Adjutant Helper Script
Posted: Sat Mar 07, 2026 12:36 pm
[RELEASE] Oberkommando Chronicle: Your Automated Strategic Adjutant
NOTE Although there is an implication that this works for both Axis and Soviet, I have only tried it for the Axis side. It may work for the Soviet side but that is not guaranteed
Its been a bit of a trial and error thing, using Google Gemini AI to create it. I did find that in the process of adding new features as I thought of them, the AI would silently remove others I thought were already completed. So it is what it is, please let me know if you like it, or can suggest any improvements
Commanders, we have all been there: staring at the massive expanse of the Eastern Front on Turn 15, drowning in a sea of NATO counters, trying to remember which Panzer Corps is primed for a deep strike and which Infantry Corps is secretly grinding itself to dust. The micro-management fog of war is real, and it is easy to lose the operational big picture while playing traffic cop for individual divisions.
To solve this, I’ve built Oberkommando Chronicle—an automated digital Adjutant designed to pull you out of the tactical weeds and put you back into the Army Group command tent. By reading your standard WitE 2 CSV exports, this tool translates raw data into a high-altitude strategic map overlay and a prioritized intelligence briefing. It shows you exactly where your momentum is, which HQs are overloaded, and who needs to halt for refit. Stop clicking every single counter and let your staff do the heavy lifting.
Features & Output Guide
Here is exactly what the engine produces for you every turn:
1. The Strategic Cartography Overlay (SVG Map)
The engine generates a high-resolution graphical overlay that visualizes the operational flow of your army over time (viewable via Inkscape).
Historical Breadcrumbs: Draws solid lines tracking the center-of-mass for each Corps across selected past turns, dropping a white node stamped with the exact date (DD/MM) at each historical waypoint.
Momentum Footprints: Draws shaded polygons (Green for the previous turn, Amber for the current turn) showing the physical spread of the subunits within a Corps. This allows you to instantly see if a Corps is tightly concentrated for a breakthrough or dangerously overstretched.
Dynamic Spearhead Brackets: For combat-ready units, the engine draws a dashed vector arrow pointing to their next logical enemy-held objective. At the end of the arrow, it draws a "Tactical Bracket." The width of this bracket is dynamically calculated based on the number of divisions/brigades in the Corps and standard Zone of Control (ZOC) rules, showing you the exact frontage that Corps can confidently project.
Mud Suspension: If a sector is bogged down in mud, the map automatically suppresses attack vectors for that region, reflecting the reality of the ground conditions.
2. Prioritized Operational Directives (The Log)
The engine reads the fatigue, TOE, and movement points of every subunit and bubbles the most critical information to the top of a color-coded, prioritized text log.
Note: The engine strictly enforces a "Visual Recon" protocol for supply. It will remind you to press the in-game 'N' hotkey to verify actual depot freight before committing to these advances.
[Priority 1] CRITICAL ALERTS (Red): Flags Corps where subunits have dropped below acceptable combat strength (85% TOE for Axis / 75% for Soviets) and immediately advises them to detach and Refit.
[Priority 2] OPERATIONAL DIRECTIVES (Green): Issues advance orders to healthy Corps.
Precision Targeting: Automatically scans for enemy-held towns in the unit's path and provides the exact name and (X,Y) hex coordinates.
Dynamic Aggression: Targets are chosen based on the unit's average Movement Points (MP). An infantry corps will target a town 3-5 hexes away, while a Panzer/Motorized corps will look for deep operational targets up to 20 hexes deep, ignoring minor frontier villages.
Rear-Guard / Reserve Advisories: Calculates the median front line of your entire army. If a unit is lagging 8+ hexes behind, it cancels their local attack orders and issues a "RAPID MARCH -> SET RESERVE" order to catch up. If a unit is in the "2nd Echelon" (2-7 hexes behind), it issues an advisory to place ready units into Reserve to dynamically reinforce the frontline.
[Priority 3] SUSTAINMENT (Blue/Yellow): Issues halt orders for extreme weather (Mud), or orders specific divisions to detach and Rest if Fatigue exceeds 30. If a Corps has more depleted units than ready units, it issues a "Combat Mass Degraded" halt, ordering the few healthy units into a Local Reserve to hold the line while the rest recover.
[Priority 4] ADMINISTRATIVE (Purple): Identifies frozen units acting as static garrisons.
[Priority 5] LOGISTICS (Blue): Isolates FBD and NKPS rail repair units and projects their repair vectors toward the next major objective.
3. Command Limit Warnings
A dedicated audit box that constantly monitors your Order of Battle for HQ inefficiencies.
CP Overload Alerts: Calculates the Command Point load of every XXX Corps HQ. It enforces the 9/10 CP limits (depending on HQ type) and factors in the +1 CP penalty for mixing foreign nationalities. If a commander is overloaded, it flashes a red warning.
Independent Combat Unit Flags: Scans for combat divisions or brigades that have been attached directly to an Army (XXXX) or Army Group (XXXXX) instead of a standard Corps, ensuring no fighting units slip through your organizational cracks.
4. Meteorological Radar
A persistent weather box that takes the current game date and provides:
The current weather state across four distinct latitude bands (North, Central, South, Deep South).
A 4-week predictive radar warning you of incoming Rasputitsa (Mud) or severe Winter blizzards, allowing you to time your offensives before the ground turns against you.
5. Required Intelligence (Folder Setup)
To ensure the Adjutant functions correctly, point the tool to your standard Commander's Report export folder. It needs to contain the following:
From the In-Game Commander's Report (CR): * The standard Unit-Main CSV exports for your current and historical turns.
From the Scenario Editor (One-Time Setup): * The engine needs the raw map coordinates to plot your objectives.
Launch the game and enter the Editor.
Load the specific Scenario/Campaign you are playing.
Go to the top menu and use the Export CSV function to dump the generic scenario data.
Locate the exported City/Location CSV (usually named _city.csv or similar) and move or copy it directly into your Commander's Report folder so everything is in one place.
The Map Image: A base high-resolution map image for Inkscape to draw the strategic overlay onto.
NOTE Although there is an implication that this works for both Axis and Soviet, I have only tried it for the Axis side. It may work for the Soviet side but that is not guaranteed
Its been a bit of a trial and error thing, using Google Gemini AI to create it. I did find that in the process of adding new features as I thought of them, the AI would silently remove others I thought were already completed. So it is what it is, please let me know if you like it, or can suggest any improvements
Commanders, we have all been there: staring at the massive expanse of the Eastern Front on Turn 15, drowning in a sea of NATO counters, trying to remember which Panzer Corps is primed for a deep strike and which Infantry Corps is secretly grinding itself to dust. The micro-management fog of war is real, and it is easy to lose the operational big picture while playing traffic cop for individual divisions.
To solve this, I’ve built Oberkommando Chronicle—an automated digital Adjutant designed to pull you out of the tactical weeds and put you back into the Army Group command tent. By reading your standard WitE 2 CSV exports, this tool translates raw data into a high-altitude strategic map overlay and a prioritized intelligence briefing. It shows you exactly where your momentum is, which HQs are overloaded, and who needs to halt for refit. Stop clicking every single counter and let your staff do the heavy lifting.
Here is exactly what the engine produces for you every turn:
The engine generates a high-resolution graphical overlay that visualizes the operational flow of your army over time (viewable via Inkscape).
Historical Breadcrumbs: Draws solid lines tracking the center-of-mass for each Corps across selected past turns, dropping a white node stamped with the exact date (DD/MM) at each historical waypoint.
Momentum Footprints: Draws shaded polygons (Green for the previous turn, Amber for the current turn) showing the physical spread of the subunits within a Corps. This allows you to instantly see if a Corps is tightly concentrated for a breakthrough or dangerously overstretched.
Dynamic Spearhead Brackets: For combat-ready units, the engine draws a dashed vector arrow pointing to their next logical enemy-held objective. At the end of the arrow, it draws a "Tactical Bracket." The width of this bracket is dynamically calculated based on the number of divisions/brigades in the Corps and standard Zone of Control (ZOC) rules, showing you the exact frontage that Corps can confidently project.
Mud Suspension: If a sector is bogged down in mud, the map automatically suppresses attack vectors for that region, reflecting the reality of the ground conditions.
The engine reads the fatigue, TOE, and movement points of every subunit and bubbles the most critical information to the top of a color-coded, prioritized text log.
Note: The engine strictly enforces a "Visual Recon" protocol for supply. It will remind you to press the in-game 'N' hotkey to verify actual depot freight before committing to these advances.
[Priority 1] CRITICAL ALERTS (Red): Flags Corps where subunits have dropped below acceptable combat strength (85% TOE for Axis / 75% for Soviets) and immediately advises them to detach and Refit.
[Priority 2] OPERATIONAL DIRECTIVES (Green): Issues advance orders to healthy Corps.
Precision Targeting: Automatically scans for enemy-held towns in the unit's path and provides the exact name and (X,Y) hex coordinates.
Dynamic Aggression: Targets are chosen based on the unit's average Movement Points (MP). An infantry corps will target a town 3-5 hexes away, while a Panzer/Motorized corps will look for deep operational targets up to 20 hexes deep, ignoring minor frontier villages.
Rear-Guard / Reserve Advisories: Calculates the median front line of your entire army. If a unit is lagging 8+ hexes behind, it cancels their local attack orders and issues a "RAPID MARCH -> SET RESERVE" order to catch up. If a unit is in the "2nd Echelon" (2-7 hexes behind), it issues an advisory to place ready units into Reserve to dynamically reinforce the frontline.
[Priority 3] SUSTAINMENT (Blue/Yellow): Issues halt orders for extreme weather (Mud), or orders specific divisions to detach and Rest if Fatigue exceeds 30. If a Corps has more depleted units than ready units, it issues a "Combat Mass Degraded" halt, ordering the few healthy units into a Local Reserve to hold the line while the rest recover.
[Priority 4] ADMINISTRATIVE (Purple): Identifies frozen units acting as static garrisons.
[Priority 5] LOGISTICS (Blue): Isolates FBD and NKPS rail repair units and projects their repair vectors toward the next major objective.
A dedicated audit box that constantly monitors your Order of Battle for HQ inefficiencies.
CP Overload Alerts: Calculates the Command Point load of every XXX Corps HQ. It enforces the 9/10 CP limits (depending on HQ type) and factors in the +1 CP penalty for mixing foreign nationalities. If a commander is overloaded, it flashes a red warning.
Independent Combat Unit Flags: Scans for combat divisions or brigades that have been attached directly to an Army (XXXX) or Army Group (XXXXX) instead of a standard Corps, ensuring no fighting units slip through your organizational cracks.
A persistent weather box that takes the current game date and provides:
The current weather state across four distinct latitude bands (North, Central, South, Deep South).
A 4-week predictive radar warning you of incoming Rasputitsa (Mud) or severe Winter blizzards, allowing you to time your offensives before the ground turns against you.
To ensure the Adjutant functions correctly, point the tool to your standard Commander's Report export folder. It needs to contain the following:
From the In-Game Commander's Report (CR): * The standard Unit-Main CSV exports for your current and historical turns.
From the Scenario Editor (One-Time Setup): * The engine needs the raw map coordinates to plot your objectives.
Launch the game and enter the Editor.
Load the specific Scenario/Campaign you are playing.
Go to the top menu and use the Export CSV function to dump the generic scenario data.
Locate the exported City/Location CSV (usually named _city.csv or similar) and move or copy it directly into your Commander's Report folder so everything is in one place.
The Map Image: A base high-resolution map image for Inkscape to draw the strategic overlay onto.