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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loki100
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Re: Quick Questions Thread

Post by loki100 »

not sure about the truck (are you using a mod) but if the engineer, artillery or infantry symbol is shown there then its because they reduced the defender's fort level during the combat (so it drops before the final odds calculations)
therealevan
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Re: Quick Questions Thread

Post by therealevan »

As an axis player, whats the key to breaking down the defenses and taking the hexes of sevestopol and odessa?
Denniss
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Re: Quick Questions Thread

Post by Denniss »

as much artillery and pioneers as you can spare. Both reduce fortification levels
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therealevan
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Re: Quick Questions Thread

Post by therealevan »

Denniss wrote: Mon May 16, 2022 12:18 am as much artillery and pioneers as you can spare. Both reduce fortification levels
Deliberate attacks? What size artillery? Do bombers with heavy payloads help in reducing fort levels, or should I not bother with them? I've tried a few with some romanian divisions, but they just take catastrophic losses that I ended up pulling them away to refit..
DarkHorse2
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Re: Quick Questions Thread

Post by DarkHorse2 »

I would suggest you isolate the port cities using Naval-Air Interdiction.

see 18.1.8. NAVAL PATROL AND NAVAL INTERDICTION in the manual.
therealevan
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Re: Quick Questions Thread

Post by therealevan »

DarkHorse2 wrote: Mon May 16, 2022 4:30 am I would suggest you isolate the port cities using Naval-Air Interdiction.

see 18.1.8. NAVAL PATROL AND NAVAL INTERDICTION in the manual.
Thanks for the suggestion as well DarkHorse, I just reviewed that rule and will see about applying it in practice.
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loki100
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Re: Quick Questions Thread

Post by loki100 »

therealevan wrote: Mon May 16, 2022 12:57 am ...

Deliberate attacks? What size artillery? Do bombers with heavy payloads help in reducing fort levels, or should I not bother with them? I've tried a few with some romanian divisions, but they just take catastrophic losses that I ended up pulling them away to refit..
I'd actually suggest this is better in a thread of its own, its mostly judgement (and how different players approach the issue) rather than a technical question about the rules

but

a) bombers mostly disrupt, so useful (=retained fatigue and/or not taking part in the combat) but not decisive. Big bombs are better the harder the target, but you will take AA losses
b) use what is defined as heavy artillery - there is a thread about this, in early game you can rely on unit name as a strong clue but check the commander's report equipment tab for what counts
c) the rules in the fortificaion section tell you how much assault engineers etc to bring the forts down one but a good rule is 'as many as possible'
d) Dark Horse/Hanny is right about the importance of setting up naval interdiction first
e) Rumanians are not assault formations, and yes they will re-enact the historical siege if you use them. 2 of the corps from 11A stuffed with artillery and pioneers will do the job - and will prove to be useful in subsequent actions along the Black Sea

But, it depends. if the Soviets have really committed it *may* be better to bypass, you can screen cheaply and that is an army you are not fighting somewhere else. If its minimal you can prob take without too much effort etc etc
Veterin
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Re: Quick Questions Thread

Post by Veterin »

I'm probably missing something obvious here but I am unable to locate how to create Soviet Infantry Corps. It's 1 Feb 1942 and my understanding is you can create 2 Infantry Guard Corps starting in Dec 1941.

I have two guard rifle divisions in my SR but i don't have any option in the build menu to build Infantry Corp (2 guard + 1 rifle)

https://i.imgur.com/EayVjUR.png

https://i.imgur.com/yL8mWY3.png
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loki100
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Re: Quick Questions Thread

Post by loki100 »

not totally sure but it maybe that you need to use on the on-map method to construct those early corps. I've never tried to use the reserve as usually the formations are near the front line and I'm looking to use them almost immediately as part of the winter offensive

the other explanation may be that one of the intended components has a later withdrawal date - that would stop them being merged

I'm not sure I'm interpreting your images properly, but in the first one it looks (to me) like you are trying to use 2 divisions and a brigade which doesn't work in WiTE2 - have a look at the table in 27.5.5 as that covers all the possible variants of building blocks
Veterin
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Re: Quick Questions Thread

Post by Veterin »

Thanks. I've read the manual and everything seems to be in order which is why i thought i'd ask. Only thing i can think of is they just got transferred into SR (but even so, i can't see the option to create any rifle corps in the build menu)

I'll try the on-map method then next turn to see if that works.

Just thought it would be easier in the SR given they weren't close on the map. That rifle brigade in that imagine is just in my SR and not trying to use it as part of my guard rifle corp (2 guard rifle division + 1 rifle division)
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malyhin1517
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Re: Quick Questions Thread

Post by malyhin1517 »

Veterin wrote: Mon May 16, 2022 12:11 pm I'm probably missing something obvious here but I am unable to locate how to create Soviet Infantry Corps. It's 1 Feb 1942 and my understanding is you can create 2 Infantry Guard Corps starting in Dec 1941.

I have two guard rifle divisions in my SR but i don't have any option in the build menu to build Infantry Corp (2 guard + 1 rifle)

https://i.imgur.com/EayVjUR.png

https://i.imgur.com/yL8mWY3.png
It is most convenient to create rifle and cavalry corps on the map by moving three divisions subordinate to the same headquarters into one hex! However, they must have an MP greater than zero. Check all these conditions if you are unable to merge them with the B button. It is also possible that some unit has a set output from the map, in which case you will not be able to use it. But if you have unlocked theater control, then you can cancel the withdrawal of a unit from the map. Tank and mechanized corps can only be created in the Reserve.
Sorry, i use an online translator :(
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loki100
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Re: Quick Questions Thread

Post by loki100 »

Veterin wrote: Mon May 16, 2022 1:29 pm ...Only thing i can think of is they just got transferred into SR (but even so, i can't see the option to create any rifle corps in the build menu)

...
could be this, there are various restrictions on units on their turn of arrival in a theatre or the map and its possible that merging/build up is one of them
therealevan
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Re: Quick Questions Thread

Post by therealevan »

Is it important to replace the commanders of OKH / AGN / AGC / AGS? And if so, to whom?
Stamb
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Re: Quick Questions Thread

Post by Stamb »

my approach is to start from corps lvl
and get rid off the worst of them ASAP
then i might look on an army level

but i also saw a strategy of changing leaders in OKH and then army groups, to other leaders with high political rating, to minimize AP cost of replacing leaders on an army and corps lvl
it will take more time
but might save you some AP

imho, i would still go with my approach, as Axis get plenty of AP to spend each turn
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DarkHorse2
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Re: Quick Questions Thread

Post by DarkHorse2 »

my approach is to start from corps lvl
and get rid off the worst of them ASAP
I typically do the same. With some caveats.

Placing depots is of highest priority in terms of AP expenditures (for Axis).

To find 1st round of Corps leaders to send packing, I go to CR -> Leaders and select the following filters:

Nation -> Ger
HQ Types -> Corps

(at this point, it should really narrow down the leader-set)

Then I sort by DisC (dismiss cost) and look for the cheap-to-replace, sucky leaders.

Before you get too far though, it is important to point out you have some real gems, like Model, who are needing to be appointed. I usually send him to Odessa, as that is one assault I do not want failing due to missed leader-rolls.
Stamb
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Re: Quick Questions Thread

Post by Stamb »

i am actually not trying to replace all bad leaders
i only replace them if they will participate in a battles
for example there is HQ with von Chappuis that starts in the North
he is terrible
but i will not replace him
i will just use his HQ for a RAD units

but i will definitely replace him if i will have to fight with a units that are assigned to his HQ
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ElizabethWizard
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Re: Quick Questions Thread

Post by ElizabethWizard »

Image is this a bug or...?

Like there's a few combats like this where I'm losing 2x or more as many people as actually seem to have participated. What's happening?

Also, does it matter that I have my rear NSS as soviets sending stuff backwards to rear depots? Should I be getting rid of those, what are they doing?
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

This means there was a unit in the hex that took losses but did not participate in the fighting, just the retreat. Could be a flak or construction unit in the city, or routed or depleted unit in the hex, or possibly a HQ in the hex.All those units don't get counted in the top line participating number, but do get counted in the losses (not sure about the HQ forced to retreat).
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ElizabethWizard
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Re: Quick Questions Thread

Post by ElizabethWizard »

Ok thanks! That makes sense. Probably the airbase took some casualties, there might have been AA at the airbase, etc.
Tom_
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Re: Quick Questions Thread

Post by Tom_ »

If I have a unit on REFIT and it gets attacked does it face a penalty?
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