
Quick Questions Thread
Moderator: Joel Billings
RE: Quick Questions Thread
Can someone tell me what (or even why) there are two numbers for the Radius of the aircraft. Ju88D-2 has a radius of 658 miles which should be 65 hexes. I'm not sure what the 49/65 means. I looked in the manual (albeit briefly) and didn't see anything.


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"None but an armed nation can dispense with a standing army" ~ Thomas Jefferson
RE: Quick Questions Thread
With drop tanks?ORIGINAL: loudscott
Can someone tell me what (or even why) there are two numbers for the Radius of the aircraft. Ju88D-2 has a radius of 658 miles which should be 65 hexes. I'm not sure what the 49/65 means. I looked in the manual (albeit briefly) and didn't see anything.
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RE: Quick Questions Thread
hello 
I have a little question: Where can I see in game, how many movement points are required to pass a specific hex?

I have a little question: Where can I see in game, how many movement points are required to pass a specific hex?
RE: Quick Questions Thread
you can't directly but you can see how many MP a unit will have left after each hex in its movement chain - so you can work out the cost of a given hex that way.
if its a hex you can't enter for some reason then you need to use the movement tables in the manual.
The problem is the cost per hex isn't fixed, it depends on the links, enemy units, who controlled the hex at the start of the turn, just what you are moving as well as variables such as the weather
if its a hex you can't enter for some reason then you need to use the movement tables in the manual.
The problem is the cost per hex isn't fixed, it depends on the links, enemy units, who controlled the hex at the start of the turn, just what you are moving as well as variables such as the weather
RE: Quick Questions Thread
I am on my first turn playing Soviets in 41 GC v AI.
Commander's Report shows 15 recon battles. I checked all of them individually and I noticed rather high numbers of recon aircraft in them - the lowest I found was 51, the highest 264, but on average it is ~100 and in some cases >200.
Is it WAD that one 10 mile piece of land is scouted by 200 airframes? I wander how does that work for fatigue and op. losses? Any comment behind such rationale would be appreciated.
Commander's Report shows 15 recon battles. I checked all of them individually and I noticed rather high numbers of recon aircraft in them - the lowest I found was 51, the highest 264, but on average it is ~100 and in some cases >200.
Is it WAD that one 10 mile piece of land is scouted by 200 airframes? I wander how does that work for fatigue and op. losses? Any comment behind such rationale would be appreciated.
RE: Quick Questions Thread
the 'battle' location for recon ADs is set as a single spot (for each day), usually at the centre of the efforts, the effect is then spread from there across the entire AD box
RE: Quick Questions Thread
thanks for your answerORIGINAL: loki100
you can't directly but you can see how many MP a unit will have left after each hex in its movement chain - so you can work out the cost of a given hex that way.
if its a hex you can't enter for some reason then you need to use the movement tables in the manual.
The problem is the cost per hex isn't fixed, it depends on the links, enemy units, who controlled the hex at the start of the turn, just what you are moving as well as variables such as the weather

is it possible to add a tooltip, which shows us the needed movement points for the selected unit when we hover over a hex?
or an additional layer, that shows us all needed movement points for the unit on the map?
or better: an additional layer which shows us all current needed movement points without selecting a unit and when we select a unit, it calculates the movement points for the specific unit and shows us all?
hm, more layers could be really cool. like a simple terrain layer (white for plains, light green for light woods etc.). I should stop thinking


RE: Quick Questions Thread
17.3.1 . . .
Select one (in this case the 206 ShaD) and the list of
suggested air groups will be shown as:
By default, this will attach itself to the nearest Air HQ
but that can be changed. You can tell it just to use Livny (as
shown) or click ‘Multiple air bases’ and any planes in excess
of air base capacity will be deployed nearby
Air groups will not deploy if the air base is full, if the
AOG is full or if the AOG is of a differently nationality.
Finally you can accept the suggested list, remove some
(if you do not want to fill up the AOG) or replace them with
other suitable air groups. Note that this type of Soviet AOG
can only contain ground attack formations.
Once you are content with your choices, click on
TRANSFER.
Trying to follow these instructions, not seeing any TRANSFER tp click on. (All aircraft had been sent to reserve for the winter as Soviets.) Wanted to bring back transport groups to Moscow. Program picked Kalinin as Air HQ.
After selecting groups can't seem to effectuate transfer. Stuck.
Select one (in this case the 206 ShaD) and the list of
suggested air groups will be shown as:
By default, this will attach itself to the nearest Air HQ
but that can be changed. You can tell it just to use Livny (as
shown) or click ‘Multiple air bases’ and any planes in excess
of air base capacity will be deployed nearby
Air groups will not deploy if the air base is full, if the
AOG is full or if the AOG is of a differently nationality.
Finally you can accept the suggested list, remove some
(if you do not want to fill up the AOG) or replace them with
other suitable air groups. Note that this type of Soviet AOG
can only contain ground attack formations.
Once you are content with your choices, click on
TRANSFER.
Trying to follow these instructions, not seeing any TRANSFER tp click on. (All aircraft had been sent to reserve for the winter as Soviets.) Wanted to bring back transport groups to Moscow. Program picked Kalinin as Air HQ.
After selecting groups can't seem to effectuate transfer. Stuck.
RE: Quick Questions Thread
ORIGINAL: geforth
thanks for your answerORIGINAL: loki100
you can't directly but you can see how many MP a unit will have left after each hex in its movement chain - so you can work out the cost of a given hex that way.
if its a hex you can't enter for some reason then you need to use the movement tables in the manual.
The problem is the cost per hex isn't fixed, it depends on the links, enemy units, who controlled the hex at the start of the turn, just what you are moving as well as variables such as the weather
is it possible to add a tooltip, which shows us the needed moving points for the selected unit if we hover over a hex?
or an additional layer, that shows us all needed movement points for the unit on the map?
or better: an additional layer which shows us all current needed movement points without selecting a unit and when we select a unit, it calculates the movement points for the specific unit and shows us all?
hm, more layers could be really cool. like a simple terrain layer (white for plains, light green for light woods etc.). I should stop thinkingmaybe that is more for the suggestions forum.
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best to put into the requests sub-forum and keep this for relatively quick answers - more chance that those who can actually make that sort of change will see it there
RE: Quick Questions Thread
ORIGINAL: wpurdom
...
Trying to follow these instructions, not seeing any TRANSFER tp click on. (All aircraft had been sent to reserve for the winter as Soviets.) Wanted to bring back transport groups to Moscow. Program picked Kalinin as Air HQ.
After selecting groups can't seem to effectuate transfer. Stuck.
are you using a transport AOG?
I've just retested using the exact steps and it works fine for me
RE: Quick Questions Thread
I tried it again, picked multiple bases, it automatically put overflow into N Moscow and I saw the transfer option.
It worked.
I don't know if I was just not looking in the right part of the window or what before, or there was some other problem on my previous move.
It worked.
I don't know if I was just not looking in the right part of the window or what before, or there was some other problem on my previous move.
RE: Quick Questions Thread
good [;)]
if you are not aiming for a very particular airbase, I tend to bring via the AOG/Air command lable, that is pretty quick and will use any viable airbase in the area it is operating in. This can bring a new AOG onto the map as well as individual air groups
if you are not aiming for a very particular airbase, I tend to bring via the AOG/Air command lable, that is pretty quick and will use any viable airbase in the area it is operating in. This can bring a new AOG onto the map as well as individual air groups
RE: Quick Questions Thread
Aha, so that is for one day? In other words - if recon is set to 7 days per week, there would be 7 battles. Is that a correct understanding of what you are saying?ORIGINAL: loki100
the 'battle' location for recon ADs is set as a single spot (for each day), usually at the centre of the efforts, the effect is then spread from there across the entire AD box
RE: Quick Questions Thread
Sorry if that has been answered before but is there a plan to release the game at steam? well, if so, would it be within this year?
RE: Quick Questions Thread
yes, each mission picks a notional hex as its centre of gravity, what it tries to do is to even out the recon across the box over all its missions/days but it will take account of terrain (ie it knows it has a low chance of detecting something in a major city hex or heavy woods)
RE: Quick Questions Thread
ORIGINAL: loki100
ORIGINAL: fwhite
Can someone explain this to me. I don't understand the negative replacements in the unit supply details.
"Replacements: The net number of men received as replacements and the freight tonnage that was converted to replacements.
This number can be negative if more men are returned to the pool than are received in replacements."
So, why would men return to the pool even if the TOE of the given unit is not 100%?
at the end of a turn, a 'damaged' element is assessed, if it is manpower based then some are treated as kia, some so seriously wounded as needing to be sent out of the unit and some returned to the unit. The mid-group are -ve replacements in terms of that rule in that they leave the unit (& may or may not be balanced by those returning or being allocated as fresh replacements)
similar for a vehicle, its written off, sent to the pool to repair or treated as repaired
Okay thanks for the info.
Is there a report that shows the exact details of which elements are being returned to the divisions as well as which elements are being sent for repair?
I can see in the replacement section of the logistics phase report the amount of vehicles that have been repaired or written off. But I'm curious if there is a more detailed screen for the individual divisions as to what is leaving the divisions for repair/returning to the divisions as replacements.
Thank you!
RE: Quick Questions Thread
not really, you can see what a formation is holding as damaged (the unit counter shows this) but that won't show you write offs etc.
Suspect it would be complex to provide given that there is a substantive problem in matching individuals with the actual game building block of the element.
Suspect it would be complex to provide given that there is a substantive problem in matching individuals with the actual game building block of the element.
RE: Quick Questions Thread
Was trying to find the date for the split of Army Group South into 2 Army Groups, but can't find it anywhere in the manual. Is it gone or am I blind?
RE: Quick Questions Thread
its handled as a fixed reinforcement not a rule based outcome. Check the axis reinforcement chart and you'll see it (& its subsequent transfers)
RE: Quick Questions Thread
ORIGINAL: loki100
its handled as a fixed reinforcement not a rule based outcome. Check the axis reinforcement chart and you'll see it (& its subsequent transfers)
got it, thx