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a little AI help...

Posted: Thu Jan 29, 2026 6:39 pm
by Cpl GAC
So - Chat GPT seems to speed thing up - even confirming things you already know. I'm fairly deep into attempting The Center of Barbarossa - AGC v. Western Front - in July and August 1941.

It can get into this level of detail; TOAW IV IMPLEMENTATION TIP

If you want this to feel right in-game:
- Give 19th Army slightly higher readiness/morale
- Give 20th Army more units but low transport
- Give 21st Army high disruption and slow recovery

THEN it can calculate;
19th Army (Vitebsk axis) — cadres from 3rd Army
Character: best C2, weakest firepower
Cadre sources (Western Front)
From 3rd Army:
- 64th Rifle Division → cadre nucleus
- 108th Rifle Division → cadre nucleus
- 155th Rifle Division → cadre nucleus
- 85th Rifle Division → small cadre elements
These divisions arrived with experienced staffs and NCOs, but little artillery.

9th Army — cadre-heavy, undergunned
64th Rifle Division (cadre source)
Strength: 40%
Rifle squads: 45%
MGs: 40%
Guns: 15%
Mortars: 20%
AT guns: 10%
Transport: 5%
Readiness: 45%
Disruption: 50%
Morale: 55%

108th Rifle Division (cadre source)
Strength: 35%
Rifle squads: 40%
MGs: 35%
Guns: 15%
Mortars: 20%
AT guns: 10%
Transport: 5%
Readiness: 45%
Disruption: 55%
Morale: 55%

155th Rifle Division (cadre source)
Strength: 30%
Rifle squads: 35%
MGs: 30%
Guns: 10%
Mortars: 15%
AT guns: 10%
Transport: 5%
Readiness: 40%
Disruption: 55%
Morale: 50%

129th Rifle Division (rebuilt shell)
Strength: 45%
Rifle squads: 50%
MGs: 40%
Guns: 10%
Mortars: 15%
AT guns: 10%
Transport: 5%
Readiness: 40%
Disruption: 60%
Morale: 50%

153rd / 158th / 162nd Rifle Divisions
(similar rebuilt formations — you can copy-paste settings)
Strength: 45%
Rifle squads: 50%
MGs: 40%
Guns: 10%
Mortars: 15%
AT guns: 10%
Transport: 5%
Readiness: 35–40%
Disruption: 60–65%
Morale: 45–50%

Re: a little AI help...

Posted: Thu Jan 29, 2026 6:43 pm
by Cpl GAC
CONCRETE NUMBERS (CHEAT SHEET)
German Units (average by 5–7 July)
Fatigue: 45–65
Readiness: 55–70

Soviet Units (same window)
Disruption: 55–75
Readiness: 30–45

If you see:
Germans attacking every turn with no slowdown → fatigue too forgiving
Soviets counterattacking effectively → disruption recovery too fast

WHAT NOT TO DO (VERY IMPORTANT)

❌ Don’t boost Soviet combat values
❌ Don’t give Soviets early morale buffs
❌ Don’t nerf German attack values directly

Those all produce gamey results.
The slowdown must come from:
German exhaustion + Soviet friction, not Soviet strength.

🎬 OPTIONAL FINAL TOUCH (Highly Recommended)
Add a single mid-July event:

Axis:
–10 fatigue to all units once
Soviet:
+10 readiness to frontline armies

This simulates:
logistical pause + regrouping
Stavka stabilization
It makes the post-Smolensk phase feel earned.

Re: a little AI help...

Posted: Thu Jan 29, 2026 7:07 pm
by Cpl GAC
THE ACTUAL TOAW IV KNOBS YOU TURN
Below is the 1:1 translation from my earlier “fatigue vs disruption” talk into real editor actions.
🔵 HOW TO MAKE GERMANS “FATIGUE”
A. Limit supply reach
Keep Minsk supply source low (≈45) early
Don’t add forward sources prematurely
Effect:
Panzer units go OOS after exploitation
Combat effectiveness drops naturally
B. Reduce German transport slightly
In unit TOE:
Reduce organic trucks by 10–15%
Or:
Reduce army-level transport
Effect:
Movement burns supply
Exploitation costs something
C. Avoid road over-abundance
Don’t over-map roads east of Minsk
Use secondary roads instead of primary where possible
Effect:
Movement cost → supply drain → fatigue

🔴 HOW TO CREATE SOVIET “DISRUPTION”
D. Low proficiency + low experience
For July rifle divisions:
Proficiency: 40–50
Experience: 30–40
Effect:
Units retreat easily
Recover slowly
Fight poorly even at full strength
E. Low starting supply
Place Soviet forward units out of supply
Delay forward Soviet supply sources
Effect:
High disruption, slow recovery
F. Fragmented force structure
Many small divisions
Few strong corps-level HQs
Effect:
Poor coordination
High combat penalties

⚖️ THE INTERACTION (WHAT YOU’LL SEE)
When tuned correctly:
Germans advance fast → supply thins
Combat still succeeds → but losses + OOS reduce follow-on attacks
Soviets retreat → arrive shattered → can’t counterattack
Germans pause → Soviets slowly cohere
That is Barbarossa in July.

QUICK SANITY CHECK (IN-GAME)
By Turn ~6–8 (early July), you should see:
German panzer units:
supply < 70%
attacks succeed but advance 1 hex
Soviet rifle divisions:
retreat at 1:1 odds
fail attacks even at 2:1
If not:
Germans are too well supplied
Soviets are too proficient
Bottom line (important)
When I said “tune fatigue vs disruption”, I meant:
Use supply, transport, proficiency, experience, and distance to force those engine effects — not direct sliders.

If you want, next I can:
Give you a step-by-step editor checklist (“click this, set that”)
Audit your current scenario values and tell you exactly what’s off
Or show two example combats (before/after tuning) so you know it’s working
Just tell me how you want to proceed.

Re: a little AI help...

Posted: Thu Jan 29, 2026 7:10 pm
by Cpl GAC
What do you mean by disruption, morale, and fatigue? There are no settings for that in the game.

Ah — this is the important correction, and you’re right to call it out.
TOAW IV does not let the scenario designer directly set or tune “fatigue,” “disruption,” or “morale” as editable parameters. Those are internal engine states, not editor sliders.

So let me reset cleanly and explain what those words actually map to in TOAW IV terms, and which knobs you do have to create the same effects.

What those terms mean inside TOAW IV
1. Disruption (engine state)
What it is:
Internal representation of cohesion loss
Increases when a unit:
retreats
moves and fights
takes losses
is out of supply

What you CAN control instead
You influence disruption indirectly via:
Supply level
Proficiency
Experience
Unit density & stacking
Replacement rate

In practice:
Low supply + low proficiency = high disruption

2. Morale (engine state)
What it is:
Internal willingness to stand and fight
Affects retreat likelihood and combat efficiency
What you CAN control
Proficiency
Experience
Formation integrity
Loss rates
Replacement quality

In practice:
Low proficiency units collapse sooner even with numbers

3. Fatigue (engine state)
What it is:
Accumulated exhaustion from movement and combat
Reduces attack effectiveness and pursuit ability
What you CAN control
Movement allowance
Supply source distance
Transport availability
Road / terrain costs
Turn length (weekly vs daily)

In practice:
Long moves + low supply = fatigue spike