Re: Quick Questions Thread
Posted: Thu Apr 10, 2025 7:02 am
Thanks indeed, I am sure I had the order wrong (planes first, then supply)!
Generally: SUs in HQs can only be commited into battles when CUs assigned directly to the exact same HQ join a battle (if that's the question).LordSAS wrote: Tue Apr 15, 2025 5:36 pm Is it worth it to put ART Battalions in the Army level or keep them at the Corps?
thank you, to the corp level they go.Wiedrock wrote: Tue Apr 15, 2025 8:18 pmGenerally: SUs in HQs can only be commited into battles when CUs assigned directly to the exact same HQ join a battle (if that's the question).LordSAS wrote: Tue Apr 15, 2025 5:36 pm Is it worth it to put ART Battalions in the Army level or keep them at the Corps?
(Like you can't put OKH full of SUs next to a battle and have all SUs roll to join the battle.)
Same game, "No early end" disable the trigger conditions, so game doesn't end until last turn.LordSAS wrote: Wed Apr 16, 2025 2:48 am Is the only difference between the two 1941 main scenarios the victory screen option? There is no other in scenario difference is there?
I think I messed my game up then. I selected the no early end 1941 game but then selected in the settings to show the screen but allow play to continue. Now in JAN 43 the decisive victory screen comes up but when I close it and select a unit to continue play the screen always pops back up and blocks play. lolLeumas06 wrote: Wed Apr 16, 2025 12:17 pmSame game, "No early end" disable the trigger conditions, so game doesn't end until last turn.LordSAS wrote: Wed Apr 16, 2025 2:48 am Is the only difference between the two 1941 main scenarios the victory screen option? There is no other in scenario difference is there?
It is possible to edit the save, ask in tech support someone may help you.LordSAS wrote: Thu Apr 17, 2025 1:24 amI think I messed my game up then. I selected the no early end 1941 game but then selected in the settings to show the screen but allow play to continue. Now in JAN 43 the decisive victory screen comes up but when I close it and select a unit to continue play the screen always pops back up and blocks play. lolLeumas06 wrote: Wed Apr 16, 2025 12:17 pmSame game, "No early end" disable the trigger conditions, so game doesn't end until last turn.LordSAS wrote: Wed Apr 16, 2025 2:48 am Is the only difference between the two 1941 main scenarios the victory screen option? There is no other in scenario difference is there?
Still need help if anybody has an idea! I had another, painful occurrence with a massive naval patrol mission to isolate Odessa. I didn't even leave it to the system to choose, as I assigned 3 bomber AOGs and in practice 2 fighter ones, all decently or well supplied. I was pretty satisfied when the number of planes effectively selected showed up, and was full of confidence before the air execution phase.Sertorius21 wrote: Fri Apr 11, 2025 5:29 pm Another one, still linked to aviation forces. I had three attacks with the 11th Army which belongs to Army Group South, and for all of these I turned air support on. Given the short distance to well supplied, well supported airbases with plenty of fighters and bombers that had not seen too much action, I thought this would boost the combat results and help with a small encirclement.
One of the attacks had a lot of bombers to support indeed, the other two only a handful. What I do not understand is that all the bombers on these missions flew 20-30 hexes from Lvov and the nearby airbases, whereas none of those within 10 hexes took part. KG 27, for instance, is linked to Fliegerkorps IV which is itself linked to Luftflotte 4, which has got instructions to support Army Group South.
I can't find any reason for all these Fliegerkorps IV groups to be idle when they have an easy mission to conduct and all their parameters are fine (day mission, right bombloads, etc.). Any idea what I may have missed?
usually if you succeed (positive event for you) you get a fix number of turns delayed + a random number "roll 5-sided die" (or so).LordSAS wrote: Wed Apr 23, 2025 12:05 am I see the max game turn allowed is 237 in the editor. Does anyone know if the event pushback time, for a success in a theater box is a hardcoded number also?
Blessings to you. Thanks for all the help.Wiedrock wrote: Wed Apr 23, 2025 9:17 amusually if you succeed (positive event for you) you get a fix number of turns delayed + a random number "roll 5-sided die" (or so).LordSAS wrote: Wed Apr 23, 2025 12:05 am I see the max game turn allowed is 237 in the editor. Does anyone know if the event pushback time, for a success in a theater box is a hardcoded number also?
the same applies to an advance (negative event for you), but the numbers are usually larger (so a pisitive event unlikely counters a negative event 1:1).
Can't comment on how the game picks air groups for a given mission, but i get the impression that it can be pretty arbitrary. Only thing i could maybe suggest is to set up a greater number of more targeted support missions covering smaller formations.Sertorius21 wrote: Mon Apr 21, 2025 5:44 pmStill need help if anybody has an idea! I had another, painful occurrence with a massive naval patrol mission to isolate Odessa. I didn't even leave it to the system to choose, as I assigned 3 bomber AOGs and in practice 2 fighter ones, all decently or well supplied. I was pretty satisfied when the number of planes effectively selected showed up, and was full of confidence before the air execution phase.Sertorius21 wrote: Fri Apr 11, 2025 5:29 pm Another one, still linked to aviation forces. I had three attacks with the 11th Army which belongs to Army Group South, and for all of these I turned air support on. Given the short distance to well supplied, well supported airbases with plenty of fighters and bombers that had not seen too much action, I thought this would boost the combat results and help with a small encirclement.
One of the attacks had a lot of bombers to support indeed, the other two only a handful. What I do not understand is that all the bombers on these missions flew 20-30 hexes from Lvov and the nearby airbases, whereas none of those within 10 hexes took part. KG 27, for instance, is linked to Fliegerkorps IV which is itself linked to Luftflotte 4, which has got instructions to support Army Group South.
I can't find any reason for all these Fliegerkorps IV groups to be idle when they have an easy mission to conduct and all their parameters are fine (day mission, right bombloads, etc.). Any idea what I may have missed?
It turned out that 2 bomber AOGs and the German fighters decided to play possum. Since the Russians had anticipated my actions and had a lot of fighters in the air, I let you imagine the outcome for the poor He-111s, which also logically failed to bring interdiction across one of the critical hexes. I had to remove the air mission during my ground phase, for fear of losing many more bombers to no avail.
Any advice or views?
There was a latter change that gave High Command HQs unlimited command range, so there is no need to move it. It's best to leave it on Berlin, a National Supply Source (so the attached SUs can enjoy that supply source)shgenerolas wrote: Tue May 06, 2025 8:11 am Hi guys. Which of these three solutions would be most effective when the Axis forces and Army Group HQs are moving away from Berlin:
1) Leave OKH in Berlin. In order to keep the Army Group HQs no further than 90 hexes away, keep these HQs at a greater distance from the subordinate armies;
2) Leave OKH in Berlin, but don't worry about the Army Group HQs moving more than 90 hexes away and keep these HQs closer to the subordinate armies;
3) Move OKH to Warsaw?
Thanks.
Thanks. Are you talking about update 01.04.05? I'm asking because I read the logo, but maybe I missed this change. Also there is a number on the HQ encounter of the army group that shows the distance to the OKH.Q-Ball wrote: Tue May 06, 2025 12:55 pm
There was a latter change that gave High Command HQs unlimited command range