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RE: Quick Questions Thread
Posted: Sat Jan 22, 2022 8:56 pm
by xhoel
ORIGINAL: loki100
well its important if you want to ensure your units do well in the logistics tests?
Did I say they have no relevance or did I tell a new player to not worry too much about it since there are more important things for them to learn?
RE: Quick Questions Thread
Posted: Sat Jan 22, 2022 9:02 pm
by MemoryLeak
This is so frustrating. I'm on page 83 of the manual. Trying to follow the tutorial scenario. I can't even get past the VP display. I would think that the tutorial would explain everything, hence the name...Tutorial.
What does ET and EG mean? I wonder if the person who labels these things went to a Cryptic school to make sure nothing was obvious? Sorry, I forgot, criticism and honest feelings are discouraged. But from a "just opened the box" point of view, the labels throughout the game are terrible. Sorry I apologize. Honest opinion slipped out again.
Thanks
Forget it , it doesn't matter. I give up. Thanks for the past help.
RE: Quick Questions Thread
Posted: Sat Jan 22, 2022 9:10 pm
by xhoel
If you need help you can always just ask.
ET= End Turn, this the amount of VPs you get at the end of the turn if you control the location.
EG= End Game, this is the amount of VPs you get at the end of the game if you control the location.
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 4:02 am
by malyhin1517
ORIGINAL: aMaschina
Why do my tank divisions not pull reinforcements in form of tanks when set on refit, being in range of their respective HQ and sitting near a depot that is not far from moscow?
All replenishment goes to new units, which every turn appear in large numbers in other theaters and in the reserve! Very few replenishments come to the card. Therefore, if you want to quickly replenish your unit with guns or tanks, then it must be sent to the reserve!
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 8:24 am
by loki100
ORIGINAL: MemoryLeak
This is so frustrating. I'm on page 83 of the manual. Trying to follow the tutorial scenario. I can't even get past the VP display. I would think that the tutorial would explain everything, hence the name...Tutorial.
What does ET and EG mean? I wonder if the person who labels these things went to a Cryptic school to make sure nothing was obvious? Sorry, I forgot, criticism and honest feelings are discouraged. But from a "just opened the box" point of view, the labels throughout the game are terrible. Sorry I apologize. Honest opinion slipped out again.
Thanks
...
2 parts to an answer - first every question you have asked (as far as I know) has been answered, some of us have suggested you may be frustrating yourself with how you are approaching the game but that is not to discourage "criticism and honest feelings", simply to hopefully put you in the right direction. For what little its worth, this is, in my personal opinion, distinctly unfair to all who have given you advice
Second, I've just gone over the tutorial section about this. There is a discussion about the difference in per turn/end game VP when discussing map modes, this is cross referenced in the discussion of how to read the VP table, that discussion includes how to read the combat loss element (as the city element was discussed earlier). At a later stage at the start of the T2 discussion there is another section on the difference between per turn and end game VP and how that influences an interpretation of how well you are doing. Of course, outside the tutorial, in the annex the VP screen is discussed and all the abbreviations explained.
Could all of this have been done better - maybe. Could the game have tooltips for every display - possibly but I suspect the game would have been released sometime in 2030 that way.
There really is no call for "Sorry I apologize. Honest opinion slipped out again", when no-one has suggested you should stop asking questions.
If this really is you giving up on the game, thats your choice. I think its a pity as you seem to be very demanding of what you personally have to know before starting to play (and its in game usage that things slot together).
Roger
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 3:12 pm
by aMaschina
ORIGINAL: xhoel
Could be that they were downgraded to Tank Brigades as this happens as the war goes by. Check your Event Log.
Thanks, that seemed to have been the case. I find this mildly annoying, I dont have tank divisions left now, and I cant build any. All I have are tons of tank brigades and even smaller units that I dont have direct control of. How do I get tank divisions back?
ORIGINAL: xhoel
Because you probably told them to go there by unlocking your Support levels. Lock the SUs so they stay in place in the command where you have them. The optimal support depends, best thing to do is have at least 6 SUs in your Army HQs, a mix of artillery, AT, AA and SPGuns/Engineers.
I think it has also to do with this (21.5.6) Support units in an unready status will be
transferred to the applicable High Command headquarters
unit during the first cycle
which might be the case for a lot of soviet support brigades in 1941
ORIGINAL: xhoel
Dont exactly know what you mean.
I do manually rebasing of my AOG's, and this is done via CTRL + drawing a rectangle. When the rectangle becomes large enough you have selected enough airbases. but then i regularly see overcrowded Airbases.
ORIGINAL: malyhin1517
All replenishment goes to new units, which every turn appear in large numbers in other theaters and in the reserve! Very few replenishments come to the card. Therefore, if you want to quickly replenish your unit with guns or tanks, then it must be sent to the reserve!
Thank you. Although I am refering to 26.3 in the manual, stating:
Using the refit mode will help the chosen units to regain
losses more quickly.
Units in refit mode on any depot will try to fill up to their
MAX TOE percent in every supply sub-segment, drawing
from other depots as well as the one in which they are
located. Units in refit mode located in the same hex as a
national supply source depot (type 4) will have access to
virtually unlimited freight.
Hence I thought being near moscow as the NSS and being in refit mode, plus being one of the only two tank divisions left the TOE should skyrocket?
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 3:17 pm
by malyhin1517
ORIGINAL: aMaschina
ORIGINAL: xhoel
Could be that they were downgraded to Tank Brigades as this happens as the war goes by. Check your Event Log.
Thanks, that seemed to have been the case. I find this mildly annoying, I dont have tank divisions left now, and I cant build any. All I have are tons of tank brigades and even smaller units that I dont have direct control of. How do I get tank divisions back?
Instead of divisions, you will be able to create tank corps. This is much better!
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 3:20 pm
by malyhin1517
ORIGINAL: aMaschina
ORIGINAL: malyhin1517
All replenishment goes to new units, which every turn appear in large numbers in other theaters and in the reserve! Very few replenishments come to the card. Therefore, if you want to quickly replenish your unit with guns or tanks, then it must be sent to the reserve!
Thank you. Although I am refering to 26.3 in the manual, stating:
Using the refit mode will help the chosen units to regain
losses more quickly.
Units in refit mode on any depot will try to fill up to their
MAX TOE percent in every supply sub-segment, drawing
from other depots as well as the one in which they are
located. Units in refit mode located in the same hex as a
national supply source depot (type 4) will have access to
virtually unlimited freight.
Hence I thought being near moscow as the NSS and being in refit mode, plus being one of the only two tank divisions left the TOE should skyrocket?
The problem is that at first the weapons are delivered to the troops who are in reserve and in other theaters! And only the rest will go to the map of your units on refit. Therefore, at the beginning of the war, Russian units must be sent to the reserve for restoration. Otherwise, they get only a few soldiers, but without guns and tanks.
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 3:29 pm
by aMaschina
Right now I can only build tank brigades, and regiments, which are afaik off map units.
Is there a way to tell when a specific division becomes buildable, and when a specific piece of equipment starts being produced?
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 4:00 pm
by malyhin1517
ORIGINAL: aMaschina
Right now I can only build tank brigades, and regiments, which are afaik off map units.
Is there a way to tell when a specific division becomes buildable, and when a specific piece of equipment starts being produced?
You can see it in the editor. Perhaps this information is in the manual. The manual for the first part of the game had such information. In principle, there are no special differences here.
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 4:03 pm
by malyhin1517
Tank corps will be available for creation from April 1942.
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 4:35 pm
by FriedrichII
Thanks for the answer Loki!
I have a new question: I am curious about how I can improve CAS missions in 1941 as Axis. I see nearly always little destroyed elements from air support. Is there any possibility to improve this?
I tried changing the ammunition for the airplanes, but I am still not sure which ammo is best for each task. Do I have to change the altitude? What are the recommendations?
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 6:15 pm
by Stamb
ORIGINAL: aMaschina
Right now I can only build tank brigades, and regiments, which are afaik off map units.
Is there a way to tell when a specific division becomes buildable, and when a specific piece of equipment starts being produced?
You can click on equipment, in commander's report, and see when is starts and ends production cycle.
For the units themselves I would also like to see such a list. Would be very helpful.

RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 6:30 pm
by sandman2575
ORIGINAL: loki100
ORIGINAL: sandman2575
Question: what does it mean when combat resolves, but there's no indication of the outcome? No "enemy retreated" or something. Just the final odds. Per the screenshot:
...
its an odd display issue that sometimes comes up if the defender really has 0 cv left, given what they are these would have surrendered.
A question for you is why did you expend all that CPP attacking 2 fortified zones, a single regiment should have been enough and save you a lot of combat power for later
Thank you -- and yes, excellent question! Chalk up my wasteful overuse of firepower to "still learning the game." [:)]
RE: Quick Questions Thread
Posted: Sun Jan 23, 2022 6:32 pm
by sandman2575
ORIGINAL: loki100
ORIGINAL: sandman2575
Question: what does it mean when combat resolves, but there's no indication of the outcome? No "enemy retreated" or something. Just the final odds. Per the screenshot:
...
its an odd display issue that sometimes comes up if the defender really has 0 cv left, given what they are these would have surrendered.
A question for you is why did you expend all that CPP attacking 2 fortified zones, a single regiment should have been enough and save you a lot of combat power for later
Thank you -- and yes, excellent question! Chalk up my wasteful overuse of firepower to "still learning the game..." [:)]
RE: Quick Questions Thread
Posted: Mon Jan 24, 2022 8:35 am
by Stephan61
What is the AI Air Fly Weather default set to? Is is >Poor or All.
Currently playing Axis and have GS set to ALL Flying weather and the AI seems to bring in Fighters and Bombers even in <Poor Air Conditions when I choose to bring in GS Support to an attack.
RE: Quick Questions Thread
Posted: Mon Jan 24, 2022 9:02 am
by loki100
ORIGINAL: Stephan61
What is the AI Air Fly Weather default set to? Is is >Poor or All.
Currently playing Axis and have GS set to ALL Flying weather and the AI seems to bring in Fighters and Bombers even in <Poor Air Conditions when I choose to bring in GS Support to an attack.
I think it defaults to 'poor' but you can check (and set) in the Air Directive summary screen. Its worth keeping an eye on this, esp if you are playing the Soviets, as the air commands that appear as the game progresses may sometimes appear with odd combinations (such as to do naval patrol). This is particularly important with the AI assist as it bases all its AD on the values in those base screens.
All will mean it tries to fly in any conditions, but there are restrictions in poor/very poor that may reduce (often to zero) the number of planes that actually take off/find the target
RE: Quick Questions Thread
Posted: Mon Jan 24, 2022 6:35 pm
by Stamb
ORIGINAL: Stamb
Back to the topic:
Errata: Clarification (01.01.01): When determining the modifier, instead of subtracting 5 from the range before determining the modifier, you subtract the following:
Corps HQ –5
Army –10
Army Group/Front–15
High command -20
Then there is this example:
For example, if the leader of a GermanArmy HQ unit that was 15hexes away from a unit was conducting an initiative check, 5 (i.e. (15-5)/2) would be added to the random number value.
But according to a clarification Army should get -10, so it 15 hexes away - 10 = 5. And 5/2 would be added to the random number value.
Am I wrong?
Can somebody explain this to me?
RE: Quick Questions Thread
Posted: Mon Jan 24, 2022 6:46 pm
by loki100
the example was from the original rules before the clarification. The logic is the same but you need to plug in the revised values
RE: Quick Questions Thread
Posted: Mon Jan 24, 2022 7:31 pm
by Stamb
So army both Axis and Soviet can assist with all kinds of rolls to a unit that is directly attached to it with 10 hexes without a penalty?