ghost units

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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Kel
Posts: 245
Joined: Fri Dec 17, 2010 4:20 pm

ghost units

Post by Kel »

(1941 campaign multiplayer, soviets)
I have a few units (infantry divisions, AT brigades and 1 Air HQ counter) which have been trapped during the first summer turns of the campaign (in this game in the middle of pripyat swamps, but also sometimes in the carpathian mountains ore along the baltic coast) and left there by the advancing german armies.
We are now in january 1942.
Season after season, these units stay on the map in a depleted state, locked to their original army/front, can be neither disbanded, nor reassigned to stavka, and obviously not be sent to National Reserve. They just stay there, using command points.
Also a bit problematic is the Western Air Command that keeps supervising the Western Front air ops from the middle of nowhere in the marshes. I can not delete it, nor send it to reserve to be reconstituted, nor disband it, nor assign a new leader to it. It is still counted as operational with 400 personnel but 0 fuel and 0 supply. Which, of course, hamper air operations. However AOGs can still be assigned to it just as if it were in some safe area. Something is obviously wrong here.
Ah and also these ghost units do not contribute to the partisan level in their hex. They seem to be just sitting there, useless, with no incentive for the german player to eliminate them, on the contrary.

I'd love some mechanism to auto disband these units that have been isolated for several months.
Kein Operationsplan reicht mit einiger Sicherheit
über das erste Zusammentreffen
mit der feindlichen Hauptmacht hinaus.
Denniss
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Re: ghost units

Post by Denniss »

In WitE 1 we had those long-isolated units eventually surrender in Logistics due to very low morale so this may happen in WitE2 too.
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malyhin1517
Posts: 2021
Joined: Sun Sep 20, 2015 7:52 am
Location: Ukraine Dnepropetrovsk

Re: ghost units

Post by malyhin1517 »

You can forcefully move the headquarters out of the environment. As for the combat units /, then you will have to take them out of the swamp manually. I advise you to use them to disrupt the work of the railway behind enemy lines! You can deliver supplies by air!
Sorry, i use an online translator :(
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Kel
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Re: ghost units

Post by Kel »

Well,
Relocation : does not work for Air HQs.
Air resupply : as long as an unit is in depleted and/or disrupted mode, it can't move at all in ennemy-controlled hexes. Air resupply is not enough to get it out of either mode.
Did I miss something ?
Kein Operationsplan reicht mit einiger Sicherheit
über das erste Zusammentreffen
mit der feindlichen Hauptmacht hinaus.
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malyhin1517
Posts: 2021
Joined: Sun Sep 20, 2015 7:52 am
Location: Ukraine Dnepropetrovsk

Re: ghost units

Post by malyhin1517 »

I don't have any other suggestions. The Air Headquarters has no real meaning in the game and it doesn't matter. Your encircled troops should self-destruct after some time.
Sorry, i use an online translator :(
Stamb
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Joined: Tue Oct 26, 2021 1:07 pm

Re: ghost units

Post by Stamb »

I think air HQs do matter. You need to have them in < 90 hexes from an air battle not to get any penalties.
Слава Україні!
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loki100
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Re: ghost units

Post by loki100 »

this is one of those instances where you need your opponent to be willing to help out. If they move a unit next to the combat units they should just collapse, the HQ gets displaced.
Stamb wrote: Sun Apr 10, 2022 4:47 pm I think air HQs do matter. You need to have them in < 90 hexes from an air battle not to get any penalties.
in the spirit of pure pedantary, its actually 90 hexes from the airbase the units are deployed at as the tests are for supply. repair and commitment to the mission
Stamb
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Joined: Tue Oct 26, 2021 1:07 pm

Re: ghost units

Post by Stamb »

thanks for clarification
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