Quick Questions Thread
Moderator: Joel Billings
RE: Quick Questions Thread
AOGs are just containers to assist with management of several airgroups at once. If you don't have any airgroups assigned to them they will disappear from the map, and there is no point in setting ASSET PRIORITY either since there are no Aircraft / Pilots in the group.
In order to bring back those controls you have to bring back an airgroup (from the national reserve if you removed them all from the map), and place it under command of the AOG, you will then be able to adjust ASSET PRIORITY again.
In order to bring back those controls you have to bring back an airgroup (from the national reserve if you removed them all from the map), and place it under command of the AOG, you will then be able to adjust ASSET PRIORITY again.

- erikbengtsson
- Posts: 126
- Joined: Sun Mar 29, 2020 11:50 am
RE: Quick Questions Thread
Thank you, Darojax. That worked!
RE: Quick Questions Thread
What penalties does the attacker face attacking from a ferry hex?
Searching the manual for 'ferry' discusses MP costs for ferries, but no mention of malus for attacking?
Searching the manual for 'ferry' discusses MP costs for ferries, but no mention of malus for attacking?
RE: Quick Questions Thread
ORIGINAL: squatter
What penalties does the attacker face attacking from a ferry hex?
Searching the manual for 'ferry' discusses MP costs for ferries, but no mention of malus for attacking?
may have got lost in the translation from the WiTW manual. One bit is clear, if you fail the crossing then you have to retreat from the hex. The direct combat effect is that of a major river (23.8.9) so the impact is a bit conditional.
You take disruption when committing to the battle, in this case that really hits motorised elements. The battle then resolves normally (except you have lost a large chunk of your potential cv). The manual suggests around 2/3, I think its a lot more variable, an infantry formation with a lot of artillery will often not see anything like this.
Overall, I think that the malus for cross-river attacks is often misunderstood and seen to be more substantial than it really is
RE: Quick Questions Thread
Just wondering what the red shading for certain town/city hexes denotes when logistics is toggled on?
I had thought for a while it denoted presence of railyard, but clearly not.

I had thought for a while it denoted presence of railyard, but clearly not.

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RE: Quick Questions Thread
ORIGINAL: squatter
Just wondering what the red shading for certain town/city hexes denotes when logistics is toggled on?
I had thought for a while it denoted presence of railyard, but clearly not.
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its the presence of any 'factory' other than just manpower, so in that case arms pts at Sverdlovsk and fuel east of the Don.
I think you also need the factory map mode flipped on to get this effect?
edit - its a mapmode I use a lot as the Germans as its a quick way to see where there are existing railyards and thus an easier means to set up new depots
RE: Quick Questions Thread
Thanks Loki - yes you are right factory mode not logistic mode shows this display.
I too use it to identify railyards, although as others have pointed out it would be excellent to be able to toggle which icons should show (in order to isolate railyards) because currently the display is icon soup.
Considering none of the icons have really any practical influence on gameplay aside from railyards, I hope this is on the devs list to consider!
I too use it to identify railyards, although as others have pointed out it would be excellent to be able to toggle which icons should show (in order to isolate railyards) because currently the display is icon soup.
Considering none of the icons have really any practical influence on gameplay aside from railyards, I hope this is on the devs list to consider!
RE: Quick Questions Thread
What influence if any does enemy ZOC have on a unit sitting on a depot in refit mode? (ie - does refit still work in this instance?)
RE: Quick Questions Thread
ORIGINAL: squatter
Thanks Loki - yes you are right factory mode not logistic mode shows this display.
I too use it to identify railyards, although as others have pointed out it would be excellent to be able to toggle which icons should show (in order to isolate railyards) because currently the display is icon soup.
Considering none of the icons have really any practical influence on gameplay aside from railyards, I hope this is on the devs list to consider!
well it directly affects planning a strategic air campaign, and why lose functionality that comes back into play if the integration witt WiTW is achieved
realise that map layout and aesthetics is a matter of choice but I personally wouldn't describe this as 'icon soup', pretty easy to spot where the Soviet railyards are?

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RE: Quick Questions Thread
ORIGINAL: squatter
What influence if any does enemy ZOC have on a unit sitting on a depot in refit mode? (ie - does refit still work in this instance?)
cancels the effect, being in a ZoC stops refit working, the remaining advantage is it still can be an easy location to deliver and pick up freight
RE: Quick Questions Thread
well it directly affects planning a strategic air campaign, and why lose functionality that comes back into play if the integration witt WiTW is achieved
Point taken - a toggle would be the perfect half way house in that case.
In WitE let's face it, its railyards that players need to find, as there's no strategic air war to speak of.
RE: Quick Questions Thread
First winter rules: "Rail System. When Axis trains are moving freight by rail,the MP cost for each hex is increased by 10 plus the snow level in Blizzard hexes."
Increased by 10 from what to what and out of how many? There must be another rule about this somewhere.
Increased by 10 from what to what and out of how many? There must be another rule about this somewhere.
RE: Quick Questions Thread
1. Theatre boxes require a certain amount of units to get "100%". Is it number of units, or size, or type, or number of troops? Do any 2 divisions count the same? Does the TB need a mix of unit types or can I swap out all the useful stuff and replace them in the TB with crap?
2. Soviet Union Garrison TB. Do supplies for units in this TB burden the rail net? How? Do units in this TB suffer the first winter effect of being not in a city or level 2 fort level?
2. Soviet Union Garrison TB. Do supplies for units in this TB burden the rail net? How? Do units in this TB suffer the first winter effect of being not in a city or level 2 fort level?
RE: Quick Questions Thread
ORIGINAL: glenhope
First winter rules: "Rail System. When Axis trains are moving freight by rail,the MP cost for each hex is increased by 10 plus the snow level in Blizzard hexes."
Increased by 10 from what to what and out of how many? There must be another rule about this somewhere.
yes, the usage table in 38.7.7 sets the basic SMP cost/hex moved, add +10+x when this rule in place
RE: Quick Questions Thread
ORIGINAL: glenhope
1. Theatre boxes require a certain amount of units to get "100%". Is it number of units, or size, or type, or number of troops? Do any 2 divisions count the same? Does the TB need a mix of unit types or can I swap out all the useful stuff and replace them in the TB with crap?
2. Soviet Union Garrison TB. Do supplies for units in this TB burden the rail net? How? Do units in this TB suffer the first winter effect of being not in a city or level 2 fort level?
1 - look at the actual theatre display, you'll see a range of elements cited as being needed. Mostly it keys off CV. In other words change radically at your peril, you might find you still have a lot tied up there and still be shedding VP/AP and seeing events appear earlier
2 - no, it pulls freight using trucks, attrition is set by the combat intensity as in all other theatres
RE: Quick Questions Thread
ORIGINAL: loki100
ORIGINAL: glenhope
First winter rules: "Rail System. When Axis trains are moving freight by rail,the MP cost for each hex is increased by 10 plus the snow level in Blizzard hexes."
Increased by 10 from what to what and out of how many? There must be another rule about this somewhere.
yes, the usage table in 38.7.7 sets the basic SMP cost/hex moved, add +10+x when this rule in place
Does this rule/table refer to the movement of units (only) during the winter? I thought it was concerning the movement of freight that could be shipped. So,what causes on map units poor supply in '41 blizzard, railing of freight to depots or overland movement from depots to units, or both? I see this in action but I want to understand how to minimise the effects.
RE: Quick Questions Thread
ORIGINAL: glenhope
ORIGINAL: loki100
ORIGINAL: glenhope
First winter rules: "Rail System. When Axis trains are moving freight by rail,the MP cost for each hex is increased by 10 plus the snow level in Blizzard hexes."
Increased by 10 from what to what and out of how many? There must be another rule about this somewhere.
yes, the usage table in 38.7.7 sets the basic SMP cost/hex moved, add +10+x when this rule in place
Does this rule/table refer to the movement of units (only) during the winter? I thought it was concerning the movement of freight that could be shipped. So,what causes on map units poor supply in '41 blizzard, railing of freight to depots or overland movement from depots to units, or both? I see this in action but I want to understand how to minimise the effects.
both - there are a number of explanatory threads on both how the basic logistics system works and the impact over the first winter (for that look at some of the AARs). In truth you can't avoid the first winter problems for the reasons set out in Glorious Ruse's and my AARs
but no, SMP cost does not affect unit tactical move costs (& its that which is used to move freight depot-unit), but your post asks about trains so I answered about trains [;)]
RE: Quick Questions Thread
Building new depots where there are no railyards:
Sometimes I am able to build a depot on any rail hex. A 'town' named something like 'Depot 3' will be created with its name appearing on the map.
Other times I seem only to be able to build new depots where there are already towns.
In both instances we are talking connected rail hexes in clear terrain. Can anyone illuminate what is going on?
Sometimes I am able to build a depot on any rail hex. A 'town' named something like 'Depot 3' will be created with its name appearing on the map.
Other times I seem only to be able to build new depots where there are already towns.
In both instances we are talking connected rail hexes in clear terrain. Can anyone illuminate what is going on?
RE: Quick Questions Thread
2 possible explanations
a) if the hex is 'pending' you can only build a depot in a town etc hex
b) there is (I seem to recall) a per turn limit on depot creation in the countryside - I maybe wrong here and this limit only applies to airbases
a) if the hex is 'pending' you can only build a depot in a town etc hex
b) there is (I seem to recall) a per turn limit on depot creation in the countryside - I maybe wrong here and this limit only applies to airbases