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Re: Quick Questions Thread

Posted: Wed Jan 08, 2025 12:30 am
by Joel Billings
WingedIncubus wrote: Tue Jan 07, 2025 8:28 pm Another question: On T4 I got exactly 0 AP, most probably because of the war with Finland? I got no event stating I lost AP, so is there a way to see how APs are gained and deducted each turn, and why?

Do you have units temporarily motorized? If you set them up to remain temp motorized, they will consume AP each turn.

Re: Quick Questions Thread

Posted: Wed Jan 08, 2025 2:39 am
by WingedIncubus
Joel Billings wrote: Wed Jan 08, 2025 12:30 am Do you have units temporarily motorized? If you set them up to remain temp motorized, they will consume AP each turn.
Negative. Just started my Ground Turn and the only units that are not on foot are those I left on trains because I could not get them off in a Railway 2 hex last turn.

Re: Quick Questions Thread

Posted: Wed Jan 08, 2025 7:05 am
by shgenerolas
WingedIncubus wrote: Wed Jan 08, 2025 2:39 am
Negative. Just started my Ground Turn and the only units that are not on foot are those I left on trains because I could not get them off in a Railway 2 hex last turn.
I had a similar problem half a year ago. And then I realized I spent 30 AP moving my flaks from cities to units. Although I read (and still read) manual, I forgot that it costs a lot of AP.

Re: Quick Questions Thread

Posted: Wed Jan 08, 2025 4:29 pm
by Joel Billings
WingedIncubus wrote: Wed Jan 08, 2025 2:39 am
Joel Billings wrote: Wed Jan 08, 2025 12:30 am Do you have units temporarily motorized? If you set them up to remain temp motorized, they will consume AP each turn.
Negative. Just started my Ground Turn and the only units that are not on foot are those I left on trains because I could not get them off in a Railway 2 hex last turn.
Being entrained and being temporarily motorized are different things. Temp motorization is the only thing I can think of that uses up APs automatically at the start of a turn, but I may be forgetting something.

Re: Quick Questions Thread

Posted: Wed Jan 08, 2025 11:02 pm
by WingedIncubus
Joel Billings wrote: Wed Jan 08, 2025 4:29 pm Being entrained and being temporarily motorized are different things. Temp motorization is the only thing I can think of that uses up APs automatically at the start of a turn, but I may be forgetting something.
Do deploying units from the National Reserve either to the MAP or TBs cost APs?

The only thing I can see might be to deploy new bomber Air Groups to airbases... which the manual states costs APs.

Re: Quick Questions Thread

Posted: Wed Jan 08, 2025 11:05 pm
by Wiedrock
WingedIncubus wrote: Wed Jan 08, 2025 11:02 pm
Joel Billings wrote: Wed Jan 08, 2025 4:29 pm Being entrained and being temporarily motorized are different things. Temp motorization is the only thing I can think of that uses up APs automatically at the start of a turn, but I may be forgetting something.
Do deploying units from the National Reserve either to the MAP or TBs cost APs?
No.
The only thing I can see might be to deploy new bomber Air Groups to airbases... which the manual states costs APs.
No?!

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 9:41 am
by shgenerolas
WingedIncubus wrote: Wed Jan 08, 2025 11:02 pm
Do deploying units from the National Reserve either to the MAP or TBs cost APs?
As I understand, depoying flaks from TB's to the map cost AP.

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 3:58 pm
by WingedIncubus
shgenerolas wrote: Thu Jan 09, 2025 9:41 am As I understand, depoying flaks from TB's to the map cost AP.
Ah, that's it then! I did send AAs to the Northern Front TB to shore up air defenses there.

Thanks!

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 4:33 pm
by juv95hrn
I am trying to wrap my head around if there is any point of doing manual evacuation of any factories as the USSR.
Would it be better to manually evacuate any factories, the turn before the Axis will capture that town in any case? (It seems manual evacuation does more damage, than letting Axis capture?)

Under what circumstances, would it be "better" to evacuate some of the non-generic vehicle factories quite early, to miss some early war production, and in return get faster full ramp up mid-war (Fx. Leningrad KV-factories and other major industrial centres, that the Axis most likely will capture in 1941, like Kharkov, Stalino, etc).

My impression is that you can forget about evacuating if you want...

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 5:13 pm
by Wiedrock
shgenerolas wrote: Thu Jan 09, 2025 9:41 am
WingedIncubus wrote: Wed Jan 08, 2025 11:02 pm
Do deploying units from the National Reserve either to the MAP or TBs cost APs?
As I understand, depoying flaks from TB's to the map cost AP.
WingedIncubus wrote: Thu Jan 09, 2025 3:58 pm
shgenerolas wrote: Thu Jan 09, 2025 9:41 am As I understand, depoying flaks from TB's to the map cost AP.
Ah, that's it then! I did send AAs to the Northern Front TB to shore up air defenses there.

Thanks!
You can send as many AA untis wherever you want into TBs or take them out of TBs, I don't see where that'd cost any AP other then removing them from Cities to do so.
So you must have done something else to use up you AP from how far I can see.

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 5:58 pm
by shgenerolas
Wiedrock wrote: Thu Jan 09, 2025 5:13 pm
You can send as many AA untis wherever you want into TBs or take them out of TBs, I don't see where that'd cost any AP other then removing them from Cities to do so.
So you must have done something else to use up you AP from how far I can see.
Since I read this in my own handwritten notes, I started looking for the rule book. At least the physical book says:
20250109_195347~3.jpg
20250109_195347~3.jpg (85.93 KiB) Viewed 542 times
Maybe something has changed in the living manual.

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 6:10 pm
by Wiedrock
juv95hrn wrote: Thu Jan 09, 2025 4:33 pm I am trying to wrap my head around if there is any point of doing manual evacuation of any factories as the USSR.
Would it be better to manually evacuate any factories, the turn before the Axis will capture that town in any case? (It seems manual evacuation does more damage, than letting Axis capture?)

Under what circumstances, would it be "better" to evacuate some of the non-generic vehicle factories quite early, to miss some early war production, and in return get faster full ramp up mid-war (Fx. Leningrad KV-factories and other major industrial centres, that the Axis most likely will capture in 1941, like Kharkov, Stalino, etc).

My impression is that you can forget about evacuating if you want...
Made this Post for you about an old test I ded some time ago.
Draw your own conclusion and maybe share them in the Thread.

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 6:34 pm
by Wiedrock
shgenerolas wrote: Thu Jan 09, 2025 5:58 pm
Wiedrock wrote: Thu Jan 09, 2025 5:13 pm
You can send as many AA untis wherever you want into TBs or take them out of TBs, I don't see where that'd cost any AP other then removing them from Cities to do so.
So you must have done something else to use up you AP from how far I can see.
Since I read this in my own handwritten notes, I started looking for the rule book. At least the physical book says:

20250109_195347~3.jpg

Maybe something has changed in the living manual.
If I move a German AA Regiment from West to MAP it takes 2turns, same for Soviet AA Regiment from Transcaucasus to MAP.
Germans start with 162AP (before ordering the move), next tunr I have 176 and 3rd turn of AA Arrival I have 190AP. So each time +14AP as normal and no Events that gave any AP.
Soviets start with 220AP (before ordering the move), next turn I have 240 and 3rd turn of AA arrival I have 260AP. So each time +20AP as normal and no Events that gave any AP.

So my conclusion is, that the Manual is simply Pinocchio or the code is bugged.
...and that the reason for the disappearing AP have yet to be found.
Or I am missing something, so someone has to actually prove that AP has to be spent to move AA from/to TBs which I can't confirm from explained test.

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 7:03 pm
by Zovs
There is no errata in the latest living manual with regards to 21.5.4. Nor in 9.2., or 16.8.

Living Manual 1.27
(patch 01.04.00)

That being said I noted the following from 9.2:

Setting a factory, railyard or manpower centre to priority repair (28.6.4); (1 AP)
Moving any flak unit that is attached to a city to another city (note this transfer can be more expensive depending on the exact move made);
Transferring some types of Anti-Aircraft units that have been assigned to a city to a ground or air HQ;

Transfer AA Battalion from City to High Command HQ: 3 AP
Transfer AA Regiment from City to High Command HQ: 10 AP
Transfer any flak unit from a city to a city: 1 AP
Transfer LW or PVO AA Battalion from City to High Command HQ: 15 AP
Transfer LW or PVO AA Regiment or Brigade from City to High Command HQ: 50 AP

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 7:25 pm
by shgenerolas
Zovs wrote: Thu Jan 09, 2025 7:03 pm
Transfer AA Battalion from City to High Command HQ: 3 AP
The manual says that AA units in TB's are treated as "attached to cities". However, I have not seen it in practice.

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 10:40 pm
by 56ajax
Doesnt that AI Depot assist thingy eat up APs?

Re: Quick Questions Thread

Posted: Thu Jan 09, 2025 11:05 pm
by juv95hrn
56ajax wrote: Thu Jan 09, 2025 10:40 pm Doesnt that AI Depot assist thingy eat up APs?
I think it is not supposed to do.
But I think it does.
Maybe it has been changed to so that it is supposed to now. What does the living manual say?

Re: Quick Questions Thread

Posted: Fri Jan 10, 2025 4:43 am
by 56ajax
25.7.3

If the player wishes the process of depot creation can be automated.
To do this either depress the AI depot management tab or select CNTRL+C and up to a maximum of 10 new depots will be created (at a cost of 5 Administrative Points if all 10 are built) and the computer will also disband and change the priorities of existing depots (using the same strategy as it would for the AI player).
If you are using the automatic depot creation option, you will need to confirm you wish


Not sure about the 5 APs....I thought it was 1 per depot

Re: Quick Questions Thread

Posted: Fri Jan 10, 2025 9:44 am
by juv95hrn
56ajax wrote: Fri Jan 10, 2025 4:43 am 25.7.3

If the player wishes the process of depot creation can be automated.
To do this either depress the AI depot management tab or select CNTRL+C and up to a maximum of 10 new depots will be created (at a cost of 5 Administrative Points if all 10 are built) and the computer will also disband and change the priorities of existing depots (using the same strategy as it would for the AI player).
If you are using the automatic depot creation option, you will need to confirm you wish


Not sure about the 5 APs....I thought it was 1 per depot
I have a distinct memory at launch it used to be 1 AP per manual placement, free with AI assist.
Now it costs the same for manual placement, and they changed the AI cost. (Free for 9 or less?) I tested it out. AI placement costs 5 AP. Not sure its worth the half price tbh...

Re: Quick Questions Thread

Posted: Fri Jan 10, 2025 6:11 pm
by Joel Billings
My recollection is the AI charges 1 point per depot it creates, but no more than 5. Since it tends to want to make a lot of changes, it's very possible it turns out to effectively always be 5 points when you use it. Our view of the depot assist is it's like training wheels, to be used when you first learn the game and have lots of other things to learn. At some point it's worth doing it yourself as you will be able to out perform the AI, and it's not usually a huge investment in time each turn once you get the hang of it.