in ver 1.11.01 in german transport airgroup, aircraft do not transfer from the reserve (28 ас) to ready (9 ас), this happens not only in one mission. Supply OK. Is it bag?
Yes. Intended to be fixed in an upcoming patch. Introduced in an earlier patch as an unintended consequence of an attempt to nerf German air supply, I think. Did a really good job.
Yes, it's a problem that will be corrected in next patch. You have to move them to reserve or have at least 100% fuel needs in an airbase to increase the speed of conversion from reserve to ready.
ORIGINAL: thedoctorking Introduced in an earlier patch as an unintended consequence of an attempt to nerf German air supply, I think. Did a really good job.
Return from reserve to ready always required at least 100% fuel need in airbase, unlike return from damaged to ready (don't know why). Earlier transports became damaged after flying air supply missions, but thinking it's too severe I changed this to becoming reserve. This made the first issue very visible.
I can confirm the problem, this is caused by a secret fix which prevented certain cheat from working. I will try to push a fix for this as soon as possible.
I can confirm the problem, this is caused by a secret fix which prevented certain cheat from working. I will try to push a fix for this as soon as possible.
Was this the infamous P....n move that I heard so much about.
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Those are my principles, and if you don't like them... well, I have others.
I can confirm the problem, this is caused by a secret fix which prevented certain cheat from working. I will try to push a fix for this as soon as possible.
I did not know the fix you planned was to disable the whole PbeM function morvael
I can confirm the problem, this is caused by a secret fix which prevented certain cheat from working. I will try to push a fix for this as soon as possible.
I did not know the fix you planned was to disable the whole PbeM function morvael
If people cant play, they cant cheat, its simple really.
What is the latest and best document to get back into the game as of 1.11.03? The 1.07 manual? Or can anyone direct me to a more recent document with info I need to play the game.
What is the latest and best document to get back into the game as of 1.11.03? The 1.07 manual? Or can anyone direct me to a more recent document with info I need to play the game.
Questions here or in the WitE Discord channel. There are patch notes for each of the patches since 1.7 but nothing more than that. Still waiting on WitE 2.0...
"The Russian advance over this hastily improvised road, constructed with the aid of the most primitive facilities, was, for a time,accompanied by the strains of band music.".
Is there any advantage to assigning "reserve" USSR Army HQs from STAVKA, to a static Front HQ far behind the front? (FX. Orel, Kharkov. N. Caucusus Front HQs, etc.) The Front or STAVKA HQ will be out of range to support (right?) so isnt it better to keep the Armies under STAVKA and their (presumably) better leader?
This seems somewhat counter-intuitive since Id like to sort out my armies in colour codes along the forming front as the game develops...
How important is the Front/AG commanders Stats? Is Fx. a low Mech rating very detrimental or useful? As per above, many times, this HQ wont be in range to support its subordinates under Army/Corps command. Im hestitant to put Soviet armour under bad Mech Rating Front commanders, but I dont know how much it really matters.
< Message edited by juv95hrn -- 11/2/2019 1:40:44 AM >
ORIGINAL: juv95hrn How important is the Front/AG commanders Stats? Is Fx. a low Mech rating very detrimental or useful? As per above, many times, this HQ wont be in range to support its subordinates under Army/Corps command. Im hestitant to put Soviet armour under bad Mech Rating Front commanders, but I dont know how much it really matters.
The morale stat is very important as it never has any penalties for range or for being over the command capacity limit. The others get increasingly less useful the further away from the unit. That is not to say they are ever detrimental, there is always some positive effect (ratings are never out of range), but it will start to become vanishingly small. Generally I would ignore the mech rating of front commanders and only look at army commanders. Whether that number is large or not is so many times more important that it is a bit like worrying over the molehill (front stats) when you should be looking at Everest (army stats). Only look at the non-morale stats of a front commander if they are very close to the unit anyway - or you are a real femto manager.
quote:
ORIGINAL: juv95hrn Is there any advantage to assigning "reserve" USSR Army HQs from STAVKA, to a static Front HQ far behind the front? (FX. Orel, Kharkov. N. Caucusus Front HQs, etc.) The Front or STAVKA HQ will be out of range to support (right?) so isnt it better to keep the Armies under STAVKA and their (presumably) better leader
Yes as it still adds an extra layer of ratings checks - remember they are always positive not matter how far away although they can be very small. Occasionally it can be a bad idea if your next highest leader (e.g. STAVKA) has much much better stats than the level you were going to skip out (e.g. Front) - in which case you would be better off losing one level of ratings checks but having the top one with smaller modifications to their stats. If they are about the same or close then you will always be better off having as many levels of command as possible no matter how far they are away. Again there is no such thing as being our of range for support. The only support given by the higher HQs is ratings which only diminish with distance.
quote:
ORIGINAL: juv95hrn Id like to sort out my armies in colour codes along the forming front as the game develops...
There is an option to colour your armies, or even individual units, in any colour you like. So there is no need to keep a unit or formation in a particular command structure for it to have any particular colour.
< Message edited by Telemecus -- 11/2/2019 2:50:25 PM >
One thing: because of the range penalties on higher headquarter skill checks (aside from morale), I tend to put the Front HQ's within (if possible) three hexes of their army HQ's. Ideally, you want the Army HQ five hexes from its combat units, and then the Front HQ three hexes farther back. And, as Tele said, bad ratings do not reduce the combat effectiveness of the unit, they just don't enhance it. You always have some chance to have an effect.
And don't overload your fronts. Generally, four armies and one independent corps (those airborne corps HQ's work well) is the ideal lineup for a front.
I have seen in AARs, that when a port city falls to an attack, and the defender routs, it can retreat by sea to the nearest port.
But could a unit that is attacked outside the port city, and routs, with no outer route open, retreat through the defender in the port, and then out to sea and on to a friendly port? Or would they be disbanded due to no available retreat path?
I have seen in AARs, that when a port city falls to an attack, and the defender routs, it can retreat by sea to the nearest port.
But could a unit that is attacked outside the port city, and routs, with no outer route open, retreat through the defender in the port, and then out to sea and on to a friendly port? Or would they be disbanded due to no available retreat path?
in v1.11.03 units could certainly rout with no available retreat path (port or not). Similar examples to what you are describing have been the attacks on the two hexes next to Sevastopol in many AARs I assume. In those cases the units routed to the Kuban peninsula.
Thank you. So this makes it a viable tactic to defend hexes outside Sevastopol, even if there is no space for them to retreat there.
I think I have seen defenders surrender when losing siege assaults in Talinn and Odessa early war. Shouldnt they always rout from there, considering there is an open sea route? They weren´t shattered.