I took Rovno with my Panzer divisions on the first turn, but they can't seem to progress very far towards Kiev on the second turn. I've done my best to move my infantry up and make sure the salient is secure, and unable to have supply lines cut off.
How can supply be delivered by rail to a depot not connected to the rail network ? See picture below: if I am right (r) means by rail or am I wrong about this ?
I was testing out bombing railways and noticed a discrepancy between the results on the Air Execution Phase Summary screen and the on map battle results. They are consistently different by a factor of around 4. I am not sure why this would be, also I cannae see a reference to it in the manual. Is this something to do with the rail interdiction lasting more than one turn (I think it might be 4 or 5)?
Is there any map mode ingame for the historical front lines on a turn by turn basis? I could have swore there was something like that in the game.
No front line as such, but you can toggle city capture dates on/off from Map Info tab. They only show on closest zoom level.
In the posts "Planning map and history" above at design and modding you have some historical frontlines. I have most of them. But as said not ingame,. In WitE-1 it was possible to compare with history all the time. Goran
< Message edited by goranw -- 10/31/2021 3:18:04 PM >
Is there any reason or logic why Russian reinforcements have TOE's that include equipment that is not yet in production? Russian tank battalions wait forever for the T-60's that are not yet being produced and won't exchange for tanks that are available in the pools. Yes they are not much but something is better than nothing. Or were the Russians sending tank battalions into battle with a few T-34's and nothing else?
You will find the development team did that in both Axis and Soviet TO&E's. It lessens the turmoil of constantly changing TO&Es because of one or more missing line items. When the item becomes available it gets plugged in. Of course I could be wrong and there is an evil, hidden agenda designed to frustrate you.
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How does air interdiction ( on blank hexes and units) you fly in your turn work against the enemy in their turn? Cannot seem to see this in the manual. I know it can reduce their MP by attacking the units?? But what about the empty hexes?
Hopefully this is a dumb question, but do units disbanded in the Reserve Theatre box help other units refit? I know the contents go back in the pools, but is there a limit on how much a unit can recover per turn?
I have some panzer divs waiting in Reserve for flak and light panzerjaegers. Meanwhile I have some full strength flak and light panzerjaeger support units ready to go to the front - can I scrap them to get the Panzers fitted out faster?
How does air interdiction ( on blank hexes and units) you fly in your turn work against the enemy in their turn? Cannot seem to see this in the manual. I know it can reduce their MP by attacking the units?? But what about the empty hexes?
Any level of interdiction will prevent the usage of administrative movement through the hex. Leaving (not entering) hexes with higher levels of interdiction will impose increased movement costs and possibly extra losses in the form of disruptions, damaged and destroyed elements. (22.2.3.)
Administrative Movement rules are outlined in chapter 22.2.1. in the manual.
< Message edited by Darojax -- 11/1/2021 9:30:49 PM >
Hopefully this is a dumb question, but do units disbanded in the Reserve Theatre box help other units refit? I know the contents go back in the pools, but is there a limit on how much a unit can recover per turn?
I have some panzer divs waiting in Reserve for flak and light panzerjaegers. Meanwhile I have some full strength flak and light panzerjaeger support units ready to go to the front - can I scrap them to get the Panzers fitted out faster?
Thanks
yes, I find from in-reserve disbands they go to the transit pool for one turn then become available so its quite an efficient approach.
I did a lot of this in my Axis GC later in 1944 as I disbanded a lot of SU to get the equipment into the divisions where I really needed it
think twice about the flak though, they maybe worth more to you in the West Theatre Box, you can pick up a few VP, maybe a few 'delayed' events, a bit off the Allied bombing - may add up to more than the value of the elements in the front line divisions?
Is there any reason or logic why Russian reinforcements have TOE's that include equipment that is not yet in production? Russian tank battalions wait forever for the T-60's that are not yet being produced and won't exchange for tanks that are available in the pools. Yes they are not much but something is better than nothing. Or were the Russians sending tank battalions into battle with a few T-34's and nothing else?
I have been wanting to ask this for a long time. I have all of these russian tank units waiting for T-60's and are not set to refit meanwhile the pool of T34 and KV's build up. Based on GibsonPete's response I guess I should HAVE put them on refit and sent them to the front without T-60's. I didn't understand the TOE's worked that way. Thank you bighinvegas for asking the question.
Does attacking with tanks via average road in heavy woods alleviate the pressure on the tanks (breakdowns, losses in total)?So to speak: Do roads help tanks no matter what the terrain is (given no mud etc.)?
< Message edited by dudefan -- 12/14/2021 8:29:43 AM >
Does attacking with tanks via average road in heavy woods alleviate the pressure on the tanks (breakdowns, losses in total)?So to speak: Do roads help tanks no matter what the terrain is (given no mud etc.)?
I know they help with reducing movement costs.
As far as subtleties of combat. Who knows?
They may and it is deemed so obvious they never bother to document in the manual. (seriously, this actually occurs)
But, in general, I try to avoid heavy woods with armor if I can.
Does attacking with tanks via average road in heavy woods alleviate the pressure on the tanks (breakdowns, losses in total)?So to speak: Do roads help tanks no matter what the terrain is (given no mud etc.)?
... They may and it is deemed so obvious they never bother to document in the manual. (seriously, this actually occurs) ...
I realise that this sort of comment is great fun to write, but why - seriously what does it add to your post?
very simple answer, the road affects the cost of the attack, the terrain effect is as stated in the manual so the defender gains as per 38.4.2 and both infantry and armour elements are affected as the terrain is treated as 'Dense'
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23.8.3 and on page 279 has a table with with weather and roads, but I don’t see clear weather listed in that table, it’s probably listed elsewhere (on my phone and can’t check at the moment).
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Quick Question: where can I check how many avf/ac/men came to unit as replacements? I can see how many are now, and can remember or write on paper, how many was last turn. But is it showed somewhere in game?
Quick Question: where can I check how many avf/ac/men came to unit as replacements? I can see how many are now, and can remember or write on paper, how many was last turn. But is it showed somewhere in game?