Hmmm.... 1) I feel I have read all pertinent sections of the manual relating to the air game at least twice but not finding anything explaining air doctrine (figures 18-3 and 17-36) % to fly, Mission and Escort aircraft percentages and how to use/understand them in regards to ESCORTING ground support missions. I have also watched several You-tube videos
2) quite odd as the ones attached to an army do not have to be adjacent to a FBD unit but the corps attached ones do? Unable to upload a picture :(
Holy $^&&$ - I got to the Evolution of Armor and thought the manual ended there with pertinent game mechanics. Thank you!!!
So Mis Pct and Esc Pct are synonymous with Mission AC Pct and Escort AC Pct (I think they are but it's not spelled out). This then brings us to a bug or a manual misprint: (pg. 473) "If this (Mis Pct and Esc Pct) is set at 100% it will pick the number it thinks it needs and if these are lacking then that mission WILL NOT take place."
With both Mis Pct and Esc Pct set at 100%, the first ground support missions will fly with escorts. Later into the turn ground attacks in the same area (in this case my drive on Leningrad) will result in 90 to 100% A2A losses for my unescorted bombers. The escorts are lacking but the mission WILL take place.
Probably the wrong thread but perhaps this is just my perception, the kill ratios are a little insane as a Ju-88 is much faster than an I-15 which are the largest amount of interceptors and rack up a bunch of kills while the bombers with very experienced, high moral crews, rarely have even 1 kill despite near 100% losses on a 60 to 120 bombers in the mission.
< Message edited by Bronze -- 4/11/2021 9:20:42 PM >
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I attached Flieger Ostee air group to the Romanian Combat Command AOG under Luftflotte 4 but it seemed to make the Flieger Ostee air group disappear. The individual squadrons are still there but not selectable under Ostee AOG, anymore. Any way to fix this or should I just never move air groups between AOGs to prevent this?
Short question - "Army Group Center" has directly assigned a single "SS Cavalry Brigade" which is 6 hexes away from "Army Group Center". It shows me "out of range" and marked with a red border at the map. I thought Army Groups got a command range of 90 hexes? Why i this Cavalry Brigade shown out of range?
When a CU is assigned under direct command of an army group - in order to get support units assigned in battle, is it using its 90 command range or has it always to be 5 hexes (no matter if it is a army HQ or a corps HQ)?
there are two parts to the command range, if the HQ is the direct command then it is only 5 hexes to control any unit or directly assign SUs etc. Higher HQs longer ranges come into play when they are not the direct command to the unit in combat or looking for leadership
loki, I read the manual but I still got some more questions. Would be very helpful for me to get some answers here. Thanks!
You wrote, Higher HQs longer range comes into play in combat - perhaps I miss something, but is there another thing which a CU can benefit from a HQ in combat besides the leader bonus the CU gets from its HQ (down the chain of command)?
When in chain of command, does the CU only get bonuses from its direct HQ or from the HQ above its direct HQ too? So, does the CUs bonus adds up the chain of command?
As I read in manual, the most important aspect to the HQ range is the support squad value. An CU gets help (support squads) from its direct HQ if it has left support squads in current turn. Does this only work with the CUs direct HQ, or does a higher HQ in chain of command also help the CU with support squads when it is in range?
Are needed support squads send down the chain of command from highest to lowest HQ? It has nothing to do with depots, right?
leadership values as they pass down the chain of command are in 15.5.2 and 15.5.3. its too complex to repeat here and there's not much to add to the tables and examples in those sections.
not really, for many leader tests the role of the command chain is to pick up tests that failed at the more immediate level (hence its best to look at those sections)
all (so again, those sections)
support squads go down the full chain of command, so if a lower level unit/HQ is short it can pick up what is missing that way. Not so important for the Germans as they tend to have a good basic allocation, fairly important for the Soviets
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Do HQ units and disrupted units escape when they are pocketed and isolated ? I am sometimes in situation that i need to go near them to close pocket so i would like to know are they flee pocket anyway.
The HQs will flee regardless of being in a pocket or not. However there is a good chance to kill the commander with each displacement. If the hex is isolated (you cut them off and then an enemy logistics phase goes by and they are still cut off in your turn) then routed units will shatter/surrender.
support squads go down the full chain of command, so if a lower level unit/HQ is short it can pick up what is missing that way. Not so important for the Germans as they tend to have a good basic allocation, fairly important for the Soviets
Thanks loki for answering. This helps a lot. Still one question.. does a unit or HQ only gets support squads from its direct assigned HQ up the chain of command when it needs help or can it get support squads from any HQ which is in range, regardless of whether it is the direct HQ or f.e. a HQ two levels above?
February 42 and my luftflotte 2 is gone! I pulled all planes to Reserve during blizzard and now the whole Luftflotte 2 AOG gone also. ..Can i bring it back?
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quote:
ORIGINAL: dudefan
February 42 and my luftflotte 2 is gone! I pulled all planes to Reserve during blizzard and now the whole Luftflotte 2 AOG gone also. ..Can i bring it back?
Nope. It's a scheduled withdrawal. I think if you have enhanced player TB control you can get some of it back but I don't play with that setting.
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quote:
ORIGINAL: dudefan
So i can plan directives only with luftflotte 1+4?
Yes, welcome to 1942 life as Germany on the East Front. It sucks, but you have to learn to focus your air power on one sector. Germans used almost all their eastern front airpower just for Case Blue in mid 1942, which is the AGS front.
I played the scenario RtL a few times. Now I switched over to operation typhoon. Since turn 4 a lot of my units have a cv <3. The ToE seems okayish. But - oh boy - it is raining hefty. And there is heavy mud everywhere. Is this the reason for the bad CV? Is this taken into acoount?
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quote:
ORIGINAL: James80
I played the scenario RtL a few times. Now I switched over to operation typhoon. Since turn 4 a lot of my units have a cv <3. The ToE seems okayish. But - oh boy - it is raining hefty. And there is heavy mud everywhere. Is this the reason for the bad CV? Is this taken into acoount?
Yea there's a steep penalty for CV for heavy mud, further modified by road level. Page 482 in manual has table. On good roads it's 50% penalty, on average it's 75%, on poor it's 87.5%. Very hard to do any attacking in heavy mud, but usually you can find some light mud hexes in between. Note these penalties are calculated based on ATTACKING hex, not defending.
< Message edited by Bamilus -- 4/14/2021 4:11:22 PM >
Just wondering how much Soviet players tend to use 'merge' units function in the summer of 41?
Is it a rare event, or something you look to do whenever you can to build stronger units?
The thing to note there is that the AP cost of Soviet divisions goes from 8 to 2 at the end of 1941. So if you think you can wait until then to replace the ones you lost, it can be a valid tactic.