So it's a method for making super strong units? I guess they aren't moving normally at least.
they can't move normally, but will retreat/rout if that outcome is triggered by combat. But they don't have a specific defensive bonus, they don't entrench any faster, so they are not akin to the FZ units - which is why its often a good idea to have both a city fort and a FZ in the same hex
11.2.5 If a Soviet national hex south or east of 187,187 (just southeast of Lvov) is Axis controlled then all of Southern Front and related airbases will be unfrozen
It would be a strange T1 that did not see German units east of 187,187. Should this read "south and east of 187,187"?
< Message edited by Mehring -- 4/4/2021 11:59:40 AM >
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“Old age is the most unexpected of all things that can happen to a man.” -Leon Trotsky
select either the individual save file or the directory and this button will clear it:
alternative - and what I tend to do, is to open the relevant directory should be in dat\Save and delete using the standard windows routines.
I also (for particular reasons) just have a directory called 'misc' and pop individual save points in there - handy to come back to if you don't really want to store the entire directory ... or for picking up files to test etc
Is the combat system rework mentioned in the manual consisting of combat delay and CPP or was the actual resolution of ground elements firing at each other changed as well?
Howdy morvael - as I understand it there have been several changes in the combat engine deep under the hood that included changes in the resolution of ground elements firing at each other.
Hello carlkay58, nice to see familiar nicknames around 😀 and nice to be just a regular player again 😀 haven't played the game yet, just going through the manual.
When setting up a manual AD how do I assign fighters to a bomber squadron?
Many thanks, Simon
you don't as such.
you have 2 ways to assign planes. if you leave it to Auto, the AI routines will select the planes it needs (both bombers and escorts) from what is available. This is often the best solution in many cases. If you do a manual assign then allocate a bomber AOG and a fighter one, if you want the fighters to support another AD then you can split its allocation over multiple ADs
Section 17.4.2 (& the relevant one page guide) should walk you through this in detail
Velikie Luki scenario playing as the Germans.. there is the "8th Panzer Division" and it´s directly assigned to an army HQ, the "3rd Panzer Army". Saying it is only 3 hexes away from a corps HQ, would it be better to assign the Panzer Division to this corps HQ? Are there any positives or negatives to be assigned to army or corps HQ (when it is in range with both HQs)?
When the "8th Panzer Division" is assigned to a Corps HQ (which is assigned to an army HQ), will the "8th Panzer Division" still get the SU from army HQ when fighting (down the chain of command)?
Currently I am playing the 1941 campaign and I am considering to send Divisions to the Afrika Theater Box. I have manual control over the theater boxes.
I am still on turn 1, but I have so much fun with this game as I did not have with a PC game since years!
My questions are:
1. what will happen with my Afrika Units after this Theater will have been lost? Are they all lost?
2. Are there any hints which Theater Boxes I should reinforce and with how many Divisions?
more than that - if the unit reports to an army its leadership/12, if to a corps its leadership/10 so a larger chance to pass the first test and a better command chain - see 15.5.3
1. The survivors will show up in Italy with much lower TOE.
2. As the Axis the only Theater Box I would reinforce would be the Soviet Union Garrison box. You don't want to send divisions to that one - just the odd brigade/regiment - and add them slowly to not over commit. The other boxes are not going to change much and it will take a long period of time before you see any results (measured in months).
On turn 1 as the axis do you want to prioritize surrounding units and then attacking to form pockets or just attacking and trying to form pockets? My understanding is that surrounding a unit and then attacking makes them more likely to rout. When they rout they may suffer more losses but you are missing out on the turn 2 surrenders. If i had to guess the answer is that its situational.
Also where do routed units that are surrounded go? I surrounded some routed soviet units in the Courland area and occupied the ports. Do they just rout through my lines? I know if I go adjacent to them they suffer attrition and rout through lines and in WITE 1 i believe they would even rout across the gulf of Riga
< Message edited by VesaAwesaka -- 4/4/2021 11:29:52 PM >
no, they are just a repair tool or to build new stuff. Where they are useful is if you placed a depot in a hex with no rail yard then they will help build that a bit faster
On turn 1 as the axis do you want to prioritize surrounding units and then attacking to form pockets or just attacking and trying to form pockets? My understanding is that surrounding a unit and then attacking makes them more likely to rout. When they rout they may suffer more losses but you are missing out on the turn 2 surrenders. If i had to guess the answer is that its situational.
Also where do routed units that are surrounded go? I surrounded some routed soviet units in the Courland area and occupied the ports. Do they just rout through my lines? I know if I go adjacent to them they suffer attrition and rout through lines and in WITE 1 i believe they would even rout across the gulf of Riga
the rules vary a bit depending if the hex is already isolated - see 23.14 and esp 23.14.5 for the specifics
routs from non-isolated hexes are treated similarly to the rules for displacement (23.13) but basically they will head for their HQ or a town/city hex.
But worth bearing in mind, low experience/morale/TOE formations are more likely to rout/shatter from normal combat in WiTE2 than they did in #1. So pockets are an important part of your T1 planning, but they are not as essential in WiTE2
11.2.5 If a Soviet national hex south or east of 187,187 (just southeast of Lvov) is Axis controlled then all of Southern Front and related airbases will be unfrozen
It would be a strange T1 that did not see German units east of 187,187. Should this read "south and east of 187,187"?
I am too not sure how to prevent unlocking the Soviet Southern Front. Is Axis controlled hex "south and east of 187,187" correct?
Does AGS can move east of 187,187 if they are not also south of it without triggering it.
I am working since one week on my T1 turn and it would be unfortunately if I would trigger this by accident. AGN and half of AGC is already done and today I am going to move AGS.
Thanks in advance!
< Message edited by FriedrichII -- 4/5/2021 11:50:12 AM >
The best way to think of the Southern Front activation is this: If the Axis occupy or ZOC control any hex where BOTH coordinates > 187 then the Southern Front activates. Does that help?
What happens if one of the hex numbers is equal 187 and the other greater than 187? This would not count, or?
It would be safe to capture Lvov on T1 without activating the Southern front. Lvov is 186,186 and would also give maybe control over the two hexes 187,186 and 186,187
Thanks for the hint that ZOC control also count. I did not know this before.
< Message edited by FriedrichII -- 4/5/2021 12:30:37 PM >
Is there a way to 'copy' an existing AD and use this as the template for a new AD? (for example to copy a recon directive the AI assist has created and drop it on the map in another area, rather than create a new AD from scratch?)
I got a question regarding these automatic rail repair HQs. How can I find these special HQs on the map? I thought the "rail damage" map mode would highlight them, but it only highlights the "normal" rail repair units which can by controlled by the player. Does these automatic rail repair HQs exist at the start of the scenario or do I have to create these HQs by putting rail-repair-support-bataillons into them? Thanks :-)