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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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

Having a spot of bother with Air Transport Mode (F9).

What are the conditions when the 'game' flys its selection of air groups rather than mine?

(I deselected the games selection, selected another, pressed launch, and the game reinstated its 4 selections and flew them)
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
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homer82
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Re: Quick Questions Thread

Post by homer82 »

56ajax wrote: Sun Jul 16, 2023 1:49 am Having a spot of bother with Air Transport Mode (F9).

What are the conditions when the 'game' flys its selection of air groups rather than mine?

(I deselected the games selection, selected another, pressed launch, and the game reinstated its 4 selections and flew them)
I see this happen when I choose single mission AFTER selecting my air groups. Choosing single mission BEFORE selecting the air groups keeps my selection. Could this be it?
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rickwarintheeast
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Re: Quick Questions Thread

Post by rickwarintheeast »

SOVIET 42ND ARMY HQ IN LENINGRAD

I can see the HQ when I look at Leningrad Front's assigned units, listed as "cf 42nd Army".
And I can assign and retrieve units from the HQ. But I cannot see it, or move it.

I think I read, somewhere, how to so designate a unit...like to a fortress. But I cannot find the section in the updated rules. Nor can I figure out how to return it to the field of play. The Army commander is one of the better Soviet commanders, and I have a job for him to clear the Germans out.

Your help is most appreciated.

Regards,
Rick
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M60A3TTS
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Re: Quick Questions Thread

Post by M60A3TTS »

rickwarintheeast wrote: Wed Jul 19, 2023 12:15 am SOVIET 42ND ARMY HQ IN LENINGRAD

I can see the HQ when I look at Leningrad Front's assigned units, listed as "cf 42nd Army".
And I can assign and retrieve units from the HQ. But I cannot see it, or move it.

I think I read, somewhere, how to so designate a unit...like to a fortress. But I cannot find the section in the updated rules. Nor can I figure out how to return it to the field of play. The Army commander is one of the better Soviet commanders, and I have a job for him to clear the Germans out.

Your help is most appreciated.

Regards,
Rick
To assign to a fortress, the unit must be adjacent to the fort itself. It cannot have moved that turn. Click on CITY FORT and that will bring up the name of the city fort you are assigning it to. Click on that name to assign.

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By right clicking the fort you will be able to see what's assigned inside. You can release them from the fort from there after the unit has been assigned at least one turn.
rickwarintheeast
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Re: Quick Questions Thread

Post by rickwarintheeast »

I feel so dumb.

Thank you for enlightening me. :)

Now I can send General Fedyninski down to take charge of breaking over the Narva and creating even more unpalatable choices for the Germans.

Regards,

Rick
Nirosi
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Re: Quick Questions Thread

Post by Nirosi »

Hi all,

I noticed that some soviet engineers (for construction only) are motorised while most are not. Also, the motorised ones seem smaller with less construction value.

I can understand why combat engineers could be motorised as they can then get attached to motorised combat units having already the required trucks. But I am not sure what advantage a purely construction unit, usually attached to a city or an HQ, can have to be motorised? Is there anything more they do than the non motorised ones (such as better chances to be sent to help with improving forts etc.). If not, they would actually be worse then by using extra resources for nothing? I feel I am missing something maybe…
Veterin
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Re: Quick Questions Thread

Post by Veterin »

Nirosi wrote: Sun Aug 06, 2023 9:37 pm Hi all,

I noticed that some soviet engineers (for construction only) are motorised while most are not. Also, the motorised ones seem smaller with less construction value.

I can understand why combat engineers could be motorised as they can then get attached to motorised combat units having already the required trucks. But I am not sure what advantage a purely construction unit, usually attached to a city or an HQ, can have to be motorised? Is there anything more they do than the non motorised ones (such as better chances to be sent to help with improving forts etc.). If not, they would actually be worse then by using extra resources for nothing? I feel I am missing something maybe…
No extra benefit from motorised engineers. I believe most people disband the motorised engineers early for trucks/manpower (I do anyway)
Nirosi
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Re: Quick Questions Thread

Post by Nirosi »

Veterin wrote: Sun Aug 06, 2023 10:15 pm
Nirosi wrote: Sun Aug 06, 2023 9:37 pm Hi all,

I noticed that some soviet engineers (for construction only) are motorised while most are not. Also, the motorised ones seem smaller with less construction value.

I can understand why combat engineers could be motorised as they can then get attached to motorised combat units having already the required trucks. But I am not sure what advantage a purely construction unit, usually attached to a city or an HQ, can have to be motorised? Is there anything more they do than the non motorised ones (such as better chances to be sent to help with improving forts etc.). If not, they would actually be worse then by using extra resources for nothing? I feel I am missing something maybe…
No extra benefit from motorised engineers. I believe most people disband the motorised engineers early for trucks/manpower (I do anyway)
Thanks!
Nirosi
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Re: Quick Questions Thread

Post by Nirosi »

A question out of curiosity mostly. I noticed that the Soviets do build a lot of U-2 transport version. Yet there are only 2 transport AOG for biplanes that I can see (one a start and one coming latter).

No sure if they are worth it nor not, but game wise, it seems to me that all those U-2 are build for nothing and will simply pile up in the pool by the 100s? Or will the game engine eventually create appropriate AOG if the pool gets to big?
rickwarintheeast
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Re: Quick Questions Thread

Post by rickwarintheeast »

DEPLOYMENT OF HQS???

I'm playing StB, and have questions on placement of HQs bhind the MLR as it creeps westward.

* ARMY HQs -- moving forward with Corps, trying to keep within five hexes to take advantage of artillery, unless unsafe to do so, and usually setting on a rail linked depot to help units heal.

* FRONT HQs -- keeping them further back out of range of a breakthrough, but as close as practical

QUESTION 1 -- Is there any benefit to keeping the Front HQs as near the Army HQs as long as they are not endangered?
____Like the five hex thing for artillery support of Army HQs to Corps?

QUESTION 2 -- If there is a benefit to keeping them closer than the maximum allowable range, and to what end?

* STAVKA -- I've kept STAVKA on the Moscow NSS and let it presto-chango accelerate unit healing, and not moving. But it is August 1944, and some Front HQs reached their maximum range, so I stopped moving them forward, so I stopped moving them. All Army HQs remain in command range, but most are far beyond five hexes

QUESTION 3 - If I leave STAVKA and the FRONT HQs at the maximum range, how does that impact the Armies?

QUESTION 4 - If I move STAVKA forward, say to Brest-Litovsk, what penalties do I incur, if any?
____For instance, would my STAVKA assigned SUs heal more slowly or not?

Any thoughts?

Regards, Rick
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Metalist
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Re: Quick Questions Thread

Post by Metalist »

Hi all! What might be the reason for the depot in Tatsinkaya to not receive freight for the last 2 turns?
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

Could have something to do with the rail tracing from hex to hex that are both next to enemy controlled hexes (or enemy units, can't tell if there are units in the hexes).
All understanding comes after the fact.
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

Have you transported any units by rail?
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
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Metalist
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Re: Quick Questions Thread

Post by Metalist »

Joel Billings wrote: Mon Sep 04, 2023 2:10 am Could have something to do with the rail tracing from hex to hex that are both next to enemy controlled hexes (or enemy units, can't tell if there are units in the hexes).
Yes, there are enemy units in those hexes and this might be the reason.
56ajax wrote: Mon Sep 04, 2023 5:13 am Have you transported any units by rail?
Last turn, no, but the one before I transported many units that might explain for the lack of supplies for that turn. I am putting a broader picture and it does not appear that rail lines are terribly overwhelmed to explain current turn's logistical problem.

Thanks to both of you for your help!
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Devimi
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Re: Quick Questions Thread

Post by Devimi »

Is city a dense terrain? Manual says its not, but when i defend in city is looks like it is dense terrain (cv multiplying).
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

Yes, city is dense, that's been corrected in the next update of the living manual.
All understanding comes after the fact.
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Leumas06
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Re: Quick Questions Thread

Post by Leumas06 »

One question, why in mp games people use to disable AI air management?

Regards.
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

If you mean how is it disabled, when the game is first set up, the Automate AI Air Assist must be left unchecked on the Game Option screen. Once in the game, this game option may not be changed.
All understanding comes after the fact.
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Zovs
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Re: Quick Questions Thread

Post by Zovs »

If your asking why some folks don't want the AI to manage their air, then that is because they have gained a lot of experience in managing and optimizing their own air force's directives and doctrines.
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Leumas06
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Re: Quick Questions Thread

Post by Leumas06 »

Thanks for the answers,

I was meaning what Zovs mention. I was curious that players specifically mention to disable it when you can just enable it and use it if you want, that my point.

Regards.
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