TOE Overview
Posted: Wed Jan 02, 2013 8:50 am
I have compiled an overview of every TOE in WitE. Data is based on WitE 1.11.02 and available in .xlsx and .ods format.
Column explanation:
ID - TOE's identifier used inside editor
Country - Country to which given TOE belongs
Name - TOE's name (Prefix + Suffix for those using the editor)
First date - first date on which given TOE is available
Last date - last date on which given TOE is available
UpgradeID - if not empty, ID of the TOE to which this TOE will upgrade
Upgrade Name - if not empty, name of the TOE to which this TOE will upgrade
Type - type of the TOE (as seen in Commander's Report filters)
Class - class of the TOE (either Combat or Support, HQs were left out of this file)
Size - unit size
Elite - elite status of the majority of units using this TOE (German) or hardcoded Guards status for certain TOEs (Soviet)
Max CV - maximum CV value (when morale=100, experience=100 and fatigue=0)
Exp CV - expected CV value (based on expected morale on "first date", with experience equal to morale and fatigue equal to 15)
Mrl - expected morale on "first date" (taking all 9.1.3 and 9.2.1 special rules into account)
Men, Guns, AFV - numbers at 100% strength
Elements - number of ground elements at 100% strength
Mot - whether majority of units using this TOE are motorized or not (checked against generic data, 1941, 1942, 1943, and 1944 GC as well as StoB & VtoB) with TOEs of type Armor, Mechanized, Motorized Infantry and SP Artillery always being counted as motorized
Supply (m) - supply needed when motorized
Fuel(m) - fuel needed when motorized
Vehicles (m) - vehicles needed when motorized
Ammo - ammo needed (does not depend on motorized status)
Supply - supply needed when non-motorized
Fuel - fuel needed when non-motorized
Vehicles - vehicles needed when non-motorized
Support - number of Support Squads at 100% strength
Support Need - number of needed Support Squads
Support% - Support/Support Need
ARM Cost - total cost of buildable elements in armament points (automatically produced, like rifle squads)
SUP Cost - total cost of buildable elements in supply points (produced in factories, like tanks)
Total SUP Cost - sum of total cost of buildable elements in supply points (5 ARM = 1 SUP)
Multirole - whether given unit is multirole, that is can switch between being a combat unit or a support unit
I have included both motorized and non-motorized supply need for every TOE, since whether a unit can be either motorized or not does not depend on the TOE.
I hope this data will be useful to everyone trying to assess strengths and weaknesses of their units. I for one now understand that Soviet Mortar Battalions are not that great - they drain more support from the HQ (compared to regiments), which means all the other units are starved of even more support (the Soviets tend to have not enough support in every type of TOE, which results in higher wear&tear losses).
Have fun!
Column explanation:
ID - TOE's identifier used inside editor
Country - Country to which given TOE belongs
Name - TOE's name (Prefix + Suffix for those using the editor)
First date - first date on which given TOE is available
Last date - last date on which given TOE is available
UpgradeID - if not empty, ID of the TOE to which this TOE will upgrade
Upgrade Name - if not empty, name of the TOE to which this TOE will upgrade
Type - type of the TOE (as seen in Commander's Report filters)
Class - class of the TOE (either Combat or Support, HQs were left out of this file)
Size - unit size
Elite - elite status of the majority of units using this TOE (German) or hardcoded Guards status for certain TOEs (Soviet)
Max CV - maximum CV value (when morale=100, experience=100 and fatigue=0)
Exp CV - expected CV value (based on expected morale on "first date", with experience equal to morale and fatigue equal to 15)
Mrl - expected morale on "first date" (taking all 9.1.3 and 9.2.1 special rules into account)
Men, Guns, AFV - numbers at 100% strength
Elements - number of ground elements at 100% strength
Mot - whether majority of units using this TOE are motorized or not (checked against generic data, 1941, 1942, 1943, and 1944 GC as well as StoB & VtoB) with TOEs of type Armor, Mechanized, Motorized Infantry and SP Artillery always being counted as motorized
Supply (m) - supply needed when motorized
Fuel(m) - fuel needed when motorized
Vehicles (m) - vehicles needed when motorized
Ammo - ammo needed (does not depend on motorized status)
Supply - supply needed when non-motorized
Fuel - fuel needed when non-motorized
Vehicles - vehicles needed when non-motorized
Support - number of Support Squads at 100% strength
Support Need - number of needed Support Squads
Support% - Support/Support Need
ARM Cost - total cost of buildable elements in armament points (automatically produced, like rifle squads)
SUP Cost - total cost of buildable elements in supply points (produced in factories, like tanks)
Total SUP Cost - sum of total cost of buildable elements in supply points (5 ARM = 1 SUP)
Multirole - whether given unit is multirole, that is can switch between being a combat unit or a support unit
I have included both motorized and non-motorized supply need for every TOE, since whether a unit can be either motorized or not does not depend on the TOE.
I hope this data will be useful to everyone trying to assess strengths and weaknesses of their units. I for one now understand that Soviet Mortar Battalions are not that great - they drain more support from the HQ (compared to regiments), which means all the other units are starved of even more support (the Soviets tend to have not enough support in every type of TOE, which results in higher wear&tear losses).
Have fun!
