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Re: What's the feeling on CPP? And Assault HQ?

Posted: Thu Jan 19, 2023 2:05 pm
by Jango32
You still need a decent mech rating even for infantry corps leaders because SUs are typically motorised assuming that HQ has SUs. For example all artillery is motorised and uses the leader's mech rating in battle.

Re: What's the feeling on CPP? And Assault HQ?

Posted: Thu Jan 19, 2023 2:45 pm
by Mehring
Jango32 wrote: Thu Jan 19, 2023 2:05 pm You still need a decent mech rating even for infantry corps leaders because SUs are typically motorised assuming that HQ has SUs. For example all artillery is motorised and uses the leader's mech rating in battle.
That's more true of German arty SU's. With the exception of rocketry and some brigades, Soviet arty tends to be non-motorised.

Sounds quite dubious in any case to differentiate wheeled or horse drawn arty for leadership ratings, maybe tracked. What leadership rating is used for rail guns? And what of arty in infantry CU's?

Re: What's the feeling on CPP? And Assault HQ?

Posted: Thu Jan 19, 2023 3:21 pm
by MarkShot
Now, that you bring it up, you can easily attach an Armor SU to an infantry CU. Is the Armor's CV just lumped with the Infantry CV in this case? Or will that small piece of Armor CV be degraded by attacking into woods?

Also, here is another item about which I am confused. CVs and combat simulation. I get the impression from the manual that the outcome is decided by CVs, rules, and die rolls.

And the battle back and forth between devices and elements is merely to give flavor to the above, but the battle simulation does not determine the outcome; only the above CV and actions upon CVs.

If the battle simulation determines the outcome, then why the focus on this notion of CV ... other than a crutch for quick explanation?

Okay, very confused; I don't deny it.

Re: What's the feeling on CPP? And Assault HQ?

Posted: Thu Jan 19, 2023 3:59 pm
by Jango32
Mehring wrote: Thu Jan 19, 2023 2:45 pm
Sounds quite dubious in any case to differentiate wheeled or horse drawn arty for leadership ratings, maybe tracked. What leadership rating is used for rail guns? And what of arty in infantry CU's?
The game is binary in this regard. If the whole unit is classed as non-motorised, even if it has individual motorised TOE elements, then it uses the infantry rating. The motorised units use the mech rating.

Re: What's the feeling on CPP? And Assault HQ?

Posted: Thu Jan 19, 2023 4:00 pm
by Jango32
MarkShot wrote: Thu Jan 19, 2023 3:21 pm Now, that you bring it up, you can easily attach an Armor SU to an infantry CU. Is the Armor's CV just lumped with the Infantry CV in this case? Or will that small piece of Armor CV be degraded by attacking into woods?
Individual TOE elements have their CVs affected individually by terrain type, not as whole units.

Re: What's the feeling on CPP? And Assault HQ?

Posted: Fri Jan 20, 2023 3:35 pm
by MarkShot
Another related question ...

In the first few months of the '41 Campaign how do you strike a balance between speed of advance, and not exhausting your units. Particular the leading armor units?

Further, how do you deal with the speed difference between the infantry and armor?

Thanks!!!

Re: What's the feeling on CPP? And Assault HQ?

Posted: Fri Jan 20, 2023 8:05 pm
by Mehring
Jango32 wrote: Thu Jan 19, 2023 3:59 pm
Mehring wrote: Thu Jan 19, 2023 2:45 pm
Sounds quite dubious in any case to differentiate wheeled or horse drawn arty for leadership ratings, maybe tracked. What leadership rating is used for rail guns? And what of arty in infantry CU's?
The game is binary in this regard. If the whole unit is classed as non-motorised, even if it has individual motorised TOE elements, then it uses the infantry rating. The motorised units use the mech rating.
Do any leadership/range modifiers affect AA fire?

Re: What's the feeling on CPP? And Assault HQ?

Posted: Fri Jan 20, 2023 8:14 pm
by Jango32
The only question about range modifiers is for static, hex-assigned AA units. AA guns are all either motorised or non-motorised and AA that is attached to cities is assigned to OKL & VVS STAVKA so it will use those leaders' ratings. AA SUs that are in HQs will follow the usual rules for range - 5 hexes in range of combat units to intervene.

Re: What's the feeling on CPP? And Assault HQ?

Posted: Fri Jan 20, 2023 8:41 pm
by Mehring
Jango32 wrote: Fri Jan 20, 2023 8:14 pm The only question about range modifiers is for static, hex-assigned AA units. AA guns are all either motorised or non-motorised and AA that is attached to cities is assigned to OKL & VVS STAVKA so it will use those leaders' ratings. AA SUs that are in HQs will follow the usual rules for range - 5 hexes in range of combat units to intervene.
So given that most air HQ leaders have inf and mech values of 1, they add nothing to the fire of air units under their control at any command range?

Re: What's the feeling on CPP? And Assault HQ?

Posted: Sat Jan 21, 2023 8:46 am
by Jango32
That's what my assumption is, but I admit I could be wrong, I've never looked too much at what happens with static AA.

Re: What's the feeling on CPP? And Assault HQ?

Posted: Sat Jan 21, 2023 5:47 pm
by malyhin1517
MarkShot wrote: Fri Jan 20, 2023 3:35 pm Another related question ...

In the first few months of the '41 Campaign how do you strike a balance between speed of advance, and not exhausting your units. Particular the leading armor units?

Further, how do you deal with the speed difference between the infantry and armor?

Thanks!!!
Your frontline units are occupying territory and fighting, which slows down their movement. Infantry units move through already captured hexes at the expense of the administrative movement rule with a minimum expenditure of their movement points. This equalizes their movement speed. In general, it is necessary to try not to go far from your infantry, otherwise your motorized corps may be surrounded, and some units that have pulled ahead may even be destroyed by the enemy. You need to be careful. Sometimes it's even worth pulling units back if they can be surrounded by the enemy.

Re: What's the feeling on CPP? And Assault HQ?

Posted: Sun Jan 22, 2023 6:37 am
by MarkShot
Actually, I noticed the AI moving forward to flip hexes and withdraw. I don't recall it doing such in WITW.