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RE: Quick Questions Thread
Posted: Mon Apr 26, 2021 6:58 pm
by loki100
ORIGINAL: kirkmcgill
Any help for my question above on the weapon facings? I'm messing about with the editor trying to get myself in trouble
So I notice that aircraft have different weapon/device facings (which makes sense), but I can't find a list of what all the abbreviations mean.
Fwd, Side, Rear, Int, Ext, and Turret are obvious enough, but what are BT, TR, BR and SM?
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suggest post in the thread re the editor - more likely to be seen by someone who understands that part of the game system
RE: Quick Questions Thread
Posted: Mon Apr 26, 2021 7:46 pm
by Denniss
ORIGINAL: kirkmcgill
but what are BT, TR, BR and SM?
Bottom Turret, Top Rear, Bottom Rear and Schräge Musik
RE: Quick Questions Thread
Posted: Mon Apr 26, 2021 8:01 pm
by kirkmcgill
What do you know, I got two of those right. Thank you very much for the clarification

RE: Quick Questions Thread
Posted: Mon Apr 26, 2021 10:11 pm
by fwhite
Can someone explain this to me. I don't understand the negative replacements in the unit supply details.
"Replacements: The net number of men received as replacements and the freight tonnage that was converted to replacements.
This number can be negative if more men are returned to the pool than are received in replacements."
So, why would men return to the pool even if the TOE of the given unit is not 100%?
RE: Quick Questions Thread
Posted: Mon Apr 26, 2021 10:38 pm
by MishaTX
Thanks for the answers so far, and here's another question re: the AI "Star Trek Transporter" movement rules when you set its morale at 110 or above:
I've gone through 30.7.2 with a magnifying glass, but I'm still unclear on the whole thing, specifically:
Can the AI combine this magic teleportation move with normal movement in its turn?
The reason I'm asking is that that, if I understand it correctly (probably not), then, if you encircle the enemy with a weakly defended hook due to the presence of enemy troops with enough movement points being anywhere near being very unlikely (otherwise you'd obviously want to defend it more), the AI will be able to gather its strongest mobile units from anywhere in the Motherland, teleport to the edge of your encirclement, and then move normally to break it wide open.
Is this correct? If so, I think I'll leave "morale" as the only buff I'll never ever give the AI [;)]
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 12:34 am
by Stamos22
Ok this is probably a really dumb question but I haven't managed to find an answer anywhere. Is there a faster way to find a unit than using the h key search function? When I'm jumping through the OB by looking at who is assigned to what, I always find HQs etc that I want to see where they are located on the map, but then I have to bring up the search and look for them. Is there a hotkey that jumps the camera to the unit currently being inspected?
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 3:17 am
by Rosencrantus
Is it only engineer units that increase fort building levels, or do construction units also speed up fort building?
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 4:15 am
by pmm13
What is the definition of 'Heavy Artillery' in this game? As in (taken from manual): "Artillery (especially Heavy Artillery) can also cause small fort reductions during combat." Anything above 76mm? I can see German artillery SU's with 105mm field guns named as Heavy Gun Battalions but could not find exact statement from the manual.
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 4:29 am
by loki100
ORIGINAL: fwhite
Can someone explain this to me. I don't understand the negative replacements in the unit supply details.
"Replacements: The net number of men received as replacements and the freight tonnage that was converted to replacements.
This number can be negative if more men are returned to the pool than are received in replacements."
So, why would men return to the pool even if the TOE of the given unit is not 100%?
at the end of a turn, a 'damaged' element is assessed, if it is manpower based then some are treated as kia, some so seriously wounded as needing to be sent out of the unit and some returned to the unit. The mid-group are -ve replacements in terms of that rule in that they leave the unit (& may or may not be balanced by those returning or being allocated as fresh replacements)
similar for a vehicle, its written off, sent to the pool to repair or treated as repaired
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 4:37 am
by loki100
ORIGINAL: MishaTX
Thanks for the answers so far, and here's another question re: the AI "Star Trek Transporter" movement rules when you set its morale at 110 or above:
I've gone through 30.7.2 with a magnifying glass, but I'm still unclear on the whole thing, specifically:
Can the AI combine this magic teleportation move with normal movement in its turn?
The reason I'm asking is that that, if I understand it correctly (probably not), then, if you encircle the enemy with a weakly defended hook due to the presence of enemy troops with enough movement points being anywhere near being very unlikely (otherwise you'd obviously want to defend it more), the AI will be able to gather its strongest mobile units from anywhere in the Motherland, teleport to the edge of your encirclement, and then move normally to break it wide open.
Is this correct? If so, I think I'll leave "morale" as the only buff I'll never ever give the AI [;)]
It has to use normal movement rules in hexes it didn't control at the start of the turn (pending) or to enter your hexes, there is also the important example in 30.7.2 of how it cannot pass a ZoC.
beyond that yes, it does the equivalent of picking up all the counters and placing them down again.
It won't tend to counter-attack before t4 but after that weakly held pockets are fair game (as they should be?)
Once you know the game, 110 is essential unless your idea of fun is to outmanouver the AI a couple of times and then simply move your way to a victory. In the same 120 for the Axis AI makes all the difference in terms of the challenge of the game (or for the Soviets in the later war scenarios)
The issue is, the AI can't do the sort of long term planning that becomes second nature to players. So while all this may sound a huge benefit its actually just offsetting that it plans in solid blocks - you'll see it has trigger points that make it do something radical but clearly those are fairly fixed not the product of constant re-evaluation.
2 I know of is the Axis AI will pull back from Stalingrad if it feels its flanks are threatened in Oct/Nov 42 and will abandon the Baltic States when the Soviets make a certain degree of progress along the Dauga/Dvina. The Axis AI will also make a choice between Stalingrad or Moscow in May 42.
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 4:38 am
by loki100
ORIGINAL: Rosencrantus
Is it only engineer units that increase fort building levels, or do construction units also speed up fort building?
both
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 4:44 am
by loki100
ORIGINAL: pmm13
What is the definition of 'Heavy Artillery' in this game? As in (taken from manual): "Artillery (especially Heavy Artillery) can also cause small fort reductions during combat." Anything above 76mm? I can see German artillery SU's with 105mm field guns named as Heavy Gun Battalions but could not find exact statement from the manual.
You need to combine the list of definitions in 34.4 with the listing under equipment in the CR. As far as I can see the 105mm is coded purely as artillery.
Note you don't get the reduction only off heavy artillery, just those few weapon types are much more effective
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 4:46 am
by loki100
ORIGINAL: Stamos22
Ok this is probably a really dumb question but I haven't managed to find an answer anywhere. Is there a faster way to find a unit than using the h key search function? When I'm jumping through the OB by looking at who is assigned to what, I always find HQs etc that I want to see where they are located on the map, but then I have to bring up the search and look for them. Is there a hotkey that jumps the camera to the unit currently being inspected?
its a bit of 'I wouldn't start from there'[:)] - in the main use the Commander's Report to search for units and if you click on the unit the map will open where it is and with the detailed unit tab open
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 5:06 am
by pmm13
ORIGINAL: pmm13
What is the definition of 'Heavy Artillery' in this game? As in (taken from manual): "Artillery (especially Heavy Artillery) can also cause small fort reductions during combat." Anything above 76mm? I can see German artillery SU's with 105mm field guns named as Heavy Gun Battalions but could not find exact statement from the manual.
ORIGINAL: loki100
You need to combine the list of definitions in 34.4 with the listing under equipment in the CR. As far as I can see the 105mm is coded purely as artillery.
OK, will take a look.
ORIGINAL: loki100
Note you don't get the reduction only off heavy artillery, just those few weapon types are much more effective
Right, is it the vMAN factor what matters most in fort reductions for example?
Thanks for the quick answers!
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 5:10 am
by loki100
ORIGINAL: pmm13
...
ORIGINAL: loki100
Note you don't get the reduction only off heavy artillery, just those few weapon types are much more effective
Right, is it the vMAN factor what matters most in fort reductions for example?
Thanks for the quick answers!
given that both combat engineers and heavy artillery are relatively rare, then yes you most often will see this sort of reduction triggered by the infantry commitment.
the foot of 20.4.3 lists the various formula in use
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 5:23 am
by MishaTX
Thanks, Loki!
Yes, I get the intent behind the rule and it's a good one. After all, at some point you get to where you can trounce the AI with half your brain tied behind your back and then some added challenge is a good thing.
I suppose one way to work around it would be to make sure to split your units so they can't just waltz through the lines after it's done teleporting, which you'd do anyway if you suspected that there were enemy units lurking in the neighborhood, now you just have to do it at all times. Food for thought once I get to the point where I can comfortably beat the AI at all [:)]
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 6:33 am
by Rosencrantus
Thanks
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 9:55 am
by Nix77
ORIGINAL: loki100
ORIGINAL: Stamos22
Ok this is probably a really dumb question but I haven't managed to find an answer anywhere. Is there a faster way to find a unit than using the h key search function? When I'm jumping through the OB by looking at who is assigned to what, I always find HQs etc that I want to see where they are located on the map, but then I have to bring up the search and look for them. Is there a hotkey that jumps the camera to the unit currently being inspected?
its a bit of 'I wouldn't start from there'[:)] - in the main use the Commander's Report to search for units and if you click on the unit the map will open where it is and with the detailed unit tab open
I think Stamos is looking for a "jump to unit" hot key? This would be an absolute lifesaver when jumping between units in the unit window, or "PgDn/PgUp" and "Home/End" keys. The unit window should definitely have a hex location link like in the reinforcement window below, and preferably a hot key for that too.
Also since there's plenty of room, the unit windows should really list the average experience of the unit somewhere in the left side of the window.

RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 1:40 pm
by Stamos22
I want to quote the above post but it won't let me. Anyways, this is in response to it.
Yes! I appreciate the initial reply as I had considered using the commander's report and I will do that in certain situations. But Nix is correct, I was expecting a hotkey to jump to that unit or a clickable hex location as suggested above. That would make life a lot easier and I also think it would help me (as a brand new player to this level of the genre) wrap my head around where my units are and how they are connected.
RE: Quick Questions Thread
Posted: Tue Apr 27, 2021 4:31 pm
by loki100
ORIGINAL: Stamos22
I want to quote the above post but it won't let me. Anyways, this is in response to it.
Yes! I appreciate the initial reply as I had considered using the commander's report and I will do that in certain situations. But Nix is correct, I was expecting a hotkey to jump to that unit or a clickable hex location as suggested above. That would make life a lot easier and I also think it would help me (as a brand new player to this level of the genre) wrap my head around where my units are and how they are connected.
two parts to an answer. First this thread is best kept to questions about the current game set up not requests for new features. Those whp can add them are unlikely to see something buried in a thread that has a lot of posts and quick responses. I realise your first post sat on the boundary in this regard but if this is something you'd really like suggest a post in that sub-forum.
Second, I think (fwiw), what you need is in the CR. If you select a HQ you can open the CR to show just the formations that report to that command, click on any of those and you are taken to the map where it is. A lot of effort went into the UI and into offering multiple ways to access screens or carry out actions (not least as everyone has their own methods of doing so), but for what you're looking for, I'd strongly suggest explore the CR and its options.