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Divisions not refitting

 
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Divisions not refitting - 12/7/2016 4:10:11 PM   
Vadrus

 

Posts: 16
Joined: 11/25/2016
Status: offline
Hey guys

I pulled two panzer divisions from the east front and have had them sitting on a depot with their HQ on a rail line for 8 months. Even though they are priority 4 for their corps and depot (and are in fact stacked with their corps HQ) and have no other units in the corps and are attached to an army and army group at priority 4 they have not had a single tank added to their TOE in all that time. Other divisions in apparently worse supply situations get tanks coming out of their ears. I have their toe at 100% as well.

Please explain what it happening here! How do I fix it?
Post #: 1
RE: Divisions not refitting - 12/7/2016 6:29:21 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Are they in refit mode and on a national supply source depot (like Berlin)? IIRC that's the only way to ensure they will get first crack at what they want. I'm guessing you just have too many units needing things and scarce manpower and tanks (in east and west). Best way to get feedback from all would be to post a save from your game. You can zip it up and attach it to your post so all can view it, or alternatively send it to 2by3@2by3games.com.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Vadrus)
Post #: 2
RE: Divisions not refitting - 12/10/2016 2:33:31 AM   
humble1

 

Posts: 13
Joined: 8/2/2011
Status: offline
I am having the same issue on the refitting issue on the allied side.

Here is some information to chew on.

Manpower USA -- Pool -- Built
turn 84-------- 24,318 -- 521,000
turn 74-------- 24,123 -- 464,000
turn 64-------- 22,536 -- 407,000
turn 54-------- 14,784 -- 353,000

Armaments USA -- Pool -- Built
turn 84-------- 20,126k -- 22,700k
turn 74-------- 17,310k -- 19,400k
turn 64-------- 14,784k -- 16,400k
turn 54-------- 12,017k -- 13,400k

AM Rifle Squad -- Pool -- Built -- Total Losses -- My units are being bleed dry with losses but getting no Rifle Squads replacements
turn 84-------- 4881 -- 2856 -- 1746
turn 74-------- 4137 -- 2856 -- 1370
turn 64-------- 3628 -- 2856 -- 974
turn 54-------- 2900 -- 2856 -- 494

By clicking the SUPPLY DETAILS button you get UNIT SUPPLY DETAIL WINDOW

In the Received section

replacements are negative numbers which means that replacements are going into the pool.
I have more rifle squads in the poll than being produced.

under the NO MANPOWER I get 100 which means I getting no rifle squads. I have many units trying to refit but the same problem on different ports and cities with a depot which has a lot of freight. And I have many units of rifle squads and armament points(computer is no longer using ARMAMENTS units because of a surplus) in the pool but none are getting to units. And it looks like over 40 turns no new squads were built because of the surplus and trickle back on rifle squads.

So to conclude
1. units are refit mode
2. HQ's are a priority 4 status
3. Units are sitting on depots with a lot of freight.
4. Unit TOE are set to max 100

but I am getting no replacements


(in reply to Joel Billings)
Post #: 3
RE: Divisions not refitting - 12/10/2016 3:28:46 AM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Please attach a save here or email it to 2by3@2by3games.com. It's hard to say for sure without a save.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to humble1)
Post #: 4
RE: Divisions not refitting - 12/10/2016 7:15:27 AM   
Denniss

 

Posts: 7902
Joined: 1/10/2002
From: Germany, Hannover (region)
Status: offline
Please filter the production menu to active pool and see how much manpower is actually active (and not flowing back from units to pool = transfer pool).
Without manpower you can't send squads back to units - this is basically just equipment to be manned and sent out.

(in reply to Joel Billings)
Post #: 5
RE: Divisions not refitting - 12/10/2016 11:44:47 AM   
Helpless


Posts: 15793
Joined: 8/27/2004
Status: offline
Looks like low manpower.

Manpower production happens after refit, so it may not look empty as it was during the replacement.

_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to Denniss)
Post #: 6
RE: Divisions not refitting - 12/10/2016 6:04:05 PM   
humble1

 

Posts: 13
Joined: 8/2/2011
Status: offline
Thank You to all that helped me figure this out.
It looks like it is low manpower.

ACTIVE pool AM manpower and loss in combat transport/supply transport ships
turn4 ----- 186,000 ----- 7/81
turn14 ----- 205,000 ----- 17/237 ----- Landing in Italy started 13 turn
turn24 ----- 168,000 ----- 48/484 ----- Landing near Rome started 20 turn
turn34 ----- 68,930 ----- 56/776
turn44 ----- 6,282 ----- 72/1126 ----- Landing in Europe 48 turn
turn54 ----- 6,703 ----- 183/1576
turn64 ----- 7,337 ----- 214/2021
turn74 ----- 8,040 ----- 229/2624
turn84 ----- 7,360 ----- 233/3214

Between turn 24 - 34 I lost 100,000 manpower, this was not from combat. US units represent a minimal effort on the fighting in Italy at this time. So I assume I lost that manpower in the logistics efforts to keep to keep my troops in the field. But this curious because when I land troops in Europe my loss in merchant marine goes up but I already scraping the barrel for manpower. Is there a link in manpower and merchant marine, so if a ship is sunk is there a corresponding lose in manpower (loss of a crew). I think not, but I not sure about the mechanics behind how I lost the 100,000 lost over 10 turns.

Is there a way to track these logistics loses directly, you can look to active pool and it tracked by merchant marine losses but both are indirect measures.

How does one minimize losses in water transport, I assume more naval patrol missions in disputed water.

(in reply to Helpless)
Post #: 7
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