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.

Moderator: Joel Billings

User avatar
juv95hrn
Posts: 290
Joined: Tue Jun 28, 2005 12:58 pm

RE: Quick Questions Thread

Post by juv95hrn »

ORIGINAL: Joel Billings

I think each combat unit does a leader check, and uses the value that is appropriate for that ground unit.


Thank you. That seems reasonable.

But this begs the question, what if a tank battalion is attached to an infantry division? Would it be the same here? Or would the leader use the two different stats, for the two different types of units, one Ground Unit, the other one Support Unit?

Thanks
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
User avatar
loki100
Posts: 11705
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: juv95hrn

ORIGINAL: Joel Billings

I think each combat unit does a leader check, and uses the value that is appropriate for that ground unit.


Thank you. That seems reasonable.

But this begs the question, what if a tank battalion is attached to an infantry division? Would it be the same here? Or would the leader use the two different stats, for the two different types of units, one Ground Unit, the other one Support Unit?

Thanks

In the main the mech/inf ratings are used in and around combat and relate to the element type, so an armoured element calls on the mech value and an infantry element ... . In effect it makes no practical difference if that element ended up on the battlefield because its organic to one of the formations or a support unit that got attached one way or the other.

as far as I know the 'unit' tests draw off the morale/admin ratings. There may be odd instances where a command type gives an admin gain to leadership (eg a Pzr corps gives a +1 on admin for motorised, then its possible the tank battalion will pass a test and the infantry division fail). But that clearly only kicks in for admin tests (mostly logistics, combat recovery and MP determination)
User avatar
juv95hrn
Posts: 290
Joined: Tue Jun 28, 2005 12:58 pm

RE: Quick Questions Thread

Post by juv95hrn »

ORIGINAL: loki100

ORIGINAL: juv95hrn

ORIGINAL: Joel Billings

I think each combat unit does a leader check, and uses the value that is appropriate for that ground unit.


Thank you. That seems reasonable.

But this begs the question, what if a tank battalion is attached to an infantry division? Would it be the same here? Or would the leader use the two different stats, for the two different types of units, one Ground Unit, the other one Support Unit?

Thanks

In the main the mech/inf ratings are used in and around combat and relate to the element type, so an armoured element calls on the mech value and an infantry element ... . In effect it makes no practical difference if that element ended up on the battlefield because its organic to one of the formations or a support unit that got attached one way or the other.

as far as I know the 'unit' tests draw off the morale/admin ratings. There may be odd instances where a command type gives an admin gain to leadership (eg a Pzr corps gives a +1 on admin for motorised, then its possible the tank battalion will pass a test and the infantry division fail). But that clearly only kicks in for admin tests (mostly logistics, combat recovery and MP determination)

So in summary you believe this to be the case, even with Tank Corps, not according to their base Ground Unit elements, but to the intrinsic ToE-elements. I guess I am primarily asking for the combat resolution leader checks. Ie. how bad is it to assign any armour elements to a very low Mech leader rating...

Thanks anyway. I didnt think of that there are checks for individual elements, and this may very well be the case.
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
User avatar
loki100
Posts: 11705
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: juv95hrn
...

So in summary you believe this to be the case, even with Tank Corps, not according to their base Ground Unit elements, but to the intrinsic ToE-elements. I guess I am primarily asking for the combat resolution leader checks. Ie. how bad is it to assign any armour elements to a very low Mech leader rating...

Thanks anyway. I didnt think of that there are checks for individual elements, and this may very well be the case.

treat ny response with caution but I think a 'unit' is coded as motorised or not. Most of the in-game leadership tests are for the 'unit', such as MP allocation, all the logistics stuff, if it recovers from rout, whether its committed to combat as a reserve and so on. Now those issues mostly key off morale/init/admin scores.

but there are tests at the element level, now some such as recovery of fatigue or from damage use the admin/morale ratings but each element is defined as mot/not mot.

Reason that might matter is the +1 admin for mot unit in a Pzr command or a Soviet tank army.

In combat, its mostly all about the elements, does it fire, does it pass a morale test, does it hit all have leadership tests applied (this is why if you run the same battle twice you get different outcomes). Now all that lot key off the mech/inf scores of the commander.

The bit I am really not sure of (& its certainly not in the manual) is does an element hold its unique mot/not mot status or does it inherit this from the unit type. So an infantry element in a Soviet tank corps keys off the mech value of the commander where an infantry element in a rifle diviision in the same tank army would key off the inf value of the commander.

Both would make some sense, so a tank battalion attached to a 3-6 Soviet infantry commander would either key off the mech score for that commander (& be relatively badly handled). On the other hand, its practical usage is going to be infantry support and it would make some sense for the infantry value to be used?
Jango32
Posts: 813
Joined: Mon Mar 15, 2021 4:43 pm

RE: Quick Questions Thread

Post by Jango32 »

Can someone help me figure out why for the last 3 or so turns only one railway repair unit has come out of the HQs along the Black Sea coast?

I have 4 Romanian rail repair support units attached to XI corps (southeast of Kherson) and 4 RAD SUs attached to the Mobile Hungarian Corps (southwest of Nikolaev). Both HQs are in range of damaged railways, no Soviet units are near and the closest FBD is one hex away from Kharkov. The units not coming on the map to repair the line has really put a number on my attempts to starve out Sevastopol and take it in 1941...

I can't seem to be able to attach the .sav file, so I will upload it on WeTransfer. The game version is 1.00.07, was hesitant to update mid-game. https://we.tl/t-sHWNK1hQsg
Tom_
Posts: 128
Joined: Sat Jun 27, 2020 8:29 am

RE: Quick Questions Thread

Post by Tom_ »

Hi Folks,

During my turn 2 popup messages flashed - the first was the death of an enemy general and the second something to do with the civilians in Stalingrad. I didn't have time to fully read them before they disappeared..
I understand I can use the commanders report to see the status of my generals i.e. look at their 'fate'. - Is it possible to see which enemy general I killed?
Second - is it possible to find out what the message said about Stalingrad?
( I have checked the event log (Ctrl E) and the Commanders Screen (C))

Thanks
User avatar
Darojax
Posts: 588
Joined: Fri Apr 29, 2011 10:24 am

RE: Quick Questions Thread

Post by Darojax »

@Jango32, the logi phase only checks if there are damaged rail hexes eligible for repair once. Therefore the auto rail repair units will only ever repair a single damaged hex on a given rail line per turn, regardless how many rail repair support units you have in range.
Image
User avatar
Darojax
Posts: 588
Joined: Fri Apr 29, 2011 10:24 am

RE: Quick Questions Thread

Post by Darojax »

Question:

Is there any advantage at all to have motorized non-combat support units, such as the Soviet Motorized Engineer-Sapper Battalions, compared to their non-motorized counterparts? As far as I can tell the only difference (and a disadvantage) is that they use a bunch of vehicles (and fuel) and have slightly lower ToE. I know that Soviet motorized units get a morale bonus later in the game, but for these construction units all it really means is like one extra point of construction value.

I feels gamey to disband them, but if there is no advantage at all, then better to find use for the trucks somewhere else?
Image
User avatar
loki100
Posts: 11705
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Tom_

Hi Folks,

During my turn 2 popup messages flashed - the first was the death of an enemy general and the second something to do with the civilians in Stalingrad. I didn't have time to fully read them before they disappeared..
I understand I can use the commanders report to see the status of my generals i.e. look at their 'fate'. - Is it possible to see which enemy general I killed?
Second - is it possible to find out what the message said about Stalingrad?
( I have checked the event log (Ctrl E) and the Commanders Screen (C))

Thanks

no the enemy dead general notification is a brief pop up and can't be recalled, same with the civilians. All that will be is that x,000s were moved, so think of it as a sort of refugee event (it happens when any urban centre changes hands and reduces the population at that location).

if its an AI game, you can always open its saves and look at its CR for leader losses
User avatar
loki100
Posts: 11705
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Darojax

Question:

Is there any advantage at all to have motorized non-combat support units, such as the Soviet Motorized Engineer-Sapper Battalions, compared to their non-motorized counterparts? As far as I can tell the only difference (and a disadvantage) is that they use a bunch of vehicles (and fuel) and have slightly lower ToE. I know that Soviet motorized units get a morale bonus later in the game, but for these construction units all it really means is like one extra point of construction value.

I feels gamey to disband them, but if there is no advantage at all, then better to find use for the trucks somewhere else?

no, the only practical gain is if you ever attach to a motorised combat unit then they have their own trucks.

In general, I'd follow the model that M60 uses and mostly get rid of most constructiion battalions and push the manpower and assets into the brigades. No harm to keeping some at the army/front level (small digging bonus) but the brigades are much more effective as location attachments such as expanding an airbase etc
Jango32
Posts: 813
Joined: Mon Mar 15, 2021 4:43 pm

RE: Quick Questions Thread

Post by Jango32 »

So the SUs can repair only one hex belonging to a specific railway line. Well, this changes a lot...
User avatar
loki100
Posts: 11705
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Jango32

So the SUs can repair only one hex belonging to a specific railway line. Well, this changes a lot...

yes the auto SU can only repair a rail hex adjacent to an otherwise repaired hex. Note this hex does not have to be connected by rail to the existing repaired hex (there are quite a few places on the map where this can happen).

also the auto SU will not repair a rail hex if an FBD/NKPS is adjacent to it, so they won't extend the repair on a track you are manually repairing
User avatar
Darojax
Posts: 588
Joined: Fri Apr 29, 2011 10:24 am

RE: Quick Questions Thread

Post by Darojax »

A question about factory evacuation:

is there a difference in the amount of damage taken if moved manually vs being evacuated due to axis taking the hex? The manual says that the automatic scheduled relocation makes the factory take least damage, but it doesnt differentiate the amount of damage taken between manual or forced (axis advance) relocation.
Image
User avatar
loki100
Posts: 11705
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Darojax

A question about factory evacuation:

is there a difference in the amount of damage taken if moved manually vs being evacuated due to axis taking the hex? The manual says that the automatic scheduled relocation makes the factory take least damage, but it doesnt differentiate the amount of damage taken between manual or forced (axis advance) relocation.

I think its not important as to which is chosen, but there may be a small bit extra for a forced early evac
User avatar
Beethoven1
Posts: 1439
Joined: Wed Mar 24, 2021 9:23 pm

RE: Quick Questions Thread

Post by Beethoven1 »

ORIGINAL: loki100

ORIGINAL: Darojax

A question about factory evacuation:

is there a difference in the amount of damage taken if moved manually vs being evacuated due to axis taking the hex? The manual says that the automatic scheduled relocation makes the factory take least damage, but it doesnt differentiate the amount of damage taken between manual or forced (axis advance) relocation.

I think its not important as to which is chosen, but there may be a small bit extra for a forced early evac

I tested and found that I got 33% damage if manually evacuated, and 100% damage if not manually evacuated and lost the next turn. I would not call that a small difference. However, I only tested one instance, maybe the damage depends on the # of turns by which you lose it prior to the date when it is scheduled to be evacuated, or something similar? If so, then maybe the effect is smaller in other cases. But 33 vs 100 is a pretty large difference.

Also, just generally, I gotta say, it is pretty annoying how factories will get relocated from places like Leningrad even if it is under absolutely no threat at all, but meanwhile won't evacuate factories in other places like the Don Basin or Kharkov, and the player has no way to change this even if the in-game situation is nothing like the historical situation where the German advance was delayed in the south but rapid in the north.
User avatar
Kel
Posts: 245
Joined: Fri Dec 17, 2010 4:20 pm

RE: Quick Questions Thread

Post by Kel »

Hi, in a MP campaign, with bpatch 1.01.00 it seems that I can't change some leaders.
November 1941, 9th army on the railroad in front of rostov, hq Southern front, TOE 98%, supply 96%, CO Grigory Sokolov (3.5). Dismissal cost : 11 AP. I try to change him for a better guy - Bobkin, Meretskov, Petrov usw. Nothing happens. Some APs are sent but no change occurs at all.
Does anybody get the same issue or know a workaround ? Thank you
Kein Operationsplan reicht mit einiger Sicherheit
über das erste Zusammentreffen
mit der feindlichen Hauptmacht hinaus.
User avatar
loki100
Posts: 11705
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Kel

Hi, in a MP campaign, with bpatch 1.01.00 it seems that I can't change some leaders.
November 1941, 9th army on the railroad in front of rostov, hq Southern front, TOE 98%, supply 96%, CO Grigory Sokolov (3.5). Dismissal cost : 11 AP. I try to change him for a better guy - Bobkin, Meretskov, Petrov usw. Nothing happens. Some APs are sent but no change occurs at all.
Does anybody get the same issue or know a workaround ? Thank you

sounds like this bug - https://www.matrixgames.com/forums/tm.asp?m=5043766

Joel's response includes a work around that seemed to work for the person who posted the bug report
User avatar
Hardradi
Posts: 835
Joined: Wed Feb 09, 2011 8:16 am
Location: Swan River Colony

RE: Quick Questions Thread

Post by Hardradi »

Fighters from Air HQ's will join in on Ground Support with different Targets. Eg, Rumanian Fighters with GS mission for AG Antonescu will join in an assist AG South units in battle. Is this WAD?

This makes it even more difficult to attempt to manage your own air losses. You basically have Zero control over what fighters are going to fly unless you labouriously switch them on and off Rest between battles.
User avatar
loki100
Posts: 11705
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Hardradi

Fighters from Air HQ's will join in on Ground Support with different Targets. Eg, Rumanian Fighters with GS mission for AG Antonescu will join in an assist AG South units in battle. Is this WAD?

This makes it even more difficult to attempt to manage your own air losses. You basically have Zero control over what fighters are going to fly unless you labouriously switch them on and off Rest between battles.

yes its WAD, fighter interaction with GS missions is set out in 18.1.3:



Image
Attachments
20210709_050711.jpg
20210709_050711.jpg (227.26 KiB) Viewed 252 times
User avatar
Hardradi
Posts: 835
Joined: Wed Feb 09, 2011 8:16 am
Location: Swan River Colony

RE: Quick Questions Thread

Post by Hardradi »

Cheers [:)]
Post Reply

Return to “Gary Grigsby's War in the East 2”