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RE: 239th Inf Division?
Posted: Sun Feb 02, 2020 3:42 am
by 56ajax
Just on routing, what is the maximum nos of hexes that a unit should move when routed? I see plenty of examples of 20+ which is double what they could normally move...and why do they rout along the front rather than away from the enemy line?
RE: War in the East Q&A
Posted: Sun Feb 02, 2020 5:40 pm
by morvael
Routing units try to move towards supply source, and have to move certain minimum range too (also bear in mind that some retreat first, and then rout resulting in double move). However it's true that units can move more MP than their normal allowance (also, they ignore ZOCs). I was testing it with standard MP limits, and it produced way higher losses than previous versions of the game, so had to be ditched in order not to change balance too much.
It was quite hard to make the algorithm a) fast b) better at saving units in certain situations c) selecting a path like a human would do.
RE: War in the East Q&A
Posted: Sun Feb 02, 2020 5:44 pm
by morvael
ORIGINAL: Telemecus
in v1.11.03 units could certainly rout with no available retreat path (port or not). Similar examples to what you are describing have been the attacks on the two hexes next to Sevastopol in many AARs I assume. In those cases the units routed to the Kuban peninsula.
In this version it's only possible to retreat or rout through land hexes.
RE: War in the East Q&A
Posted: Sun Feb 02, 2020 6:40 pm
by xhoel
ORIGINAL: morvael
In this version it's only possible to retreat or rout through land hexes.
Does this mean that other units will shatter/surrender, let's say in a Sevastopol style battle?
RE: War in the East Q&A
Posted: Sun Feb 02, 2020 7:44 pm
by morvael
Yes. Once again a problem of model used, in this case naval. If allowed, too many units could rout per turn through a port.
RE: War in the East Q&A
Posted: Sun Feb 02, 2020 8:32 pm
by xhoel
I have seen it happen first hand and I am glad that it is no longer the case. Will make for more realistic battles. Good addition!
RE: 239th Inf Division?
Posted: Mon Feb 03, 2020 6:26 pm
by juv95hrn
Can HQs and Air bases not be transported via naval transport mode? I am trying with approx. half MP remaining. Or do you just have to start with lots of MP?
RE: 239th Inf Division?
Posted: Mon Feb 03, 2020 6:46 pm
by juv95hrn
Can you refit and regain extra morale within 10 hexes of still inactive Finnish units, or are they considered hostile, even if the war hasn´t begun?
RE: 239th Inf Division?
Posted: Thu Feb 06, 2020 12:37 pm
by juv95hrn
How does the new rail capacity modifier work?
USSR has 10% of its rail capacity dedicated to troop transport. (Definately too low in turn 1 and 2

).
What happens when you change this? Does it cost PP? when does the change take effect? Next turn?
RE: 239th Inf Division?
Posted: Thu Feb 06, 2020 4:44 pm
by Telemecus
Yes it does cost points. Note more rail to transport troops will mean less supply possible to your troops
RE: 239th Inf Division?
Posted: Thu Feb 06, 2020 7:59 pm
by juv95hrn
My guess it costs one point per % you change? Very hard to know how much supply you need, compared to troop movement. :-/
RE: 239th Inf Division?
Posted: Fri Feb 07, 2020 3:30 am
by morvael
ORIGINAL: juv95hrn
My guess it costs one point per % you change? Very hard to know how much supply you need, compared to troop movement. :-/
It's all in the logistics phase log.
RE: 239th Inf Division?
Posted: Fri Feb 07, 2020 4:22 pm
by juv95hrn
"g) Shock/Guards army bonus (local; applies to administrative rolls) - 1 is added to leader's skill, if given unit is attached to Soviet "Shock Army", "Guards Army" or "Gds Army". Does not apply when a HQ is making a roll for itself. Does not cumulate with h). Works for non-immediate HQs as well, though with the Soviet command structure it's unlikely."
I was under the impression from the manual that Guard units did not actually gain this bonus, where as non-guard units did. Very counterintuitive, but that is how the manual phrases it. What is the acutal case here?
RE: 239th Inf Division?
Posted: Fri Feb 07, 2020 4:58 pm
by morvael
ORIGINAL: juv95hrn
My guess it costs one point per % you change? Very hard to know how much supply you need, compared to troop movement. :-/
Code: Select all
RESOURCE STATUS
RESOURCES OIL FUEL SUPPLY RAIL VEHICLES
ON HAND 262000 149900 785310 1088547 117810 83739
NEED 0 0 102160 157651 259811 152388
FREE 144000 105200 580415 438527 106029 83739
PERCENTAGE 100% 100% 100% 100% 40% 54%
This is from logistics phase log, here you can see that rail capacity was 117 810, total need for resupply was 259 811, available for resupply was 106 029 (because of that reserved 10%), which allowed only 40% of requested supplies and fuel to be moved. It means initial reservation of 10% capacity is already seriously affecting your resupply operations.
RE: 239th Inf Division?
Posted: Sun Feb 09, 2020 12:52 am
by juv95hrn
When using manual air attacks, is there a declining efficiency as you order air attacks with larger numbers of air planes? Ie. should your limit the size of an attacking force, as to not suffer a overstacking penalty (or what you want to call it)? What is a sweet spot for air raid, in case larger forces get penalized.
Manual air attacks
Posted: Sun Feb 09, 2020 1:26 am
by thedoctorking
I've never noticed a point of diminishing returns. I think the second attack on a hex might have some sort of penalty. Air units lose efficiency as they become more fatigued. But for any individual attack, there is no penalty for sending more units as far as I know.
RE: Manual air attacks
Posted: Sun Feb 09, 2020 2:09 am
by eskuche
I've been running a lot of 6-22-41 turn 1's. I'm not sure why but I seem to get better results attacking with larger groups (~4 gruppes). Very roughly, 1 gruppe for every 20 planes will not result in overkill.
The notable penalty for attacking again is that you may hit damaged planes instead of undamaged ones.
I'm not sure of the transition or rolls for undamaged > damaged > destroyed.
RE: Manual air attacks
Posted: Sun Feb 09, 2020 1:46 pm
by thedoctorking
I was looking at bombing ground units. Using inexperienced Soviet aircraft in 1941-42, bombing Axis airfields I get results all over the place, probably because the meaningful variation is squadrons failing their experience rolls.
RE: Manual air attacks
Posted: Sun Feb 09, 2020 9:37 pm
by juv95hrn
What would be the difference between attaching an AA SU to a city/port, compared to attaching them to a fort built in that city´s hex?
Is there a max number of units attached to a city? I believe its 3 max on the fort?
Is there an efficiency decrease if you attach more and more AA to a city, up to an eventual max amount?
EDIT:
A maximum of nine AA units may be attached to a single town, city or urban hex. So I suppose a fort increases this by 3?
RE: Manual air attacks
Posted: Mon Mar 09, 2020 1:27 pm
by Karri
What do the command numbers in editor mean? I know these are some sort of hard-coded things for Axis armies, but what exactly? Objective tracks? And if so, could we get some information on them?