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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Beethoven1
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RE: Quick Questions Thread

Post by Beethoven1 »

ORIGINAL: loki100

If you have freight stored say at Minsk, if it moves depot-depot, it will pull the needed rail cap from 30 hexes of Minsk - this is why using admin pts to speed the repair of rail yards that are not going to be depots is a waste - by the time you need it (ie for rail moves) it will have repaired normally

Follow up -

1) Would or could it not be worthwhile to repair a railyard using admin points if it is a large railyard which is fairly heavily damaged (so it would take a while to repair normally), and is also going to be pretty significantly behind the front line?

2) Is it also not worthwhile to use admin points to repair ports? Doesn't port damage affect how much freight a port can receive, and if so would it not be worthwhile to repair a newly captured port more quickly?


Thank you for this and other insights, the last page or two of this thread has been enlightening and helpful!
Stamb
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RE: Quick Questions Thread

Post by Stamb »

ORIGINAL: loki100
...

For setting up depots for onward naval transport. Use Stettin or Rostov set to export and priority 1. Export ports get their freight first (so that the freight is there), these 2 will demand almost no rail cap for the NSS-port move. You can then have the receipt ports at 2 and use 3 or 4 elsewhere in the system to pull t to the front.
this is interesting

I was trying to use the closest export port in relation to import. I though that cargo ships will have less distance to travel thus moving more freight. Is distance irrelevant for a naval freight transport?

As Stettin is far behind Hel or Danzig.

Edit.

Game is trying to use the closest export port. Also I am not sure why Hel got freight from Danzig as they are on the same priority, or ports are allowed to do so?

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Beethoven1
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RE: Quick Questions Thread

Post by Beethoven1 »

ORIGINAL: Stamb
ORIGINAL: loki100
...

For setting up depots for onward naval transport. Use Stettin or Rostov set to export and priority 1. Export ports get their freight first (so that the freight is there), these 2 will demand almost no rail cap for the NSS-port move. You can then have the receipt ports at 2 and use 3 or 4 elsewhere in the system to pull t to the front.
this is interesting

I was trying to use the closest export port in relation to import. I though that cargo ships will have less distance to travel thus moving more freight. Is distance irrelevant for a naval freight transport?

As Stettin is far behind Hel or Danzig.

Edit.

Game is trying to use the closest export port.

https://www.matrixgames.com/forums/upfi ... C2113B.jpg

Are we sure Loki actually means Rostov here? Do you mean Odessa or something maybe? Rostov is pretty far in to the Soviet union to be a primary EXPORT port for Axis, I would have thought (except maybe for transporting far into the Caucasus)!
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loki100
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RE: Quick Questions Thread

Post by loki100 »

sorry yes Rostock
ORIGINAL: Beethoven1
ORIGINAL: loki100

If you have freight stored say at Minsk, if it moves depot-depot, it will pull the needed rail cap from 30 hexes of Minsk - this is why using admin pts to speed the repair of rail yards that are not going to be depots is a waste - by the time you need it (ie for rail moves) it will have repaired normally

Follow up -

1) Would or could it not be worthwhile to repair a railyard using admin points if it is a large railyard which is fairly heavily damaged (so it would take a while to repair normally), and is also going to be pretty significantly behind the front line?

2) Is it also not worthwhile to use admin points to repair ports? Doesn't port damage affect how much freight a port can receive, and if so would it not be worthwhile to repair a newly captured port more quickly?


Thank you for this and other insights, the last page or two of this thread has been enlightening and helpful!

its so situational, its not just when do you want to use depot X (lets say Minsk) as a depot-depot transfer (ie its disconnected from the immediate front line supply and you have enough freight coming in that intermediate depots and build ups are worth the effort), its also how much freight will be there to send on.

2 feasible egs:

a) Lets say you have Kiev on a small spur and its functioning as some sort of intermediate depot. For some time the amount its likely to store/build up is relatively minimal, so when you want to send it on, its likely that the Kiev railyard may do the job on its own.

b) or, as in my current MP game, I can build up massive stocks say at Kiev or Minsk and push it forward when it suits me. Well to empty that lot out and move on, I'd need other 2+ railyards in the same broad area (the 30 hex rule)

So the impossible to answer question is how soon do you transition to 'b' and does that happen before organic repair?

Note if a railyard is 2 or more and will have an active depot, then of course its worth a priority repair.

This is one, of a number, of aspects of the logistics system where I've changed my mind over the last year as to how to manage.

edit: ports should be a priority, in the end they are bottlenecks and its best to clear that asap, that they are also free depots adds to the logic of getting them repaired asap.
ORIGINAL: Stamb

...

Game is trying to use the closest export port. Also I am not sure why Hel got freight from Danzig as they are on the same priority, or ports are allowed to do so?
...

then I'd say - as so often - the system makes a good choice, afaik distance doesn't come into play on naval transport. Such a pity to then read post after post in AARs about how broken it is.
Stamb
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RE: Quick Questions Thread

Post by Stamb »

What is the reason that RAD units assigned to a corps HQ are not going to repair nearby hexes. I have corps HQ with 4 RAD units - 2 goes to map. Another corps has 3 units - 1 goes to map.
Damaged hexes are in 5 hexes range as well as repaired railway to continue a railway.

Super annoying [:@]
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Beethoven1
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RE: Quick Questions Thread

Post by Beethoven1 »

ORIGINAL: Stamb

What is the reason that RAD units assigned to a corps HQ are not going to repair nearby hexes. I have corps HQ with 4 RAD units - 2 goes to map. Another corps has 3 units - 1 goes to map.
Damaged hexes are in 5 hexes range as well as repaired railway to continue a railway.

Super annoying [:@]

They can only repair hexes that are adjacent to a previously repaired hex. A previously repaired hex does NOT include either:

a) Another hex repaired by a RAD on the same turn. So you can't have 2 RADs repairing in a row.
b) Hexes repaired during your movement phase by a FBD. So you can't have RADs and FBDs both repairing the same line at the same time.

RADs also cannot repair hexes bordering an enemy unit.
Stamb
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RE: Quick Questions Thread

Post by Stamb »

Aha. Probably A is my case. Thanks.
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SchDerGrosse
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RE: Quick Questions Thread

Post by SchDerGrosse »

How exactly does the current game handle captured men and equipment?

- I have faint memorioes from WitE1 that some of the captured men got converted to Hilfswillige, which are then used to substitute German manpower from the support elements in the ToE of German units. Is this still true?

- I can see it on the logistics screen that some (very meagre) amount of captured equipment is being shipped to Finnland every turn.

- Also, In WitE1 there used to be a rule that if enough captured equipment (like medium tanks) is gathered, and the given unit cannot fill up its ToE with "national" units, it will use these. Like certain SS divisions actually operated captured T34-s. Is it still in the game? If so, what are the conditions?

Am I missing anything else with regards to the use captured men/equipment? Its quite sad to see tons of Soviet weapons and other goodies just gathering dust in some pool back in Germnany.

Thanks again,
Stamb
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RE: Quick Questions Thread

Post by Stamb »

I have troubles understanding this picture from a manual

Image


We miss 113 SP rockets and 27927 rifle squads? Why there is "-" (minus) in front of rifle squads?

Same question is for the manpower column.

Why there is -678 and 307197?
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FriedrichII
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RE: Quick Questions Thread

Post by FriedrichII »

As I am starting a new campaign I am thinking about the t1 move for army group north. Especially about the port Ventspils.

Normally I would use motorized infantry to capture the port on turn 1, but I would rather like more if I could isolate the port due to naval interdiction and use the mot. Inf. to widen the brigdehead over the Daugava river.

Because of that I did some tests with naval interdiction around Ventspils, but the Soviets can still transport troops out via Ventspils through naval transport, which is a bad thing, because there will be a pocket after I will have conquer Riga and Liepaja.

The naval interdiction had been around 35-40 near Ventspils and this has been not enough so that the Soviets can still evacuate troops via this port only losing sometimes a few troops while on transport. I did check this playing both side wirh me as human player at the same test match.

How can I close the evacuation route completely on turn 1 around Ventspils using naval air missions, or does this approach not work?
Thanks!
Jango32
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RE: Quick Questions Thread

Post by Jango32 »

If the Ventspils area shows up as isolated after taking Riga and Liepaja, with naval patrol around Ventspils, it should prevent sea evacuation.
FriedrichII
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RE: Quick Questions Thread

Post by FriedrichII »

Thanks Jango32! I will try it again. Maybe I had been missing something or played it wrong. Do you know how much naval interdiction is necessary to get the port isolated?
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loki100
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: FriedrichII

As I am starting a new campaign I am thinking about the t1 move for army group north. Especially about the port Ventspils.

Normally I would use motorized infantry to capture the port on turn 1, but I would rather like more if I could isolate the port due to naval interdiction and use the mot. Inf. to widen the brigdehead over the Daugava river.

Because of that I did some tests with naval interdiction around Ventspils, but the Soviets can still transport troops out via Ventspils through naval transport, which is a bad thing, because there will be a pocket after I will have conquer Riga and Liepaja.

The naval interdiction had been around 35-40 near Ventspils and this has been not enough so that the Soviets can still evacuate troops via this port only losing sometimes a few troops while on transport. I did check this playing both side wirh me as human player at the same test match.

How can I close the evacuation route completely on turn 1 around Ventspils using naval air missions, or does this approach not work?
Thanks!

don't mix up the impact of naval interdiction on causing isolation and the impact of naval interdiction on actual movement.

You trigger isolation by there being no sea route that is not covered by 2+ interdiction (so 2-0 but also feasibly something like 7-5 will do the job). That has an impact on morale and so on

naval movement can still go through such hexes, so in this case the Soviets can evacuate. They pay a price in terms of interdiction (triggering shipping and element losses) according to the absolute value of interdiction. So a #2 can trigger isolation but may not inflict very heavy losses. But in the 7-5 instance, the #7 will inflict murderous transport losses.

So the short answer, is you can't - but the more interdiction you have in place the more costly will be any attempt to exit that way
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RE: Quick Questions Thread

Post by FriedrichII »

Thanks Loki for explaining the difference between isolation and evacuation possibility. That makes sense and helps understanding the t1 Ventspils problem.


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loki100
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RE: Quick Questions Thread

Post by loki100 »

aye this is one of those things that became clear in WiTW. As the axis you had the air assets to contest either the allied resupply phase or the allied naval move phase but not both, so sort of got used to the idea of picking which of those to target in how you set up your naval patrol missions
Jango32
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RE: Quick Questions Thread

Post by Jango32 »

Image

Here's an example where there are simply not enough MPs for Soviet units to evacuate via the sea due to naval interdiction. They aren't isolated either from land.
Jango32
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RE: Quick Questions Thread

Post by Jango32 »

Speaking of naval patrol, if you cut off Oranienbaum by land and if you run naval patrol around it, will that make the area isolated or will the Soviets still have a connection, despite Oranienbaum and Kronstadt being impassable?
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Hardradi
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RE: Quick Questions Thread

Post by Hardradi »

ORIGINAL: Jango32

Image

Here's an example where there are simply not enough MPs for Soviet units to evacuate via the sea due to naval interdiction. They aren't isolated either from land.


Yes, this is what I have seen as well. No one can get in and out of the port. The mouse over shows SHIPPING HEAVILY CONTESTED (as the Soviets).
Jango32
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RE: Quick Questions Thread

Post by Jango32 »

ORIGINAL: Jango32

Speaking of naval patrol, if you cut off Oranienbaum by land and if you run naval patrol around it, will that make the area isolated or will the Soviets still have a connection, despite Oranienbaum and Kronstadt being impassable?

Never mind, I've decided to run tests myself via Stalingrad to Berlin for the sake of easiness. It is indeed possible to isolate Oranienbaum provided you generate enough interdiction in the hex west of Kronstadt and northwest of Oranienbaum.
FriedrichII
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RE: Quick Questions Thread

Post by FriedrichII »

I am wondering if leaders can increase their skills and if so how do I get notice if this has happened?
I checked the manual for that and only found that leaders can lose skill points if they are manually promoted.
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