If I'm taking high fighter losses would it just be better to send them in an air superiority directive as they can get an altitude bonus instead of as an escort for air support in the area I plan to attack? Or should I just really limit my usage of air support to a few times an entire turn?
If I'm taking high fighter losses would it just be better to send them in an air superiority directive as they can get an altitude bonus instead of as an escort for air support in the area I plan to attack? Or should I just really limit my usage of air support to a few times an entire turn?
depends ... really on why you are losing fighters and what you expect
so
a) if its high operational losses, then yes I'd go for less sustained commitment b) you are fairly even in terms of planes and pilot skill, then maybe grabbing the benefit of altitude will make a difference c) you aren't - either you are outclassed (in which case there is little you can do at the tactical level) or you think you should be winning?
As Russia i am trying to assign support units to corps. Sometimes when i say to assign support to corps, i get a list of Arty and combat arms. Fine Sometimes I do exactly the same thing and i get a list of AA and Const Eng, that i dont want. I am very sure i am selecting a corp and not a city. But i cant toggle between the to lists to only get the Arty list. And it has wiped out all my AP points to 0, assigning Arty, because sometimes the AA list appears when i dont want it. Some front line corps only give me the AA list and refuse to let me assign Arty.
Bladess - this was a bug in an earlier version of the program. The new version 1.07 is supposed to fix that bug. If you ARE on version 1.07 and it is still happening please post it in the Tech Support section and attach the save to the post.
21.2.1. Ground Elements All ground units are composed of multiple types and numbers of ground elements. These ground elements represent individual squads, guns, AFVs, and other combat vehicles such as halftracks and armoured cars. Every ground element consists of manpower and equipment (such as a tank and its crew).
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23.12. Ground elements in the unit have a chance of being damaged or destroyed, and some ground elements may be captured, with damaged ground elements being much more likely to be captured.
Q: What can you do with captured equipment as Axis from the soviets? Do they go to your pool or are otherwise used for production?
< Message edited by James80 -- 4/8/2021 6:22:42 AM >
The number of Assault HQs that can be created varies as the game progresses... 6 in 41, 5 in 42.... Does this mean I should always have 6 assault hqs from 41 going forward and never cancel the assault status of any hq because you lose one potential assault hq per year otherwise?
The number of Assault HQs that can be created varies as the game progresses... 6 in 41, 5 in 42.... Does this mean I should always have 6 assault hqs from 41 going forward and never cancel the assault status of any hq because you lose one potential assault hq per year otherwise?
it really depends
pro- quick CPP regain anti - less units able to dig > 1 fortifications
playing Stal-Berlin as the axis I found it better just to keep the Pzr Armies on assault and not the infantry. I could then double-team them so the infantry dug in and the Pzrs had the advantage of quick CPP regain. You can slot key infantry corps into the Pzr Army so that helps but I found by late 1943 German infantry are not that great for attacking (TOE and NM changes)
21.2.1. Ground Elements All ground units are composed of multiple types and numbers of ground elements. These ground elements represent individual squads, guns, AFVs, and other combat vehicles such as halftracks and armoured cars. Every ground element consists of manpower and equipment (such as a tank and its crew).
quote:
23.12. Ground elements in the unit have a chance of being damaged or destroyed, and some ground elements may be captured, with damaged ground elements being much more likely to be captured.
Q: What can you do with captured equipment as Axis from the soviets? Do they go to your pool or are otherwise used for production?
its variable - I've just opened the Dec 44 turn of my Soviet AAR and can find some bits of axis equipment in the production pools.
I don't think that much is re-used in part as from 43 the Soviets had a clear idea of the advantage of a small number of relatively standardised pieces of equipment.
others far more knowledgeable than me might add something but I think the last big haul of stuff they converted was the Pzr III's taken at Stalingrad that became the basis of an early version of the SU-76. But when they stopped T60/70 production they had a far more reliable base for when the SU-76 went into more widespread use
Playing MP using server, VL scenario as the Soviets, my air doctrines are ready, when I press F12 button I have a choice: "Execute Air Phase" or "Send to Server". What I'm supposed to do now? My opponent didn't have a chance to review his air directives IMHO.
< Message edited by morvael -- 4/8/2021 8:12:17 AM >
no its free - but you do shed 50% of the SU's CPP each move.
watch out for AA allocated to cities and for the cost of attaching construction units to cities
Thanks. I knew there was some drawback I didn't see. I was having a party each turn and assigning all my division assigned SUs back to HQ. I guess that ends here and now...
What is the best way to find units that havent moved? Every End of turn I bring up the commander's report and sort all my on-map units on fatigue level. Would be nice to sort on Movement points left but I can't see it. Is there a better way?
What is the best way to find units that havent moved? Every End of turn I bring up the commander's report and sort all my on-map units on fatigue level. Would be nice to sort on Movement points left but I can't see it. Is there a better way?
I asked for a unmoved combat units hotkey to cycle through unmoved units in "feature/suggestions". Prayers are up
Posts: 561
Joined: 10/2/2016 From: Finland Status: offline
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ORIGINAL: SwedenJens
What is the best way to find units that havent moved? Every End of turn I bring up the commander's report and sort all my on-map units on fatigue level. Would be nice to sort on Movement points left but I can't see it. Is there a better way?
There's also a visual aid on the counter, upper right hand corner: black square = hasn't moved, white square = has moved, no square = all movement spent. Would be nice to be able to filter this status from the CR since MP points don't always tell everything. Hotkey to cycle through unmoved units would be great too :)
< Message edited by Nix77 -- 4/8/2021 9:52:43 AM >
There's also a visual aid on the counter, upper right hand corner: black square = hasn't moved, white square = has moved, no square = all movement spent. Would be nice to be able to filter this status from the CR since MP points don't always tell everything. Hotkey to cycle through unmoved units would be great too :)
Aha very nice, I've never noticed that. Yes indeed this would be very useful info in the CR.
What is the best way to find units that havent moved? Every End of turn I bring up the commander's report and sort all my on-map units on fatigue level. Would be nice to sort on Movement points left but I can't see it. Is there a better way?
CR can be customized. Not all data is visible there by default. MP can be displayed on the screen.
Playing MP using server, VL scenario as the Soviets, my air doctrines are ready, when I press F12 button I have a choice: "Execute Air Phase" or "Send to Server". What I'm supposed to do now? My opponent didn't have a chance to review his air directives IMHO.
Playing MP using server, VL scenario as the Soviets, my air doctrines are ready, when I press F12 button I have a choice: "Execute Air Phase" or "Send to Server". What I'm supposed to do now? My opponent didn't have a chance to review his air directives IMHO.
Any hints?
Push "Execute Air Phase"! "Send to Server" means to save the game to the server, but the move is yours!
Why would units isolated not become isolated? Playing as Germany captured Pskov and surrounded a few units south of the city completely. The units still have access 2 soviet airbases but based on the situation when i loaded up the next turn I expected them to isolated. For whatever reason they aren't isolated. Unfortunately i dont have a screen shot but im thinking there might be a mechanic im not aware of.
Why would units isolated not become isolated? Playing as Germany captured Pskov and surrounded a few units south of the city completely. The units still have access 2 soviet airbases but based on the situation when i loaded up the next turn I expected them to isolated. For whatever reason they aren't isolated. Unfortunately i dont have a screen shot but im thinking there might be a mechanic im not aware of.
Sounds like a bug. If you have the save post it in the Tech section.
Fly at least 500 tons of supplies onto an isolated airbase and a temporary depot is established. Units then are no longer isolated. That will not prevent them from surrendering, it just lowers the odds in some cases.
Why would units isolated not become isolated? Playing as Germany captured Pskov and surrounded a few units south of the city completely. The units still have access 2 soviet airbases but based on the situation when i loaded up the next turn I expected them to isolated. For whatever reason they aren't isolated. Unfortunately i dont have a screen shot but im thinking there might be a mechanic im not aware of.
If you mean the red lining, that only shows if the units are out of supply (air supply in other words). Did the units surrender when attacked?
They didn't have the red lines I would have expected. Similarly a surrounded Kiev didnt have lines around the isolated units. I end up reloading an older save so I didnt attack.
It possible they were supplied by air. I alt tabbed while the ai's turn processed