Quick Questions Thread
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- thedoctorking
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RE: Quick Questions Thread
Is there any mechanism for building new USSR Army HQ's, as there was in Wite1?
- IslandInland
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RE: Quick Questions Thread
As far as I know Soviet HQs cannot be built.
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War In The East 2 & Steel Inferno Expansion
War In The West Operation Torch
Strategic Command American Civil War
Strategic Command WWII: War in the Pacific
XXXCorps
1941 Hitler's Dream Scenario for WITE 2
RE: Quick Questions Thread
ORIGINAL: thedoctorking
Is there any mechanism for building new USSR Army HQ's, as there was in Wite1?
no, one of the main changes to WiTE1 listed in the manual, given your other question suggest a quick scan of 30.1
- erikbengtsson
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RE: Quick Questions Thread
I am shifting around Armies to and from the SR to get their TOE up through refit. Bryansk Front just showed up on map, and I want to get Western Front refitted. Is there any way to get Fronts refitted or to the SR?
RE: Quick Questions Thread
put them on a large well stocked depot, that should work or in the SR if you can spare them.
remember that in the early phase as the Soviets you have an overall lack of support squads so even in the best of situations it can take a while to fit out a HQ
remember that in the early phase as the Soviets you have an overall lack of support squads so even in the best of situations it can take a while to fit out a HQ
- erikbengtsson
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RE: Quick Questions Thread
While I can get Armies and Corps to the SR, I haven't been able to transfer Fronts there. How can I get a Front HQ to the SR?
RE: Quick Questions Thread
ORIGINAL: erikbengtsson
While I can get Armies and Corps to the SR, I haven't been able to transfer Fronts there. How can I get a Front HQ to the SR?
yep you're right, just tested and you can't move Fronts off the map or to the reserve. So only solution is to base them on big depots (which is where they should be in any case)
RE: Quick Questions Thread
My ?
I did motorized a division as German and all seems good except the on board counter does not change showing new status which it definitely has ??? Is there a way without using edit of changing the counter?? IE counter shows as non moterized inf still
I did motorized a division as German and all seems good except the on board counter does not change showing new status which it definitely has ??? Is there a way without using edit of changing the counter?? IE counter shows as non moterized inf still
"Tanks forward"
RE: Quick Questions Thread
I don't think so but I'm not clear how to mod things, maybe ask in the modding forum?
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RE: Quick Questions Thread
I've seen a lot of playthrough videos set up defensive lines with units at "every other hex." Can someone explain why this is the preferable method over a defensive line that is utilizing every hex or conversely one that is utilizing a unit with 2 hexes between them?
Thanks!
Thanks!
RE: Quick Questions Thread
its very situational, but basically ZoC consume movement and its mobility not firepower that will kill you.
so in the early game if the Soviet player sets up linear defensive lines they are risking the axis to break it at 2 spots and then pocket the central units. if they defend in every hex and in depth behind it then they are less likely to lose too much in pockets.
Once the initial phase is over, then yes usually defend with a solid line but always think of depth and think of the MP cost for some hexes (ie let the terrain defend for you)
so in the early game if the Soviet player sets up linear defensive lines they are risking the axis to break it at 2 spots and then pocket the central units. if they defend in every hex and in depth behind it then they are less likely to lose too much in pockets.
Once the initial phase is over, then yes usually defend with a solid line but always think of depth and think of the MP cost for some hexes (ie let the terrain defend for you)
- Beethoven1
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RE: Quick Questions Thread
ORIGINAL: loki100
its very situational, but basically ZoC consume movement and its mobility not firepower that will kill you.
so in the early game if the Soviet player sets up linear defensive lines they are risking the axis to break it at 2 spots and then pocket the central units. if they defend in every hex and in depth behind it then they are less likely to lose too much in pockets.
Once the initial phase is over, then yes usually defend with a solid line but always think of depth and think of the MP cost for some hexes (ie let the terrain defend for you)
But in addition to ZoC, another important factor that can slow the Axis advance are combat delays. If you only have a unit every other hex, then Germany can do an attack to rout a Soviet unit out of the way. Then, typically, a combat delay will be created in the hex where the Soviet unit was. But then Germany can move into the neighboring un-defended hex without taking a combat delay.
For this reason, it can also be good to have a continuous line of defense, so that there are no paths Germany can move forward through without taking a combat delay.
RE: Quick Questions Thread
agree, its a completely situational judgement. A continuous line is better but not at the expense of some defence in depth.
as so often, its a case of picking the least worst option for the circumstances
as so often, its a case of picking the least worst option for the circumstances
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RE: Quick Questions Thread
Do railways provide any bonus to the (non-rail) movement of units in a similar way that roads do? In other words, given two nearly identical hexes, one with a railroad and one without, is there any benefit to travelling on the former in terms of movement cost?
Thanks!
Thanks!
RE: Quick Questions Thread
no - see the movement tables in section 38.7.1 for all the variables that might apply
RE: Quick Questions Thread
At the start of the '41 campaign the Germans do not want to release the southern soviet forces but they move the mountain div near the border west of Lvov without entering
the SU. This "captures" a hex inside the Soviet border because there is no Russian ZOC in the corner hex. This hex is south of 187 so this releases the Soviet southern forces, right? If so, oops.
the SU. This "captures" a hex inside the Soviet border because there is no Russian ZOC in the corner hex. This hex is south of 187 so this releases the Soviet southern forces, right? If so, oops.
RE: Quick Questions Thread
ORIGINAL: glenhope
At the start of the '41 campaign the Germans do not want to release the southern soviet forces but they move the mountain div near the border west of Lvov without entering
the SU. This "captures" a hex inside the Soviet border because there is no Russian ZOC in the corner hex. This hex is south of 187 so this releases the Soviet southern forces, right? If so, oops.
no, its both conditions that must be satisfied so its not just south of the relevant hex, its south and east. So operating south of Przemsyl is absolutely fine, just be careful if you cross the Dnestr on that sector.
RE: Quick Questions Thread
ORIGINAL: loki100
ORIGINAL: glenhope
At the start of the '41 campaign the Germans do not want to release the southern soviet forces but they move the mountain div near the border west of Lvov without entering
the SU. This "captures" a hex inside the Soviet border because there is no Russian ZOC in the corner hex. This hex is south of 187 so this releases the Soviet southern forces, right? If so, oops.
no, its both conditions that must be satisfied so its not just south of the relevant hex, its south and east. So operating south of Przemsyl is absolutely fine, just be careful if you cross the Dnestr on that sector.
Are you sure? The rules say 'south or east'.
RE: Quick Questions Thread
You must control a hex that has BOTH coordinates > 187. If only a single coordinate is > 187 then you are okay still.