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Axis TOE - 3/5/2018 2:19:20 AM   
beender


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As a returning newbie player I have been reading all the posts and AARs. It seems people have various views on how much % of TOE German units should be set. I’ve seen 91%, 93%, and all kinds of numbers. My questions are:

1. Under current version, is there any need to scale down unit TOE less than 100%?
2. If yes, then what types of them and when?

Any general ideas are welcome
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RE: Axis TOE - 3/5/2018 7:48:09 AM   
tyronec


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I don't scale them down at all, except during the blizzard. Have read about people scaling them down but have never seen any explanation as to why.

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RE: Axis TOE - 3/5/2018 8:09:21 AM   
No idea

 

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I think Pelton put luftwaffe units TOE at 20% (including luftwaffe ground units, iirc) during late game to get some manpower for ground units. After that there were some changes to avoid that, iirc.

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RE: Axis TOE - 3/5/2018 9:25:07 AM   
SparkleyTits

 

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I set all types of guns to 20% turn 1 and increase them depending on how the game goes

They are all increased as the game goes on usually to around 65-80% by Jan-Feb except AA which almost always stays at 20%

Gives you more wiggle room to breath with arm pools come winter and keeps the INF in as best shape as the circumstance allow for 42 offensive


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RE: Axis TOE - 3/5/2018 9:32:20 AM   
EwaldvonKleist


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When playing Germany in 1941, I do it the following way:
1. All Mot. units to 100%.
2. All Inf to 70%.
3. All Mnt. Inf and other elite Inf. to 100%.
3. Chosen Mot. on Refit.
4. Infantry at 80Mrl. or greater on 100% and refit.
5. All Mnt. Inf on Refit.
6. Some low TOE support units to 20% TOE. I also lower TOEs for other SUs too but have no fixed regime there.
7. Support units vary depending on how pools develop and of which type they are. SUs that can be/are attached to divisions at 100%.
8. HQs to 100%, important for Admin rolls.
9. Airbases to 50%.
10. RHG command to 50%.
Why that? Mot. units are the most important ones and I want them at full strength. But there are shortages of equipment in some areas of AFV so i cannot set all at refit if I want to concentrate stuff somewhere. Therefore I need a small manpower excess in the pool by restricting replacements to low morale inf so that the Mot. units still get to 100% rifle squads even if not on refit.
Next priority is to push the manpower in the high morale inf that pays less MPs to enter enemy hexagons. Beside that, a rifle squad is much more powerful in a 90mrl/exp unit than in a 75 Mrl/exp unit.

Axis minors can and should be treated in a similiar way with some small differences, but I don't remember all details without having the game opened.

I have never understood where Pelton got his numbers from and he never explained them. They at least do not fit to my play style I think.

Refit/MAX Toe settings are also a way to reinforce an area without moving units. I am also not rigid here, when I have the feeling that a low morale inf division will be included in an important attack next turn it will be sett to 100% and refit too.

I cannot give advice to how it should be managed in 1942 as I never had games going that far. But I think I would do it the same way.

< Message edited by EwaldvonKleist -- 3/5/2018 9:33:41 AM >

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RE: Axis TOE - 3/5/2018 12:49:58 PM   
beender


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Probably not the optimal setup but surely saves a lot of time and clicks!

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RE: Axis TOE - 3/5/2018 12:54:05 PM   
beender


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Very informative. One thing, doesn’t airbase support squads affects squadron readiness so better be at 100%?

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RE: Axis TOE - 3/5/2018 12:55:27 PM   
Telemecus


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The critical crunch point for the Axis comes in the first blizzard when you run short of replacements and even arms points. So you need to ration them until then so you get them to where they are most needed - which means rifle squads. They are the ones you lose in great numbers in the first blizzard. Until your army gets back their rifle squads you just have a collection of unready divisions no matter how many howitzers you built. AFVs and aircraft have their own production schedules so do not eat in to arms points however - and as EwaldvonKleist said, you do need your motor divisions for before the blizzard too!

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RE: Axis TOE - 3/5/2018 1:27:41 PM   
EwaldvonKleist


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Yes, airbase support squads are important to generate aircrafft support value. But I never need the full value for army air bases and usually not for LW air bases. If I have a transport or bomber heavy airbase which lacks aircraft support I might reset it to 100%.

Thank your comments for the Blizzard I have not yet experienced on the Axis side for I have never played into the Blizzard as Axis. My set up is designed to give me the maximum advantage in 1941 to win the war. Some decisions like giving replacements to heavy artillery might be bad on the long run, but one must never forget that a small advantage early in the war can offset a big advantage late in the war. AKA one division pocketed in 1941 is better than 3 in 1944.


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RE: Axis TOE - 3/5/2018 1:48:46 PM   
Telemecus


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Good points by EwaldvonKleist which reminds me of another important point to check - do you actually use your SUs during the summer offensive in 1941 as Axis? I say this having seen many games where the player does not actually realise they do not.

For artillery in a panzer corps to be used in battle its units need to be in action five hexes from where the HQ starts the turn or to be a deliberate attack - in summer 1941 this means almost never. Even in infantry corps you may only be using one particular artillery unit every few turns.

You can directly assign some units to motorised divisions to actually see them get used. I would also say make a virtue out of reality and stop using vehicles to transport 100s of SUs in corps HQs that only occasionally get used. Instead concentrate the action on fewer SUs that you do use. If they are your best ones (highest experience) you should keep them on 100% ToE and the others on 20%.

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Post #: 10
RE: Axis TOE - 3/5/2018 1:53:33 PM   
Telemecus


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quote:

ORIGINAL: beender

Very informative. One thing, doesn’t airbase support squads affects squadron readiness so better be at 100%?


Actually I think they only need to be at 91% to be maximally effective (it is sometime since I checked the actual formulas though). But if you left your max ToE at 91% they would almost always be below as they lose some each turn. So you need a margin above to ensure you have enough after losses each turn. 100% gives you the best margin. 93% might be Ok if you are not moving the airbase and it is in no danger of being bombed/routed etc.

This also applies to all HQs too.

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Post #: 11
RE: Axis TOE - 3/5/2018 8:30:48 PM   
beender


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Saving for blizzard makes a lot of sense. I imagine life is very different from summer for Germans.

As for airbase, I probably have a dejavu or simply read too much posts But I do remember reading somewhere and somebody said exactly the same thing(it could well be you). And then, morveal, who is dev I believe, said for some reasons every percent of airbase toe counts.

Anyway i got the main idea. Thank you!

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RE: Axis TOE - 3/5/2018 8:55:30 PM   
EwaldvonKleist


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quote:

ORIGINAL: beender

Saving for blizzard makes a lot of sense. I imagine life is very different from summer for Germans.

As for airbase, I probably have a dejavu or simply read too much posts But I do remember reading somewhere and somebody said exactly the same thing(it could well be you). And then, morveal, who is dev I believe, said for some reasons every percent of airbase toe counts.

Anyway i got the main idea. Thank you!


I believe it was about HQ settings, that every HQ support squad counts for the admin roll. But I have spend way too much time reading WitE posts as well :)

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Post #: 13
RE: Axis TOE - 3/6/2018 4:54:31 AM   
56ajax


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HQs - I think for the Admin role you had to keep the TOE > 90 so you may be able to scale it back 5 to 95

_____________________________

Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne

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Post #: 14
RE: Axis TOE - 3/6/2018 4:05:34 PM   
chaos45

 

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they changed how HQ support works in one patch or another....it used to be 91%+ you got full rolls....then they made the rolls a direct % roll based on ToE so now having 100% ToE in your HQs is the only way to get best roll chances. Think this change was done because everyone was dropping HQs to 91-95% T1.

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Post #: 15
RE: Axis TOE - 3/7/2018 8:21:54 AM   
morvael


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As long as I remember the chance to get bonus to admin roll from HQ support squads was number of support squads divided by 1000. So with every support squad less, your chance drops.

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Post #: 16
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