Quick Questions Thread
Moderator: Joel Billings
Re: Quick Questions Thread
not sure about CV, maybe elements have higher chance of being damaged? maybe it is written in a manual.
To drop fatigue you have to rest. And high CPP helps with fatigue removal.
To drop fatigue you have to rest. And high CPP helps with fatigue removal.
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Re: Quick Questions Thread
Yes, it represents the average fatigue level of the ground elements in the unit. The marker on the movement compass shows you are gaining fatigue as you move, and that you are gaining more fatigue when moving into an enemy controlled hex. You recover fatigue faster in a friendly controlled hex than one that was just captured in the current turn, and the more Combat Prep you have, the more fatigue is reduced at the end of the turn. Thus, it's always better for CP gain and fatigue recovery to end your turn in a friendly controlled hex that was not just captured. And yes, CV is reduced by fatigue. Also, remember the more MPs you have left at the end of the turn, the more CP you gain and fatigue you recover, and moving in enemy territory costs more MPs and generates more fatigue. So often it is best to stop with MPs unspent (especially in friendly territory) instead of using all MPs just to go a hex or two into newly captured territory but a big cost in CP and fatigue (and thus CV). Hope that wasn't too confusing. This one of the biggest differences between WitE2 and most wargames like it. You need to balance speed with rest. Think of it in terms of force marching versus a normal move. Is it worth force marching and arriving spent?
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Re: Quick Questions Thread
Hi guys,
quick question:
Does anybody know what the circled Symbol in the Battle Report stands for? Cheers
Terry
quick question:
Does anybody know what the circled Symbol in the Battle Report stands for? Cheers
Terry
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Re: Quick Questions Thread
At turn 23 (December 41) I only have 5 cargo ships left in the Baltic? Any ideas how to preserve Cargo ships?
- WingedIncubus
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Re: Quick Questions Thread
Sorry if I am late to the party. Currently playing the Road to Leningrad scenario and learning the new ropes, especially on the Air War side (manual control).
I have issues around Turn 5-7 gathering my airgroups and using them to their full capacity. Finally took Pskov on Turn 7 but despite having a lot of airplanes, I have trouble even mounting sizeable Ground Attacks on Air Phase.
- What does "Schedule" actually do, game-wise? Do they spread out the numbers of planes by the number of days in the week, or it will attempt to sortie the allowed number of planes inside that airgroup, each day?
- If I use a particular airgroup for multiple Air Directives, should I schedule them on differing days? (example, Ground Attack on Day 1-3-5 and Recon on Day 2-4-7).
- Is there a way to set a different Intensity for each individual order, even if they share the same Air Directive? I do not want to send orders sharing the same Air Directive with the same Intensity. Some days I want them on Medium, others on Low.
- Where do you usually build your new airbases as you progress through your advance? I find that the Soviets do not leave enough airbases to adequately support my air groups. Because of this I lose time building new ones and resupplying those airbases, which leaves them often further behind my lines.
- Does moving airgroups to new airbases affect their future efficiency?
- Does resting an airgroup help putting their damaged airplanes back into operation?
I have issues around Turn 5-7 gathering my airgroups and using them to their full capacity. Finally took Pskov on Turn 7 but despite having a lot of airplanes, I have trouble even mounting sizeable Ground Attacks on Air Phase.
- What does "Schedule" actually do, game-wise? Do they spread out the numbers of planes by the number of days in the week, or it will attempt to sortie the allowed number of planes inside that airgroup, each day?
- If I use a particular airgroup for multiple Air Directives, should I schedule them on differing days? (example, Ground Attack on Day 1-3-5 and Recon on Day 2-4-7).
- Is there a way to set a different Intensity for each individual order, even if they share the same Air Directive? I do not want to send orders sharing the same Air Directive with the same Intensity. Some days I want them on Medium, others on Low.
- Where do you usually build your new airbases as you progress through your advance? I find that the Soviets do not leave enough airbases to adequately support my air groups. Because of this I lose time building new ones and resupplying those airbases, which leaves them often further behind my lines.
- Does moving airgroups to new airbases affect their future efficiency?
- Does resting an airgroup help putting their damaged airplanes back into operation?
Re: Quick Questions Thread
Wird guess: disorganization penalty. either too many unit taking part in battle, over command limit (of the leading HQ?) or units from different armiesterry1040 wrote: Tue Mar 01, 2022 11:37 amDoes anybody know what the circled Symbol in the Battle Report stands for?
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Re: Quick Questions Thread
Nice thought. However then von Manstein as the defender should have same indicator. Also 30% penalty for mixing corps. But maybe it has something to do with admin roll failures.Denniss wrote: Wed Mar 02, 2022 8:23 pmWird guess: disorganization penalty. either too many unit taking part in battle, over command limit (of the leading HQ?) or units from different armiesterry1040 wrote: Tue Mar 01, 2022 11:37 amDoes anybody know what the circled Symbol in the Battle Report stands for?

And BTW here is another similar unknown symbol about the Artillery?
Re: Quick Questions Thread
I think the engineer/artillery/infantry symbol that appears in the Battle Report indicates that the large presence of these element gains some benefit in the battle. In this regard, I think Manual 37.1 is relevant (relevant part extracted below).terry1040 wrote: Tue Mar 01, 2022 11:37 am Hi guys,
quick question:
Does anybody know what the circled Symbol in the Battle Report stands for?
P_20220228_212709~3.jpg
Cheers
Terry
.
Re: Quick Questions Thread
Air mission will attempt to fly the specified number of strikes on scheduled dates - 2 strikes on 2 days means flying four times a week if planes available. The planes flown in each strike will be determined by several settings. Min AC(Esc) specify the min# of mission aircrafts and escorts to be flown in each strike. If available planes is less than the min. number, the air mission will not fly. Req AC(Esc) specify the number of planes mission aircraft/escort you want to fly in each strike (you can interpret it to be the max#). Mission will still fly if planes available are less than the Req AC(Esc) figure. If Req AC(Esc) is set to auto, the computer will decide for you and send the number of planes that the computer thinks is adequate (or less if insufficient planes).WingedIncubus wrote: Wed Mar 02, 2022 4:46 pm Sorry if I am late to the party. Currently playing the Road to Leningrad scenario and learning the new ropes, especially on the Air War side (manual control).
...
- What does "Schedule" actually do, game-wise? Do they spread out the numbers of planes by the number of days in the week, or it will attempt to sortie the allowed number of planes inside that airgroup, each day?
I only have experience with the scenarios Road to Leningrad and Destruction of SW Front. In both, I don't think it is necessary to build new airbases. Full campaign should be another story.- Where do you usually build your new airbases as you progress through your advance? I find that the Soviets do not leave enough airbases to adequately support my air groups. Because of this I lose time building new ones and resupplying those airbases, which leaves them often further behind my lines.
As you are playing the Road to Leningrad, I use it as an example. You can use the level 2 airbases along the Daugava River (Riga, Jekabpils and Daugavapils) for fighters/short range recons in the first stage. Then move to Tartu, Ostrov and Tallinn (plus Pskov if captured) in the second stage. And after Pskov, there are many airbases north of it. After you move fighters/short range recon forward, level bombers and long range recons could take up the airbases left by the fighters. Some examples in my AAR showing position of airgroups -
https://www.matrixgames.com/forums/view ... 0#p4821470
https://www.matrixgames.com/forums/view ... 4#p4822634
https://www.matrixgames.com/forums/view ... 5#p4826875
You have to make sure the new airbases is well supplied. Suggest to give preference to airbases close to depots.- Does moving airgroups to new airbases affect their future efficiency?
I am not too sure about your other questions and would leave them to more knowledgeable players.
Re: Quick Questions Thread
Thanks mate. Makes total sense.jlbhung wrote: Thu Mar 03, 2022 4:11 amI think the engineer/artillery/infantry symbol that appears in the Battle Report indicates that the large presence of these element gains some benefit in the battle. In this regard, I think Manual 37.1 is relevant (relevant part extracted below).terry1040 wrote: Tue Mar 01, 2022 11:37 am Hi guys,
quick question:
Does anybody know what the circled Symbol in the Battle Report stands for?
P_20220228_212709~3.jpg
Cheers
Terry
.
Manual 37.1.png

Eng:10 or Inf:66 or Art:34 is most likely what caused the reduction of the fortification level in the hex.
In example of my original post, Manstein's level was reduced from 1 to 0.
Small Update: There are occasions, when the fort level is reduced and no special symbol appears. Feels a bit strange to me
Cheers
Terry
Last edited by terry1040 on Thu Mar 03, 2022 8:03 pm, edited 1 time in total.
- WingedIncubus
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Re: Quick Questions Thread
jlbhung wrote: Thu Mar 03, 2022 4:59 am Air mission will attempt to fly the specified number of strikes on scheduled dates - 2 strikes on 2 days means flying four times a week if planes available. The planes flown in each strike will be determined by several settings. Min AC(Esc) specify the min# of mission aircrafts and escorts to be flown in each strike. If available planes is less than the min. number, the air mission will not fly. Req AC(Esc) specify the number of planes mission aircraft/escort you want to fly in each strike (you can interpret it to be the max#). Mission will still fly if planes available are less than the Req AC(Esc) figure. If Req AC(Esc) is set to auto, the computer will decide for you and send the number of planes that the computer thinks is adequate (or less if insufficient planes).
I only have experience with the scenarios Road to Leningrad and Destruction of SW Front. In both, I don't think it is necessary to build new airbases. Full campaign should be another story....
As you are playing the Road to Leningrad, I use it as an example. You can use the level 2 airbases along the Daugava River (Riga, Jekabpils and Daugavapils) for fighters/short range recons in the first stage. Then move to Tartu, Ostrov and Tallinn (plus Pskov if captured) in the second stage. And after Pskov, there are many airbases north of it. After you move fighters/short range recon forward, level bombers and long range recons could take up the airbases left by the fighters. Some examples in my AAR showing position of airgroups -
https://www.matrixgames.com/forums/view ... 0#p4821470
https://www.matrixgames.com/forums/view ... 4#p4822634
https://www.matrixgames.com/forums/view ... 5#p4826875
You have to make sure the new airbases is well supplied. Suggest to give preference to airbases close to depots....
I am not too sure about your other questions and would leave them to more knowledgeable players.
Thank you for your answers to my question.

1) When ordering my manual AOG transfers, a number appears on the upper-left corner of the rectangle I draw (ex. ## / 100). I guess that the latter number represent the selected airbase capacity, but does the former number represents the number of planes in that AOG, or the capacity based on aircraft engines in that AOG? As per 16.6.6. :
§ 1 engine plane = 1 unit of capacity;
§ 2 engine plane = 2 units of capacity
§ 3 engine plane = 2 units of capacity
§ 4 engine plane = 3 units of capacity
2) Also, when I review my confirmed my Air command's Air Directives on the right side of the interface, what does the single digit between the parentheses mean, right beside the Air Directives' name?
Re: Quick Questions Thread
I think the former number represents the aircraft engines in that AOG.WingedIncubus wrote: Thu Mar 03, 2022 7:48 pm 1) When ordering my manual AOG transfers, a number appears on the upper-left corner of the rectangle I draw (ex. ## / 100). I guess that the latter number represent the selected airbase capacity, but does the former number represents the number of planes in that AOG, or the capacity based on aircraft engines in that AOG? As per 16.6.6. :
§ 1 engine plane = 1 unit of capacity;
§ 2 engine plane = 2 units of capacity
§ 3 engine plane = 2 units of capacity
§ 4 engine plane = 3 units of capacity
I don't fully get what you mean. Do you mean the number enclosed in red circle in the pic? This is the active air directives. In the example shown, I have 7 air directives but only 5 is active (the other two will not fly, but I do not delete them just in case I need them latter).2) Also, when I review my confirmed my Air command's Air Directives on the right side of the interface, what does the single digit between the parentheses mean, right beside the Air Directives' name?
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Re: Quick Questions Thread
I meant the number in brackets besides each AD item in that picture above; next to Ground Support, Naval Patrol, Recon, etc.jlbhung wrote: Fri Mar 04, 2022 4:36 am I don't fully get what you mean. Do you mean the number enclosed in red circle in the pic? This is the active air directives. In the example shown, I have 7 air directives but only 5 is active (the other two will not fly, but I do not delete them just in case I need them latter).
FigQn.png
Another question, what does the command "resupply air base" actually do when you right-click on airbase or an AOG? I cannot find anything on it in the living manual. I thought the supply of airbases was handled automatically, during the logistics phase or by available Air Transports if not used.
Thanks!
Re: Quick Questions Thread
it you are talking about (1), (2), (3) and etc then it is air directive numbers, and they will fly in that order IF they are on same priority. For example if you have to recon missions on high priority:WingedIncubus wrote: Wed Mar 09, 2022 6:26 pmI meant the number in brackets besides each AD item in that picture above; next to Ground Support, Naval Patrol, Recon, etc.jlbhung wrote: Fri Mar 04, 2022 4:36 am I don't fully get what you mean. Do you mean the number enclosed in red circle in the pic? This is the active air directives. In the example shown, I have 7 air directives but only 5 is active (the other two will not fly, but I do not delete them just in case I need them latter).
FigQn.png
mission one(1) will fly first
and then mission two(2)
Exception is naval patrol, if i recall, they always fly first for some reason.
When you move new planes to an airbase you might miss fuel or ammo or both. This feature "resupply air base" allows you to bring some freight (if available) to that airbase. It can be used multiple times for the same airbase. For example you move one AOG and resupply, then another one and resupply again.WingedIncubus wrote: Another question, what does the command "resupply air base" actually do when you right-click on airbase or an AOG? I cannot find anything on it in the living manual. I thought the supply of airbases was handled automatically, during the logistics phase or by available Air Transports if not used.
Thanks!
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Glory to Ukraine!
Glory to Ukraine!
Re: Quick Questions Thread
I do lose a lot of bombers as germany, 1941 because they fly in large unescorted batches (ground support). I have 100 escort percentage but no fighter is escorting. If they dont rally enough escorts why do they take off?
Re: Quick Questions Thread
Hi Folks,
Playing the GC (no early end) as the Soviets on normal difficulty.
Turn one by the Germans complete - however, when I look at the AI advances they are well in territory that, according to the 'city capture dates', is not captured for another 2 weeks.
Is that normal and/or within other players tolerance?
Playing the GC (no early end) as the Soviets on normal difficulty.
Turn one by the Germans complete - however, when I look at the AI advances they are well in territory that, according to the 'city capture dates', is not captured for another 2 weeks.
Is that normal and/or within other players tolerance?
Re: Quick Questions Thread
The Axis AI needs to be at least on 110 or 120, not on Normal.Tom_ wrote: Fri Apr 01, 2022 2:45 pm Hi Folks,
Playing the GC (no early end) as the Soviets on normal difficulty.
Turn one by the Germans complete - however, when I look at the AI advances they are well in territory that, according to the 'city capture dates', is not captured for another 2 weeks.
Is that normal and/or within other players tolerance?

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Re: Quick Questions Thread
Ok, but surely that would mean the Axis AI advances even further beyond what the historical dates were in the first turn?Zovs wrote: Fri Apr 01, 2022 3:41 pmThe Axis AI needs to be at least on 110 or 120, not on Normal.Tom_ wrote: Fri Apr 01, 2022 2:45 pm Hi Folks,
Playing the GC (no early end) as the Soviets on normal difficulty.
Turn one by the Germans complete - however, when I look at the AI advances they are well in territory that, according to the 'city capture dates', is not captured for another 2 weeks.
Is that normal and/or within other players tolerance?
Re: Quick Questions Thread
The AI follows a script on T1 that is based around good gameplay not emulating the actual historical advance. I think it was Tyrone who designed it. So there will be some divergences as a result of that.
Pushing up the morale on T1 won't affect its performance. There are some movement costs that key off unit morale (see section 38.7.1) but that won't be a feature at the start.
if you give the axis AI say 110, it will reset the national morale values by +10% (so the Germans get 82/83) and units will start to adjust from their scenario start values to that baseline. So won't really show up till T3.
Pushing up the morale on T1 won't affect its performance. There are some movement costs that key off unit morale (see section 38.7.1) but that won't be a feature at the start.
if you give the axis AI say 110, it will reset the national morale values by +10% (so the Germans get 82/83) and units will start to adjust from their scenario start values to that baseline. So won't really show up till T3.
Re: Quick Questions Thread
Super! thanks you for the response. - That makes sense.loki100 wrote: Fri Apr 01, 2022 4:30 pm The AI follows a script on T1 that is based around good gameplay not emulating the actual historical advance. I think it was Tyrone who designed it. So there will be some divergences as a result of that.
Pushing up the morale on T1 won't affect its performance. There are some movement costs that key off unit morale (see section 38.7.1) but that won't be a feature at the start.
if you give the axis AI say 110, it will reset the national morale values by +10% (so the Germans get 82/83) and units will start to adjust from their scenario start values to that baseline. So won't really show up till T3.