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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Tom_
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Re: Quick Questions Thread

Post by Tom_ »

Hi Folk's,

Me again!
I'm on turn 4 playing the GC as the SU on normal difficulty (against the AI).

My losses (in total) are;
Men - 785,444
Guns - 13,825
AFV - 5,049

I'm not a very experienced player so just wanted to gauge if the loses are 'reasonable' or if I have already really messed up the campaign?
Stamb
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Re: Quick Questions Thread

Post by Stamb »

when unit is not in assault army and is in the hex with a FZ then his (unit) construction value will be added to a fortification building process past lvl 1 or FZ only contributes to it?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

I'd say that's low. T1 is going to cost you at least 750k once the pockets are finished off (say by T4) and that is pretty much a given. For a comparison, in my current MP game, the Soviet losses were just under 950k by the end of T4.
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loki100
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Re: Quick Questions Thread

Post by loki100 »

Stamb wrote: Mon Apr 04, 2022 8:54 pm when unit is not in assault army and is in the hex with a FZ then his (unit) construction value will be added to a fortification building process past lvl 1 or FZ only contributes to it?
yes, it all adds up, the construction value is FZ, any combat units, any civilian labour and any attached or allocated construction units.

There are a few other bits at play. You can't build over a level per turn (so its feasible you have wasted construction pts), weather slows things. More importantly, esp once moving from level 1 upwards, lack of supply can be a problem, so you have the potential consttuction capacity but can't use it
Stamb
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Re: Quick Questions Thread

Post by Stamb »

Yeah, there are different factors that affects building process.
I remember that i was trying to build fortification lvl 3 in a swamp in my multiplayer game where i was playing as an Axis.
Even with enough supplies and construction SU i was stuck at lvl 2 :lol:
Progress was super slow.

Thanks for an answer.
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Tom_
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Re: Quick Questions Thread

Post by Tom_ »

loki100 wrote: Mon Apr 04, 2022 8:56 pm I'd say that's low. T1 is going to cost you at least 750k once the pockets are finished off (say by T4) and that is pretty much a given. For a comparison, in my current MP game, the Soviet losses were just under 950k by the end of T4.
Thanks loki100.
When I end this turn I will be roughly on par with your estimation.
I thought the numbers were so high I had made a catastrophic error, just goes to show the scale of the Eastern front! :shock:
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

If I decide to temporarily motorize an infantry division, do I have to pay the vehicle costs each round, aka are they "burned" or are they loaned by a depot, and given back once I demotorize? If I decide to prolongue the motorization, is all I have to pay the one AP point each week?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

aMaschina wrote: Wed Apr 06, 2022 6:08 am If I decide to temporarily motorize an infantry division, do I have to pay the vehicle costs each round, aka are they "burned" or are they loaned by a depot, and given back once I demotorize? If I decide to prolongue the motorization, is all I have to pay the one AP point each week?
the unit picks up its truck stock at the point you motorise, if its a permanent choice then the truck/unit ratio will start to vary as for any other mot unit. In other words later on it may well end up short of trucks depending on your overall stock and how the unit interacts with the supply network.

So say it gets 400 trucks at the start, over time that stock will get lost and replaced and used for logistics not troop movements but in principle the unit will carry on trying to gain the truck stock it needs for full MP
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

What is the right way to conduct recon missions? and by correct i mean best ratio of recon vs losses sustained. do I fly high? do I observe large portions of area? do I choose interdiction as option in recon air directive? Intensity? (Iwant to see where the enemy is, not more details about an enemy I already spotted)
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loki100
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Re: Quick Questions Thread

Post by loki100 »

in the main you lack the assets for sustained generation of high detection levels over multiple turns, so its best to be pragmatic about gaining a rough idea and sticking to clear terrain.

With that in mind, mostly rely on the 'interdiction' mission, I tend to run missions one or two days a week and most people seem to reckon >15k is better (though both the Soviets and Axis have a number of recon planes that have to fly relatively low).

If I really need clarity (planning an offensive or trying to detect a build up) then I'll seriously commit (& take the losses) but mostly you want some rough idea say where the Soviet defensive line has been set.

You can supplement convention recon by interdiction air missions, these can be very informative (even if they generate little valuable interdiction) so its always worth thinking of that
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

thanks Loki for always sharing your experience, I have another question, in the early stages, when the blitz is rolling and thus the rail hasnt arrived yet, how do I best air supply my troops? Best idea I have is grabbing an enemy airbase, creating a depot and dropping the supply on it, and then park the corps HQ on it. is this the way to go?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

basically yes, but you don't need a depot (the air drop creates one that is then quickly emptied).

you broadly have 3 options

a) have a designated combat unit on the hex (then that unit gets the freight)
b) have a HQ on the hex (then that HQ claims the freight and distributes it within its command network)
c) empty hex, this creates a temp depot that is then distributed locally

really depends on which best fits - I often find (c) useful as it is a small reduction in the need for units on that sector to use their trucks etc
Tom_
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Re: Quick Questions Thread

Post by Tom_ »

I have automatic Air assist off in in my GC campaign via the preference options at the main menu.
This is because every now and again I'd like to try something and slowly learn the air war side of things.

I just want to confirm that I'm able to actually do that! and any tweaks I make in the air war are carried out by my virtual pilots..

So;
If I have created custom missions, then click AI assist just before the end the turn, will the AI override my missions and replace them with what 'it thinks'? - Or will it plan around what I have done?

Or should click AI air assist - let it do its planning, then put my extra bits on afterwards and hit end turn to get the best 'hybrid'?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

use your second model, the AI Assist will overwrite all the existing AD (& airfield allocations), so if you want to then amend these you need to run it and then do your alterations

this hybrid approach works well, the AI assist does a decent enough job at setting up patterns of GS, basing and so on, stepping in then allows you to make sure its a fit to your plans and to add some more specialist options
Tom_
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Re: Quick Questions Thread

Post by Tom_ »

loki100 wrote: Fri Apr 08, 2022 2:45 pm use your second model, the AI Assist will overwrite all the existing AD (& airfield allocations), so if you want to then amend these you need to run it and then do your alterations

this hybrid approach works well, the AI assist does a decent enough job at setting up patterns of GS, basing and so on, stepping in then allows you to make sure its a fit to your plans and to add some more specialist options
As ever thank you very much for your support.
Stamb
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Re: Quick Questions Thread

Post by Stamb »

when vehicles are lost in a battle, without isolation, it means that other side is not capturing them?
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aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

I want to air supply my troops from the rear, but in order to do so I need a depot that has a stockpile of freight. how do I tell a depot to amass freight so I can air forward it?
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loki100
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Re: Quick Questions Thread

Post by loki100 »

put it on pri4, then it will only release freight to combat units that are near enough to claim it. So if its well to the rear (say 10+ hexes) it'll steadily stockpile

this can be used to build up for an offensive too, set something like Minsk to #4, fill it up and then drop to 1/2, all that freight will then fill out the forward depots
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loki100
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Re: Quick Questions Thread

Post by loki100 »

Stamb wrote: Sun Apr 10, 2022 9:22 am when vehicles are lost in a battle, without isolation, it means that other side is not capturing them?
you can have trucks captured without isolation, by about T3 as the axis I've usually had a few captured even without being beaten when surrounded. No idea of the ratios but its not just a product of being pocketed/isolated
Stamb
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Re: Quick Questions Thread

Post by Stamb »

great, it makes sense
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