Quick Questions Thread

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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SchDerGrosse
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Re: Quick Questions Thread

Post by SchDerGrosse »

What does the second number in the combat value row mean?

Image

Is it current combat value vs. potential max combat value?

That cant be right as that would mean some crazy potential combat values.

Image

There is no way that the 1st RM GD Inf. div could achieve a CV of 55.

So what does the number mean? :?

Also, whats up with CV not updating with the adding of support units and/or better generals?

Image

Image

Is this something that is a characteristic to Wite2? In the first game I could immediately see the effect of a better general on a given units combat capability. Now despite the fact that I switched Model to the shittiest german general I could find, there arent any changes visible on the unit cards.
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

It's the defense CV value, which takes into account the terrain in the unit's hex.
All understanding comes after the fact.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

SchDerGrosse wrote: Mon Nov 20, 2023 9:02 pm Is this something that is a characteristic to Wite2? In the first game I could immediately see the effect of a better general on a given units combat capability. Now despite the fact that I switched Model to the shittiest german general I could find, there arent any changes visible on the unit cards.
Generals stats do not affect the CV values shown on the counters.
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SchDerGrosse
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Re: Quick Questions Thread

Post by SchDerGrosse »

Joel Billings wrote: Mon Nov 20, 2023 9:32 pm It's the defense CV value, which takes into account the terrain in the unit's hex.
Thank you!
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SchDerGrosse
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Re: Quick Questions Thread

Post by SchDerGrosse »

Wiedrock wrote: Mon Nov 20, 2023 10:20 pm
SchDerGrosse wrote: Mon Nov 20, 2023 9:02 pm Is this something that is a characteristic to Wite2? In the first game I could immediately see the effect of a better general on a given units combat capability. Now despite the fact that I switched Model to the shittiest german general I could find, there arent any changes visible on the unit cards.
Generals stats do not affect the CV values shown on the counters.
Which in my opinion is a shame. I liked that it Wite1 I could immediately see the resutls of appointing a better general on the estimated combat value of my untis.
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SchDerGrosse
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Re: Quick Questions Thread

Post by SchDerGrosse »

Wiedrock wrote: Mon Nov 20, 2023 10:20 pm
SchDerGrosse wrote: Mon Nov 20, 2023 9:02 pm Is this something that is a characteristic to Wite2? In the first game I could immediately see the effect of a better general on a given units combat capability. Now despite the fact that I switched Model to the shittiest german general I could find, there arent any changes visible on the unit cards.
Generals stats do not affect the CV values shown on the counters.
Which in my opinion is a shame. I liked that it Wite1 I could immediately see the resutls of appointing a better general on the estimated combat value of my untis.
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SchDerGrosse
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Re: Quick Questions Thread

Post by SchDerGrosse »

Wiedrock wrote: Mon Nov 20, 2023 10:20 pm
SchDerGrosse wrote: Mon Nov 20, 2023 9:02 pm Is this something that is a characteristic to Wite2? In the first game I could immediately see the effect of a better general on a given units combat capability. Now despite the fact that I switched Model to the shittiest german general I could find, there arent any changes visible on the unit cards.
Generals stats do not affect the CV values shown on the counters.
Which in my opinion is a shame. I liked that it Wite1 I could immediately see the resutls of appointing a better general on the estimated combat value of my untis.
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Metalist
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Re: Quick Questions Thread

Post by Metalist »

Hi all,

In a PBEM game (v 1.02.52) playing as Axis, the recent turns saw that the Luftwaffe suffer considerable flak and operational losses compared to the enemy. The weather conditions, although rainy, indicate Fair(50). What can be done to improve situation?


Thanks in advance.
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DarkHorse2
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Re: Quick Questions Thread

Post by DarkHorse2 »

Operational losses.... sigh....

There has been responses made by Matrix in regards to Operation loss concerns that also stated that flying missions to the extreme limit of their ranges or "% travelled" can also increase the AC's Operational losses.

Well, that is nice.... how to do I affect that? Is there a setting or configuration option that allows me to put a limit, of say 50% (for % travelled)? Short answer - NO.

:evil:

The other things I am aware of, that are potentionally in your control....

1. Avoid airbase level 1 (i spend some real effort upgrading airbases to address this)
2. Avoid overstacking airbases
3. Avoid bad weather
Poor weather will substantively increase the operational losses, especially for air
groups with low experience.
4. Avoid flying from airbases with limited Air Support (in comparison to Air Support Need)
5. Avoid flying from airbases with limited supply.
6. Avoid flying with low morale or high fatigue pilots.
7. This is not confirmed, but suspected... but it involves changing the Air Doctrine "Pct Fly" for flying missions. Basically, this helps to prevent flying your air units to the dust during the air phase. So, if you set a high %, lets say 70%, the idea is that once you have less than 70% AC avail, it will no longer fly that turn. It should also apply to operational losses as well and as you start taking OP losses, that should indicate that the entire AOG is at OP risk and therefore you don't want it to fly anymore that turn. Setting the "Pct Fly" to a high value may help address OP losses. But be careful to only apply it to something non-critical, like recon.
8. Air Mission "Intensity" can indirectly impact OP losses.
9. Air Mission days per week flown. (don't fly too many days / week... but the value is very subjective)
10. Air Mission altitude can also impact OPS losses. I think that flying at low Altitudes with inexperienced pilots increases the OPS loss rate. (I have never gotten a good feel for the sweet spot here... and tend to avoid Low Altitude missions in general.)
Aircraft flying under 5,000 feet can suffer additional operational losses, with the
lower they fly the greater the losses. Extremely high experience pilots can avoid
most/all of these extra losses.
A lot of this is very subjective as OPS calculations used by WiTE2 have not been published.

This is all that comes to me off the top of my head...

EDIT
- Reliability seems to be a factor as well.
The value for reliability will have an effect in determining if a damaged plane will
crash on its return to base (i.e. become an operational loss) or land safely
- Fatigue (as previously mentioned) seems to be indirectly linked to OPS losses.
Air group unit fatigue impacts combat effectiveness, the number of aircraft
operational losses and the number of aircraft from that air group unit that will
conduct a particular air mission. Air group units gain fatigue as a result of air combat
and the amount gained is dependent on the number of air attacks made and the total
distance flown.
Air group units can recover from fatigue during the supply segment of the logistics
phase. As with ground elements, the amount of fatigue reduction will be determined
by the supply situation and available air support squad ground elements at the air
base unit the air group unit is attached.
Fatigue will increase if the planes are flying over 25,000 feet
- Night (I completely missed this one)
Planes flying at night will suffer higher operational losses
zorroot
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Re: Quick Questions Thread

Post by zorroot »

What is the current game version of WITE2 ? Mine says 1.02.52 and the updater tells me it is the current version. But recently I have seen info posted by a player that says 1.03.07.
FortTell
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Re: Quick Questions Thread

Post by FortTell »

zorroot wrote: Wed Dec 20, 2023 5:09 pm What is the current game version of WITE2 ? Mine says 1.02.52 and the updater tells me it is the current version. But recently I have seen info posted by a player that says 1.03.07.
1.03.07 is the official version. See this topic: https://www.matrixgames.com/forums/view ... 6&t=400035
cgoddard
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Re: Quick Questions Thread

Post by cgoddard »

Am I missing something fundamental but:

Reached end of 1943: whenever I get any hole in Axis front with Russians, in the Axis turn they rush seemingly dozens of units to the area, smash the breakthough and still have enough movement to rush back to other areas of the front to keep a continuous line. What are my units supposed to be doing whilst great areas of front are undefended by Axis units? Seems no way to get any breakthough.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

cgoddard wrote: Tue Dec 26, 2023 6:46 pm Am I missing something fundamental but:

Reached end of 1943: whenever I get any hole in Axis front with Russians, in the Axis turn they rush seemingly dozens of units to the area, smash the breakthough and still have enough movement to rush back to other areas of the front to keep a continuous line. What are my units supposed to be doing whilst great areas of front are undefended by Axis units? Seems no way to get any breakthough.
Are you playing the AI?
Difficulty 110?

If yes, then the AI is allowed to teleport units (AFAIK).
cgoddard
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Re: Quick Questions Thread

Post by cgoddard »

Yes playing against AI - as far as I can see I have all settings at 100% in Options. Difficulty is at Normal - are there any other settings?

Thanks
Stamb
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Re: Quick Questions Thread

Post by Stamb »

AI is known for cheating, you cant avoid it
the only solution is to play PvP
Слава Україні!
Glory to Ukraine!
NewObama
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Re: Quick Questions Thread

Post by NewObama »

Good afternoon Please tell me whether the roads in the game matter and influence, since I didn’t see what they influence?
Teo41_ITA
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Re: Quick Questions Thread

Post by Teo41_ITA »

Roads affect the MP needed to enter an enemy controlled hex, afair. Better roads = less MP spent.
aMaschina
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Re: Quick Questions Thread

Post by aMaschina »

I have a couple of questions that arose while playing the soviets.

I am used to the german Unit - Corps - Army - Army HQ - OKW chain of command

The soviets without some exceptions skip the corps and follow the Army - Front - Stavka scheme.

As for the germans you always want a unit to be no more than 5 hexes away from the corps because of command range and in order to provice support units. What is the ideal distance for the soviets? I checked the manual and came up with this:

Army HQ (4.7.4)

command range: max 15 hexes
support units: max 5 hexes
command range modifier: the nearer the better, so basically 0 (15.5.4)

4.13.2 says

" The most
important relationship is the unit should be less than 6
hexes away from its direct commanding HQ"

only to then state

"It is
important to ensure that combat units are within 5 hexes
of their immediate controlling HQ"

So is my assumption right that you - even if you dont work with Corps - you want the unit to be no more than 5 hexes away from the Army HQ?

----
I want to put Zhukov to an Army HQ but since he is a marshal he can be at a front at the lowest?

15.1 states:

At the
highest level, leaders can command Corps, Army/Air Army,
Army Group and High Command headquarters (Type 1, 2,
3 and 4 HQ units).


I want to put Zhukov to an Army HQ but since he is a marshal he can be at a front at the lowest? Because I cannot find him if I try to replace an Army HQ commander.

---

I tried to use support level 3 for my Army HQs - this should leave all those HQs with 3 units of support units there are - but the reality is some HQs gain 15 support units while others gain none - why is that?

---

I tried to put a looot of engineers into my Army HQs - are they distributing their construction value among all the units attached evenly or is one of the divisions chosen randomly and supported for a turn in terms of fortification work?

Also which of the engineer/sapper/RR construction brigades are the best for the purpose? I tried to check for the construction value but some of those are going out and repair railroad instead of helping with fortification


---

What is better, have a solid line of 3 stacks or a single unit line but 3 hexes deep?

---

Is strategic warfare considered to be worthwile? By that I mean bombing railyards and ports
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M60A3TTS
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Re: Quick Questions Thread

Post by M60A3TTS »

Always try to have combat units 5 hexes or less from the controlling HQ. If you have a unit reporting to a corps that reports to an army, having it 5 hexes from both is the most ideal.

How many support units a HQ gets based on support level is on a best efforts basis. If you don't have enough support units of one type, not every HQ gets the number required.

If Zhukov isn't an option and he isn't dead, he's commanding another HQ. This is not the norm for most leaders but here you have to relieve Zhukov from his current command, then he will be available.
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RKhan
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Re: Quick Questions Thread

Post by RKhan »

Its 1941 Soviet and I can only get Shap units to associate with SAD airbases.

Is this correct, and if so, what happens when SAD goes away?

Thank you!
RKhan
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