Drive on Minsk
Moderators: Joel Billings, Sabre21, elmo3
RE: Supply
beautiful game, nice screenshots.very nice.
This may be a silly question, but I see turn 1 is dated 6/22 and turn 2 is dated 6/26, a 4 day difference. I thought the turns were a week long. Am I missing something?
This may be a silly question, but I see turn 1 is dated 6/22 and turn 2 is dated 6/26, a 4 day difference. I thought the turns were a week long. Am I missing something?

RE: Supply
This may be a silly question, but I see turn 1 is dated 6/22 and turn 2 is dated 6/26, a 4 day difference. I thought the turns were a week long. Am I missing something?
There is an exception for the first turn of 1941-45 Campaign.
Pavel Zagzin
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RE: Supply
ORIGINAL: Joshuatree
@ Pyledriver
Ah yes ofcourse, thx for the answer. The place has already been taken, looks very nice too. I'm glad I went for a 24" a few months ago!
I got a 25.5, and it looks great on that

RE: Supply
Can we see screenshots of Russian units as well, please?
RE: Supply
ORIGINAL: Helpless
This may be a silly question, but I see turn 1 is dated 6/22 and turn 2 is dated 6/26, a 4 day difference. I thought the turns were a week long. Am I missing something?
There is an exception for the first turn of 1941-45 Campaign.
thanks.
I'm sure all OstFront grogs are looking forward to this game.

RE: Supply
Ok..I guess since Rick started this with our game, here is a Soviet turn 4 taken down south. Here he has already taken Rovno and is about 160 miles west of Kiev. The reddish tinted hexes indicate those the Axis player has contol of. This is currently a hot key function. The dark grey indicates a hex that the current player (me) has taken control of this turn
He had one of my Tank divisions surrounded, but the Gross Deutschland unit was adjacent to it, so I attacked it with several waves of aircraft then followed that up with a combined attack from an infantry division and an anti-tank brigade. This attack forced the GD to retreat 1 hex back allowing my tank division to break out and regain supply.
This doesn't happen very often this early in the war for the Soviets, usually the pockets that the German can create are rock solid, but now and then you can slip someone thru.
Fog of War is active, that is why the Axis counters are only partially visible, some I am sure I don't even see. Air recon really helps in raising the detection level high enough so that I can make out what type of units are behind the front lines.
You also see a Partisan Cadre (PC) forming up in his rear area. Once it becomes a full Partisan unit (P), it will then go active and interdict his supply by blowing up rail lines. This is computer controlled and the player can only resupply them by air.

He had one of my Tank divisions surrounded, but the Gross Deutschland unit was adjacent to it, so I attacked it with several waves of aircraft then followed that up with a combined attack from an infantry division and an anti-tank brigade. This attack forced the GD to retreat 1 hex back allowing my tank division to break out and regain supply.
This doesn't happen very often this early in the war for the Soviets, usually the pockets that the German can create are rock solid, but now and then you can slip someone thru.
Fog of War is active, that is why the Axis counters are only partially visible, some I am sure I don't even see. Air recon really helps in raising the detection level high enough so that I can make out what type of units are behind the front lines.
You also see a Partisan Cadre (PC) forming up in his rear area. Once it becomes a full Partisan unit (P), it will then go active and interdict his supply by blowing up rail lines. This is computer controlled and the player can only resupply them by air.

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RE: Supply
ORIGINAL: Sabre21
This attack forced the GD to retreat 1 hex......
Why did it retreat to that hex and not another hex?
Or: are there Retreat Priorities?
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RE: Supply
ORIGINAL: Joe 98
ORIGINAL: Sabre21
This attack forced the GD to retreat 1 hex......
Why did it retreat to that hex and not another hex?
Or: are there Retreat Priorities?
I couldn't answer that. From what it looks there were 3 possibilities..any of which would have suited me..as long as it did.

RE: Supply
I am guessing the first number is the combat strength and the second the movement factors?[/align]

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RE: Supply
ORIGINAL: Sabre21
I couldn't answer that......it looks there were 3 possibilities......
Perhaps you could ask?
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RE: Supply
ORIGINAL: dlazov66
I am guessing the first number is the combat strength and the second the movement factors?[/align]
Correct
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RE: Supply
If you look at the "5 zoom level" post I explained it there...
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RE: Supply
Good question, if the retreat hex is randomly chosen than there's not much to be chosen... but if the retreat hex is the opposite hex from the mainattack force then you can sort of get the enemy unit into a hex you prefer.
ORIGINAL: Joe 98
ORIGINAL: Sabre21
This attack forced the GD to retreat 1 hex......
Why did it retreat to that hex and not another hex?
Or: are there Retreat Priorities?
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- Joel Billings
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RE: Supply
Retreat priorities (and some other info):
Defending units that have not shattered or routed, will then attempt to retreat to a friendly controlled hex using the following priorities. Retreating units will tend to retreat to hexes not adjacent to enemy units. They will try to avoid retreating into a stack that already has 3 friendly units, but if they do, they must continue to retreat and take additional retreat attrition losses for each additional hex that they retreat through. Retreating units tend to retreat to hexes that cost fewer MPs to reach, have rail, have forts and have fewer friendly combat units. Retreating over an unfrozen Minor river causes double retreat attrition, while retreating over an unfrozen Major river causes triple retreat attrition. At the conclusion of the retreat, the retreating unit suffers retreat attrition once for each adjacent hex that contains an enemy unit.
Defending units that have not shattered or routed, will then attempt to retreat to a friendly controlled hex using the following priorities. Retreating units will tend to retreat to hexes not adjacent to enemy units. They will try to avoid retreating into a stack that already has 3 friendly units, but if they do, they must continue to retreat and take additional retreat attrition losses for each additional hex that they retreat through. Retreating units tend to retreat to hexes that cost fewer MPs to reach, have rail, have forts and have fewer friendly combat units. Retreating over an unfrozen Minor river causes double retreat attrition, while retreating over an unfrozen Major river causes triple retreat attrition. At the conclusion of the retreat, the retreating unit suffers retreat attrition once for each adjacent hex that contains an enemy unit.
All understanding comes after the fact.
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RE: Supply
Thx for the answer, that does sound like everyting has been covered.
I do however have another question if you don't mind, and I don't know if this has been asked before or not. Can you set the losses at which your unit will retreat from combat? (within certain parameters that is, a low morale unit will not fight till the last man). So for instance a high value high morale unit can be set to stand and fight till the last man standing (or ofcourse till morale breaks and they route), or retreat when the unit is at ... say, 25% loss. You would for example set an unit in a town that has to be defended at 100%, but an unit in the endless steppes at 25% loss before retreat.
I do however have another question if you don't mind, and I don't know if this has been asked before or not. Can you set the losses at which your unit will retreat from combat? (within certain parameters that is, a low morale unit will not fight till the last man). So for instance a high value high morale unit can be set to stand and fight till the last man standing (or ofcourse till morale breaks and they route), or retreat when the unit is at ... say, 25% loss. You would for example set an unit in a town that has to be defended at 100%, but an unit in the endless steppes at 25% loss before retreat.
RE: Supply
ORIGINAL: Joshuatree
Thx for the answer, that does sound like everyting has been covered.
I do however have another question if you don't mind, and I don't know if this has been asked before or not. Can you set the losses at which your unit will retreat from combat? (within certain parameters that is, a low morale unit will not fight till the last man). So for instance a high value high morale unit can be set to stand and fight till the last man standing (or ofcourse till morale breaks and they route), or retreat when the unit is at ... say, 25% loss. You would for example set an unit in a town that has to be defended at 100%, but an unit in the endless steppes at 25% loss before retreat.
No not in the game.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


RE: Supply
Is it possible to move the control buttons, which are now located on top of your screen, to the right hand side of your screen? I ask this because my 24" monitor has more space in the width than in the height, if you get my point.
If right side is taken, may be we can move them to left side? I think that this poster is right, Button on top for wide screen is not optimal as we need more hight for the map than width...
Best regards
Skanvak
RE: Supply
how much affect do leaders of units.. or some generic leadership rating of sides, affect combat?
"Tanks forward"
RE: Supply
The rules section is very detailed about leaders but this is it in a nutshell. Leaders have several ratings that directly affect the outcome of a battle. They make an admin roll to see if they interject in the combat. If a lower HQ fails an admin roll, the next higher HQ tries and then the next. Leaders can be promoted by the AI or killed during battle. You can use admin points to move them around.


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Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


RE: Supply
ORIGINAL: Kid
The rules section is very detailed about leaders but this is it in a nutshell. Leaders have several ratings that directly affect the outcome of a battle. They make an admin roll to see if they interject in the combat. If a lower HQ fails an admin roll, the next higher HQ tries and then the next. Leaders can be promoted by the AI or killed during battle. You can use admin points to move them around.
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that raises an interesting issue. As we all know, Guderian and many other german officers were dismissed in December 41 and many other competent officers were dismissed by Hitler during the war. Is this addressed some way?
