Quick Questions Thread

War in Spain 1936-39 is the first in a new wargame series, using a new Land-Sea-Air engine inspired by War in the Pacific - Admiral’s Edition. Gameplay and realism are improved by TRUE AI and a detailed Logistics systems. A hyper detailed OOB reaches down to battalion and company level. A beautiful, hand drawn, 5 nautical mile per hex map massively increases player immersion.

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Mkha2023
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Re: Quick Questions Thread

Post by Mkha2023 »

RangerJoe wrote: Wed Jan 28, 2026 9:51 pm
Mkha2023 wrote: Wed Jan 28, 2026 8:30 pm Quick question:

if an idiot commander (me...) includes in the invasion TF of an island hex (non-port) a RR unit (railcars...), no track-rails available, is there a way to get them back, or will they stay as turist atractions?

(i dumped the vehicles of said unit and was able to move them to port...But the rest is still on the beaches).

Thanks
Load them onto ships (LBs?) and take them to a port with railroad tracks. You could also try "disbanding" the unit which would return the devices to the pools and then rebuild the unit the very next turn.

Not an idiot, something to laugh about later, we all do stupid things since that is part of being human. Remember that the only perfect human was nailed to a tree.
That did it!
Dont why it was offering so much resistance...also had to order the TF to depart to home port like 5 turns in succession...beats me.

Now i have the dumped vehicles, i wonder if i can multiplicate assets in this way eheheheh

Cant compete with "Jessus" Crist! :)

Thank you!
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RangerJoe
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Re: Quick Questions Thread

Post by RangerJoe »

Mkha2023 wrote: Thu Jan 29, 2026 12:28 pm
RangerJoe wrote: Wed Jan 28, 2026 9:51 pm
Mkha2023 wrote: Wed Jan 28, 2026 8:30 pm Quick question:

if an idiot commander (me...) includes in the invasion TF of an island hex (non-port) a RR unit (railcars...), no track-rails available, is there a way to get them back, or will they stay as turist atractions?

(i dumped the vehicles of said unit and was able to move them to port...But the rest is still on the beaches).

Thanks
Load them onto ships (LBs?) and take them to a port with railroad tracks. You could also try "disbanding" the unit which would return the devices to the pools and then rebuild the unit the very next turn.

Not an idiot, something to laugh about later, we all do stupid things since that is part of being human. Remember that the only perfect human was nailed to a tree.
That did it!
Dont why it was offering so much resistance...also had to order the TF to depart to home port like 5 turns in succession...beats me.

Now i have the dumped vehicles, i wonder if i can multiplicate assets in this way eheheheh

Cant compete with "Jessus" Crist! :)

Thank you!
You are welcome.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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Dali101
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Re: Quick Questions Thread

Post by Dali101 »

If the city is conquered by the original owner, supplies will return to 100%. I admit that I don't know (I don't think so), the programmer will have to answer this for you.
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

What is the in-game benefit to bombing the Civilian Population?
melvi
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Re: Quick Questions Thread

Post by melvi »

Q-Ball wrote: Thu Jan 29, 2026 10:53 pm What is the in-game benefit to bombing the Civilian Population?
If they are enemies ( not of your side when fighting in one of your cities) to increase enemy "loss of live value" to force them to have malus and ultimatly surrender. That can be checked at the botton of the "overview report of nation" screen, but you will see only your loss of live value and tolerance, not the enemy ones. That is explained in the manual somewhere.
Regards:
Melvi
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RangerJoe
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Re: Quick Questions Thread

Post by RangerJoe »

Q-Ball wrote: Thu Jan 29, 2026 10:53 pm What is the in-game benefit to bombing the Civilian Population?
Lowering morale, maybe destroying buildings.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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Shkwaug
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Re: Quick Questions Thread

Post by Shkwaug »

I am playing the tutorial scenario, and I had a LC and BB in a Surface Combat TF, set to patrol between Ibiza and Mallorca. The TF won an combat, and the LC picked up the survivors (Rule 19.19 I think). The next turn though, the TF has went back to the home port, and stayed there for a subsequent turn.

Is the reason the TF went back to base due to the LC being over cargo capacity from rescuing the survivors? In order to have the TF go back to patrolling, do I need to hit the "unload troops" button on the TF?
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RangerJoe
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Re: Quick Questions Thread

Post by RangerJoe »

Shkwaug wrote: Fri Jan 30, 2026 2:51 am I am playing the tutorial scenario, and I had a LC and BB in a Surface Combat TF, set to patrol between Ibiza and Mallorca. The TF won an combat, and the LC picked up the survivors (Rule 19.19 I think). The next turn though, the TF has went back to the home port, and stayed there for a subsequent turn.

Is the reason the TF went back to base due to the LC being over cargo capacity from rescuing the survivors? In order to have the TF go back to patrolling, do I need to hit the "unload troops" button on the TF?
I haven't seen that yet in any games that I played but that would be my guess that you would need to unload the ship. Don't forget to check the ammo reload and any refueling that needs to be done. With no picture available, it is hard to guess the solution.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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Tom_
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Re: Quick Questions Thread

Post by Tom_ »

Hi folks,

I have 2 PT boats in a task force.
When i use the 'patrol around target' it automatically sets the 3 waypoints as expected. I use the 'E' shortcut to see my patrols.
However, after i run a turn it seems the patrol and the waypoints are gone - what am I doing wrong?
melvi
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Re: Quick Questions Thread

Post by melvi »

Tom_ wrote: Sat Jan 31, 2026 2:56 pm Hi folks,

I have 2 PT boats in a task force.
When i use the 'patrol around target' it automatically sets the 3 waypoints as expected. I use the 'E' shortcut to see my patrols.
However, after i run a turn it seems the patrol and the waypoints are gone - what am I doing wrong?
Those must be Nacional ships, republicans dont have any "PT". Have you checked the range of the ships? maybe patrol area is too big ( in hexes moved) and they run out of fuel and need to come back port to resupply? Whitout an screenshot hard to tell.

Regards:
Melvi
PD: Besides.. whats the order when the patrol area disappear? still patrol? isnt the TF screen telling you something like "coming back port to resupply"?
Tom_
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Re: Quick Questions Thread

Post by Tom_ »

Thanks Melvi! - Its a port level 2 (c), with fuel (200) - however the ships are not refuelling..
I cant quantify in my head if 200 should be enough for 2 PT boats (only ships on the port).
Dreamslayer
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Re: Quick Questions Thread

Post by Dreamslayer »

Some bases in the base info screen have the info about Fortifications like "4(2)". What does "2" mean in this case?
atheory
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Re: Quick Questions Thread

Post by atheory »

Dreamslayer wrote: Sat Jan 31, 2026 3:50 pm Some bases in the base info screen have the info about Fortifications like "4(2)". What does "2" mean in this case?

Typically a number in parenthesis is a limiting value. So usually the number in parenthesis +3 is the maximum number that hex can achieve

So I believe that hex can only have a max fort size of 5 (currently it's 4)
Tom_
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Re: Quick Questions Thread

Post by Tom_ »

So the PT ships pictures will not refuel each turn unless I manually click replenish TF from port.
This means they do not conduct the patrol (which is set to the hexes just outside the port).

Not sure what im doing wrong?
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Dreamslayer
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Re: Quick Questions Thread

Post by Dreamslayer »

atheory wrote: Sat Jan 31, 2026 3:57 pm Typically a number in parenthesis is a limiting value. So usually the number in parenthesis +3 is the maximum number that hex can achieve

So I believe that hex can only have a max fort size of 5 (currently it's 4)
I know about SPS (Standart Potential Size), but its for Ports/Airfields.
Fortifications: 4(2) its Gijon (Heavy Urban) on Republican North at the start.
According to the manual forts are limited to 1 or 3 in non-base hexes. There are nothing about that forts in base hexes are limited somehow. So it should be up to 9 or 10 I think.
atheory
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Re: Quick Questions Thread

Post by atheory »

Dreamslayer wrote: Sat Jan 31, 2026 4:39 pm
atheory wrote: Sat Jan 31, 2026 3:57 pm Typically a number in parenthesis is a limiting value. So usually the number in parenthesis +3 is the maximum number that hex can achieve

So I believe that hex can only have a max fort size of 5 (currently it's 4)
I know about SPS (Standart Potential Size), but its for Ports/Airfields.
Fortifications: 4(2) its Gijon (Heavy Urban) on Republican North at the start.
According to the manual forts are limited to 1 or 3 in non-base hexes. There are nothing about that forts in base hexes are limited somehow. So it should be up to 9 or 10 I think.

I gave it my best guess. Someone else can jump in.
melvi
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Re: Quick Questions Thread

Post by melvi »

Tom_ wrote: Sat Jan 31, 2026 4:01 pm So the PT ships pictures will not refuel each turn unless I manually click replenish TF from port.
This means they do not conduct the patrol (which is set to the hexes just outside the port).

Not sure what im doing wrong?
OK some things:
First those arent PT ( Patrol Torpedo Boat) but PB ( Patrol Boat) , the TF type you using for the patrol it is a PT TF ( that i would guess is a Patrol Torpedo Boat TF) i dont know why game lets you add PBs to a PT TF ( unless there are arround some PBs with torpedoes that then i would label as PT).
PB01.jpg
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Second: you can see in the picture i guess same ships you have in your TF since they are the 2 PBs i fount in Palamos.
They have a full load of fuel of 2. That i would have guessed a much smaller autonomy but in fact with full fuel load ( 2 fuel each ship) looks like they can move 68 hexes at cruise speed.
PB02.jpg
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PB03.jpg
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Third i dont know what other players do but i wont ever send those ships anywhere. It is not like they are going to get anything done with a 7 mm machine gun. Can you imagin what would they do if they find .. a sub? a DD? TB? maybe the IA is sending his PBs out in the sea to do stuff.. but from Mallorca to Palamos is a long way to send a PB do anything. That it could be the kind of figth you could handle.

Fourth i think the first time they run out of fuel they come back base, depends on if they had order to full refuel ( and there was fuel in the base) they would be rdy for next round. But patrol zone would have been deleted. Not sure but they have maybe even moved 68 hexes of autonomy in just one turn, depends on the size of the patrol zone.
PB04.jpg
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So my guess is that you arent doing anything wrong and all is following the manual.
You put 2 small ships in a TF with an autonomy of 68 hexes send them to patrol, they move close to 68 hex ( maybe in one turn?) and as they are low on fuel come back home and refuel, if they are ordered to, and are rdy for whatever is next.
If they came back port without order to refuel you need to let them doing nothing one turn with full refuel order. If you give them orders and they cant carry out cause they have not fuel they wont do neither of them, not resuply, not patrol is my guess.

Regards:
Melvi
Shkwaug
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Re: Quick Questions Thread

Post by Shkwaug »

RangerJoe wrote: Fri Jan 30, 2026 8:08 am
Shkwaug wrote: Fri Jan 30, 2026 2:51 am I am playing the tutorial scenario, and I had a LC and BB in a Surface Combat TF, set to patrol between Ibiza and Mallorca. The TF won an combat, and the LC picked up the survivors (Rule 19.19 I think). The next turn though, the TF has went back to the home port, and stayed there for a subsequent turn.

Is the reason the TF went back to base due to the LC being over cargo capacity from rescuing the survivors? In order to have the TF go back to patrolling, do I need to hit the "unload troops" button on the TF?
I haven't seen that yet in any games that I played but that would be my guess that you would need to unload the ship. Don't forget to check the ammo reload and any refueling that needs to be done. With no picture available, it is hard to guess the solution.
Thanks for the help. I think I figured it out. After the Surface Battle, the task force went to port for ammo. But I misread the UI, and my old patrol was not longer active, and I needed to reset the patrol.
Tom_
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Re: Quick Questions Thread

Post by Tom_ »

Melvi - thanks so much for taking the time to explain in good detail!
There is so much information to take in as a new player.

Everything you have said makes sense and is correct..with the exception of one thing (I think).
The PBs sail around the waypoints as expected and return to the home port when they run out of fuel.
However, they do not refuel automatically - they are set to 'full refuel' and I have given them a few turns to action it.
But they sit there at 0%.
I have to manually click 'replenish TF from port' for them to take fuel on.

I appreciate in the scheme of the war they might not be significant contributors but if they are ordered to refuel and don't, Id like to understand why - and what else might not be refuelling. - or maybe its a bug?

Thanks (again)
melvi
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Re: Quick Questions Thread

Post by melvi »

Tom_ wrote: Sat Jan 31, 2026 8:18 pm Melvi - thanks so much for taking the time to explain in good detail!
There is so much information to take in as a new player.

Everything you have said makes sense and is correct..with the exception of one thing (I think).
The PBs sail around the waypoints as expected and return to the home port when they run out of fuel.
However, they do not refuel automatically - they are set to 'full refuel' and I have given them a few turns to action it.
But they sit there at 0%.
I have to manually click 'replenish TF from port' for them to take fuel on.

I appreciate in the scheme of the war they might not be significant contributors but if they are ordered to refuel and don't, Id like to understand why - and what else might not be refuelling. - or maybe its a bug?

Thanks (again)
You are most wellcome :P
And yes, as you describe it , it could be a bug. If they have the TF screen messagge in yellow "full refuel", there are the kind of fuel they using in base ( either fuel or coal) and they are not refuelling staying in port one turn, it could be definitly a bug.
Regards:
Melvi
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