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T1 MAP

Posted: Mon Nov 03, 2025 8:58 pm
by Wiedrock
work in progress
T1 MAP showing Soviet units and somewhat cheapest pathing. So you know where to kick which Bolshevik out of his Hex. 8-)
It's not a "definitive", sometimes obv. you have 2 Paths with equal MP spent.
Marked are the SW Front area getting +10MOR and the MP rules of Hexes x194 and Y173 (no fucking idea when which Hex counts as included/excluded), the Hex column/row is marked and you have to figure yourself how to interpret the manual.

Note that this is not supposed to be a GUIDE but Guidance.
All MOT/PZ Divisions (on German side) should be visible (unless there are two in the same Hex, then you obv. only see one - there is one of such cases, I marked it on the map).
Note that Administrative Movement requires both hex to be not adjacent to an enemy Unit. So in some cases you can save more MP by knocking out more units around the breakthrough zone, once entering/inside an enemy Hex it does not matter anymore.



Plan adding:
  • DONE - Add Savegame to this Post with the testing Setup for MP (almost all Soviets removed/beaten).
    It's a GC41 NEE scenario. I removed all the frontline divisions/untis in one way or another. Note that you can not figure the Administrative Movement cases with this one, so for that you need to se a normal vanilla T1.
    GC41 NEE - T1 pathing tester.rar
    (1.81 MiB) Downloaded 25 times
  • Mark definitive "to beat" Hexes with 0 Combat Delay.
  • DONE - Mark Frozen Units (MOT ones).
  • Add more alternative paths (may get messy).
  • Add some more "end of the line positions"
  • Mark Double Rails (maybe in a separate MAP)
  • DONE - Mark FBDs
  • DONE - Mention/Mark the one German PzDiv with only 80MOR (will pay more MP further east - can get fixed by winning 1-2 hasty attacks to gain MOR).
  • DONE - Mark Hex with two PzDiv (near Bresk Litovsk)
  • Add SUs of Soviet HQs (at least Artillery SUs...or guns...or overall manpower - not sure).
  • I do not plan adding an "order of attack/moves", as said it is Guidance, not a Guide - make your own decisions.
  • Add Southern Front stuff.
  • DONE - Add Southern Front activation zone
  • DONE - Color pattern correction for Pz Group 3
  • DONE - improve visibility of y173 line (altough it rly does nto matter - South = mostly as normal)
  • ...
If you have any suggestions let me know.
I invite everyone using the MAP as he likes and expand/share/alternate it.
GC41 NEE - T1 pathing tester.rar
(1.81 MiB) Downloaded 25 times

Re: T1 MAP

Posted: Mon Nov 03, 2025 9:03 pm
by Wiedrock
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Re: T1 MAP

Posted: Mon Nov 03, 2025 9:03 pm
by Wiedrock
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Re: T1 MAP

Posted: Mon Nov 03, 2025 9:04 pm
by Wiedrock
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Re: T1 MAP

Posted: Tue Nov 04, 2025 6:23 am
by tyronec
Marked are the SW Front area getting +10MOR
I wasn't aware of this rule, can you elaborate on it.

Re: T1 MAP

Posted: Tue Nov 04, 2025 2:56 pm
by HardLuckYetAgain
During generation the units in the south gets a bonus to their starting stats.

Re: T1 MAP

Posted: Tue Nov 04, 2025 6:31 pm
by Wiedrock
tyronec wrote: Tue Nov 04, 2025 6:23 am
Marked are the SW Front area getting +10MOR
I wasn't aware of this rule, can you elaborate on it.
There is quite some randomness occuring when a game is started in GC41. There's many rules determinging unit MOR/EXP and Element Damage, I just added the one which I found to be the most impactful.
Living Manual 1.32, p.208f wrote:11.3.3. Determining Initial Soviet Unit Morale and Experience
While WiTE2 presents a highly accurate OOB reflecting the situation of the two armies
on 22 June 1941, the actual status of many Soviet units is determined each time the
game is created to reflect uncertainty about their actual combat capacity and the
degree of surprise that resulted from the German attack.

The morale and experience of all Soviet units at the start (on map and TBs) is set as
follows:
  1. Determine initial morale by taking a base of 30 and adding Random (1-24).
  2. Add 5 to the morale of all NKVD, Mountain, Cavalry, and Airborne units.
  3. Further modify the morale of all non-support, non-HQ, motorized units, by
    multiplying their morale by .9 (90%).
  4. Modify the morale of all units based on the difficulty level by taking the morale level
    modifier divided by 100 and multiplying the unit morale. For example, if the difficulty
    level is set as challenging and you are playing the Axis then the morale level modifier
    of 110 would be divided by 100 and all Soviet units would have their morale multiplied
    by 1.1.
  5. Modify the morale of units in the Southwest area by adding 10. This is defined as
    Y>171, Y<197, and x<218.
    [...]

Re: T1 MAP

Posted: Wed Nov 26, 2025 1:19 am
by Lurberri
Image
The unit counters surrounded by red hexagons are different from the ones you provided for download at this link: https://forums.matrixgames.com/viewtopic.php?t=410457

The army HQs in that link have a strange square in the center, and the air HQ units look very odd. Could you please provide the unit counters you use here for download?

I love those German HQs from that era (the ones I liked in that link were precisely the corps HQs; it's a shame they can't be maintained without distorting or affecting the others). :cry:

Re: T1 MAP

Posted: Thu Nov 27, 2025 12:22 am
by Wiedrock
Lurberri wrote: Wed Nov 26, 2025 1:19 am The unit counters surrounded by red hexagons are different from the ones you provided for download at this link: https://forums.matrixgames.com/viewtopic.php?t=410457
I will answer you in that Thread, so all is together in one spot.