and assign more artillery to appropriate HQs and pioneer units to divisions itself.
For example you want to take Odessa. Few turns prior to it assign pioneers (ideally German one, not Rumanian, as everything that have a Rumanian name in the game is a big no no!, no joke here

If I am not mistaken - up to a 6 SU units can join a battle from a single HQ, so 6 arty SU might be the maximum.
Also I am setting OKH to supply priority 4 and keep it in Berlin which provides unlimited supply to it. That way i can transfer SU to OKH and put them on refit.
If you will try to do it yourself, remember to change supply priorities for all other armies/HQ/etc again as they will be at 4, cuz they inherit changes from OKH/STAVKA
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
- MemoryLeak
- Posts: 507
- Joined: Mon Dec 04, 2000 10:00 am
- Location: Woodland, CA USA
RE: Air Doctrine
ok, so keep all Support units at OKH unless i anticipate an assault and then I move them manually to a local HQ, well in advance of the assault if I can plan that far ahead.
Set OKH supply priority to 4 and then set HQ's further down the line to lower numbers. I should point out that I read loki's thread that is a "sticky" about logistics and I must have it wrong because he said if you leave a depot on priority 4 it will hoard all of the supplies and nothing gets passed down. That a player should lower the priority so that supplies get passed along. However, if past performance is any indication of future success, I am sure I have it completely wrong.
Set OKH supply priority to 4 and then set HQ's further down the line to lower numbers. I should point out that I read loki's thread that is a "sticky" about logistics and I must have it wrong because he said if you leave a depot on priority 4 it will hoard all of the supplies and nothing gets passed down. That a player should lower the priority so that supplies get passed along. However, if past performance is any indication of future success, I am sure I have it completely wrong.
If you want to make GOD laugh, tell him your future plans
USS Long Beach CGN-9
RM2 1969-1973
USS Long Beach CGN-9
RM2 1969-1973
RE: Air Doctrine
ORIGINAL: MemoryLeak
ok, so keep all Support units at OKH unless i anticipate an assault and then I move them manually to a local HQ, well in advance of the assault if I can plan that far ahead.
Set OKH supply priority to 4 and then set HQ's further down the line to lower numbers. I should point out that I read loki's thread that is a "sticky" about logistics and I must have it wrong because he said if you leave a depot on priority 4 it will hoard all of the supplies and nothing gets passed down. That a player should lower the priority so that supplies get passed along. However, if past performance is any indication of future success, I am sure I have it completely wrong.
SUs - find your own logic, I've never sent them all to OKH, but have my personal reworking of the assets and then how I use them subsequently. But then I have my own ideas as to which axis formations are going to be involved in what will be the main actions in 1941. Its like a lot of this game, you can micro-manage to the point of near insanity, you can do 'good enough' and often the best advice is to fit their deployment around your strategy (so there is no mechanistic 'do this' answer)
HQ priority, don't mix up HQ priority with depot priority. HQ set up creates demand, depot priority is about creating supply of freight.
Again, purely for myself, there is no need for OKH or Stavka to be at more than pri #1. Stavka should be on a NSS (so the freight for repairing damaged SU is there) till late war. I tend to dump OKH around Warsaw-Kaunas/Lvov, I don't have many SU in it, just those transiting, I dump axis SU that need to repair into the reserve.
Again, my view is the 50% loss of CPP for SUs being transferred is a monumental red herring with the exception of the Soviet brigade sized formations. They are strong enough that the loss may give me pause for thought, anything of battalion or less has so little practical CV that its of little importance.
Some more general comments. Don't wind yourself up trying to understand everything, in part stuff slots together when you play and in part as there is often a common sense route. So logistics you can wind yourself up trying to track trains etc, or, use geography. All depots say 5 hexes from the front, pri 4, next 10-15 hexes mix of pri 2 or 3 (3 if near to an airbase), then a cluster of reserve depots at pri 4, then 1 or 0 back to the NSS.
the intermediate #4s grab freight that can't reach the front, drop their priority when you want more freight (offensive/advance or simply running short) at the front, then rebuild.
That will give you a good robust logistics network without doing much apart from imposing your own reading of the map
RE: Air Doctrine
Are Transport Supply Missions subject to the same FLAK attack rules as GS/GA etc are.
Using .13 update I am now seeing multiple Supply Drops by the Russian AI delivery tonnage with impunity.
Prime example completely encircled Smolensk receiving 12 Air Drops of Freight without a single FLAK trigger, even though the surrounding Axis forces are stacked with Low and High altitude AA.
Or is this just part of the bigger FLAK bug within the .13 update?
Using .13 update I am now seeing multiple Supply Drops by the Russian AI delivery tonnage with impunity.
Prime example completely encircled Smolensk receiving 12 Air Drops of Freight without a single FLAK trigger, even though the surrounding Axis forces are stacked with Low and High altitude AA.
Or is this just part of the bigger FLAK bug within the .13 update?
RE: Air Doctrine
Playing RtL as germans (might be a general question): why is the percentage of supply/fuel/ammo not always the same in unit boxes (which displays on the right when clicking a unit on map) and the resp unit supply detail window under "current status"? Appears that at times % is higher in the detail window then in unit box. Just rounding differences?
RE: Air Doctrine
ORIGINAL: Stephan61
Are Transport Supply Missions subject to the same FLAK attack rules as GS/GA etc are.
Using .13 update I am now seeing multiple Supply Drops by the Russian AI delivery tonnage with impunity.
Prime example completely encircled Smolensk receiving 12 Air Drops of Freight without a single FLAK trigger, even though the surrounding Axis forces are stacked with Low and High altitude AA.
Or is this just part of the bigger FLAK bug within the .13 update?
its being looked at as part of a wider air review
RE: Air Doctrine
ORIGINAL: MaB1708
Playing RtL as germans (might be a general question): why is the percentage of supply/fuel/ammo not always the same in unit boxes (which displays on the right when clicking a unit on map) and the resp unit supply detail window under "current status"? Appears that at times % is higher in the detail window then in unit box. Just rounding differences?
if I recall the info on the detailed screen is set at the end of the logistics phase, the info on the unit counter will then alter as you move, fight, potentially resupply (say by air)
but as below, there are discrepancies even with a fresh turn, so I suspect there may well be some rounding, or post logistics phase adjustments

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RE: Air Doctrine
How am I transferring AOG from Reserve Theater Box to Luftflottens? I must be blind, but I can not find any way to transfer them.
RE: Air Doctrine
Right click on air base and bring AOG from reserve. You can not do it from reserve box itselfORIGINAL: Jeff_Ahl
How am I transferring AOG from Reserve Theater Box to Luftflottens? I must be blind, but I can not find any way to transfer them.
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!