Quick Questions Thread
Moderator: Joel Billings
RE: Quick Questions Thread
There is some chance for that. I got political rating +1 for one of them during first few turns. But it is very rare. You can find this info in Logistics report under Leaders section.
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RE: Quick Questions Thread
ORIGINAL: Hardradi
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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).
sorry to repeat this but that is not the case, it just means that any actual unit movement in those hexes will take heavy losses,
you do have enough interdiction to stop supply and trigger isolation
the units may be unable to go onto ships if the port is damage or their transport load > available shipping in that zone
RE: Quick Questions Thread
ORIGINAL: 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.
you'll get a message that x has increased their infantry score by 1 (something like that), its not recorded as a promotion in the CR so you can't check back (apart from going over the turn by turn logistics logs). It keys off their rank, their current command and their current score - lower all those the more chance to get promoted
RE: Quick Questions Thread
ORIGINAL: 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.
don't think you can, interdiction of the ferry hex Kronstadt-Leningrad might work. Remember you can cross an impassible hexside if you own both sides so the Soviets can pull supply overland
RE: Quick Questions Thread
Are soviet tank divisions/korps useless? I nurse them via the reserve to go up in toe, and then they get obliterated in the first battle, they show up with 1 cv (on the counter) and are worse in defence than a simple rifle division.
Historically i thought in 1941/42 the only thing the germans had respect of were the t34/kv. How ami supposed to use them?
Historically i thought in 1941/42 the only thing the germans had respect of were the t34/kv. How ami supposed to use them?
RE: Quick Questions Thread
Like this!
https://www.matrixgames.com/forums/tm.asp?m=5135309
Assign good leaders, resupply them, build CPP, and smash panzers even without t34/kv.
For some reason tank divisions are very week in defense indeed. For Soviets and for Axis.
https://www.matrixgames.com/forums/tm.asp?m=5135309
Assign good leaders, resupply them, build CPP, and smash panzers even without t34/kv.
For some reason tank divisions are very week in defense indeed. For Soviets and for Axis.
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
RE: Quick Questions Thread
ORIGINAL: loki100
don't think you can, interdiction of the ferry hex Kronstadt-Leningrad might work. Remember you can cross an impassible hexside if you own both sides so the Soviets can pull supply overland
Nope, as long as that hex has been interdicted supply cannot pass into Oranienbaum from ports.

I will leave a link to the save file: https://we.tl/t-LGxbMOcend
RE: Quick Questions Thread
I specifically moved the German divisions away from hugging Kronstadt during the previous German turn to ensure there was no ZOC preventing the Soviets in Oranienbaum from leaving. During the Soviet turn when Oranienbaum got isolated, I could neither move divisions in or out, including ones I motorized to have lots of MPs.
RE: Quick Questions Thread
ORIGINAL: loki100
ORIGINAL: Hardradi
...
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).
sorry to repeat this but that is not the case, it just means that any actual unit movement in those hexes will take heavy losses,
you do have enough interdiction to stop supply and trigger isolation
the units may be unable to go onto ships if the port is damage or their transport load > available shipping in that zone
I found my old save and tested. You are correct.
The movement, in my case, has to be done =<3 hexes each go.
Also the unit cannot get on the transports if it does not have enough SMP.
RE: Quick Questions Thread
Is there any downside in sending everyone to reserve so they try to rush to each others help?
RE: Quick Questions Thread
If corps is > 15 hexes from an assault army - it will still gain CCP bonuses, the only disadvantage is that if corps leader fail some rolls then this rolls will not be passed to an army?
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RE: Quick Questions Thread
ORIGINAL: Stamb
If corps is > 15 hexes from an assault army - it will still gain CCP bonuses, the only disadvantage is that if corps leader fail some rolls then this rolls will not be passed to an army?
No - one of the conditions that must be met for units to gain advantages from being part of an assault front is that all elements in the command chain must be within command range. So an Axis unit must be within 5 hexes of its Corps which in turn must be within 15 hexes of the Assault Army. A Soviet unit must be within 15 hexes of its army which in turn must be within 45 hexes of the Assault Front. See 21.11.2 of the manual.
One thing that I'm not sure of is whether the command range requirement goes up the chain from the Assault HQ as well as down the chain? So does an Axis Assault Army have to be within 45 hexes of its AG (which in turn must be within 90 hexes of OKH). Similarly must a Soviet Assault Front be within 90 hexes of Stavka?
RE: Quick Questions Thread
Thanks. Reading manual is really useful. I will have to do it again when I have some spare time.
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RE: Quick Questions Thread
I remember that loki told that AG can be overloaded with units and it will not remove assault army bonuses from an armies that are assigned to this army group (assault army itself must be within capacity limits). I think the same is with a range.ORIGINAL: Sammy5IsAlive
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One thing that I'm not sure of is whether the command range requirement goes up the chain from the Assault HQ as well as down the chain? So does an Axis Assault Army have to be within 45 hexes of its AG (which in turn must be within 90 hexes of OKH). Similarly must a Soviet Assault Front be within 90 hexes of Stavka?
But it should be not a problem to keep them within a range.
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RE: Quick Questions Thread
23.6.3. Soviet Artillery Limitations
Before 1944, Soviet artillery and rocket ground elements (i.e. both those in units and specialist Support Units) will have a notional requirement for only 60% of their ammunition needs. In turn, this will reduce the rate of fire.Units reporting (directly or indirectly) to a Front set to Assault Status (21.11.2) will have a notional requirement for 90% of their ammunition.
Does it still work if front/army is over capacity limit?
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RE: Quick Questions Thread
When some players are writing to sit units in bad shape onto depots to refit them, what does this excactly mean?
Has the unit literally to sit on the direct depot hex or can the unit be close within 3 hexes away from the depot?
I am in my singleplayer campaign at turn 4 and some of my motorized corps are getting in bad shape.
I took Pskov and Smolensk and I am thinking about resting my motorized corps. Since I never got behind turn 5 I am not sure how to proceed. I finally have this time a good start and I do not want to screw it.
Has the unit literally to sit on the direct depot hex or can the unit be close within 3 hexes away from the depot?
I am in my singleplayer campaign at turn 4 and some of my motorized corps are getting in bad shape.
I took Pskov and Smolensk and I am thinking about resting my motorized corps. Since I never got behind turn 5 I am not sure how to proceed. I finally have this time a good start and I do not want to screw it.
RE: Quick Questions Thread
ORIGINAL: FriedrichII
When some players are writing to sit units in bad shape onto depots to refit them, what does this excactly mean?
Has the unit literally to sit on the direct depot hex or can the unit be close within 3 hexes away from the depot?
I am in my singleplayer campaign at turn 4 and some of my motorized corps are getting in bad shape.
I took Pskov and Smolensk and I am thinking about resting my motorized corps. Since I never got behind turn 5 I am not sure how to proceed. I finally have this time a good start and I do not want to screw it.
there's a few bits to this.
Fundamentally there is the core gain, on the depot you have (by definition) the best access to both the freight and the transport capacity associated with that location.
The second bit is very relevant with mot/arm formations in that refit can involve swaps/upgrades as well as simply taking on missing elements. Each discarded tank etc takes freight to remove, so the more freight to hand, the more likely the swap is to happen.
This is one reason why you can end up with a build up of modern tanks in the reserve while your combat formations are using obsolete ones. Its also why refit in the reserve can be so useful, that really will flush out the junk - perhaps more a focus for 1942 when you can finally shed the Czech and French tanks
Beyond refit etc, I work on a 1/3 model with the Pzr Corps, from t2/3 onwards I rest 1/3, that clears fatigue, regains CPP and sorts out any emerging fuel/ammo gaps. In the end, you'll do better the more you regularly rest, every now and then try to rest most, the next turn can be satisfyingly explosive as a result
RE: Quick Questions Thread
Looks like a) is not true.ORIGINAL: 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.
They are from same army.
From the start of the game I had a feeling that there is something wrong with that RAD units.
Sometimes they repair hexes, sometimes not. Sometimes they go to a map, sometimes not. I understand that it would be a minor issue when you have lots of supplies. But right now only Soviets have them. And not getting N hexes repaired by X turns is pretty big for the Axis.

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Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
RE: Quick Questions Thread
ORIGINAL: Stamb
Looks like a) is not true.ORIGINAL: 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.
They are from same army.
From the start of the game I had a feeling that there is something wrong with that RAD units.
Sometimes they repair hexes, sometimes not. Sometimes they go to a map, sometimes not. I understand that it would be a minor issue when you have lots of supplies. But right now only Soviets have them. And not getting N hexes repaired by X turns is pretty big for the Axis.
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the rules for (a) are met, the repaired hexes are adjacent to one already repaired and that hex doesn't have a FBD etc
if your logistics depend on the perfect optimisation of the SU allocation then you are not doing the basics right.