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RE: Quick Questions Thread - 12/17/2021 5:47:57 AM   
jlbhung

 

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Joined: 3/10/2021
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Currently I can also see the CV-MP value on counters at zoom level 5 and 6. Is it possible to show the CV-MP value on counters at zoom level 4? If so, how to do it?


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Post #: 1111
RE: Quick Questions Thread - 12/17/2021 8:27:40 AM   
loki100


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can't be done, that zoom level is designed just to show the counter locations not the details

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Post #: 1112
RE: Quick Questions Thread - 12/18/2021 12:59:40 AM   
Teo41_ITA

 

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Quick question: is there a way to disband a unit from the editor? So far I can only schedule a withdraw from the map to a theathre box and viceversa, while some units are scheduled to be removed (REM) or disbanded (DIS). Is there a way to apply do it in the editor?

Thanks!

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Post #: 1113
RE: Quick Questions Thread - 12/18/2021 1:10:14 AM   
panzer51

 

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yes through withdrawal to (DIS)

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Post #: 1114
RE: Quick Questions Thread - 12/19/2021 5:02:39 PM   
dudefan

 

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"The Command Range Modifier is slightly different than as explained in the manual. When
determining the modifier, instead of subtracting 5 from the range before determining the
modifier, you subtract the following:
▪ Corps HQ – 5
▪ Army – 10
▪ Army Group/Front – 15
▪ High command - 20"

i just dont understand this. so OKH should never be more than 20 hexes away fro the AGs? etc

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Post #: 1115
RE: Quick Questions Thread - 12/19/2021 6:08:43 PM   
loki100


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quote:

ORIGINAL: dudefan

"The Command Range Modifier is slightly different than as explained in the manual. When
determining the modifier, instead of subtracting 5 from the range before determining the
modifier, you subtract the following:
▪ Corps HQ – 5
▪ Army – 10
▪ Army Group/Front – 15
▪ High command - 20"

i just dont understand this. so OKH should never be more than 20 hexes away fro the AGs? etc


no it means if the test flows up to say OKH (ie the rules in 15.5.3) then the command range modifier is:

x-y/4

where x is the actual range to the unit calling for the test, y =20. So say OKH is 72 hexes from a battle then its command modifier is 72-20 or 52/4 (ie 13)

the original table in 15.5.4 is wrong as it gives every command 5 free hexes when the free hex element (ie where range plays no part in the calculation) varies according to the errata

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Post #: 1116
RE: Quick Questions Thread - 12/19/2021 6:52:03 PM   
vinnysix

 

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#Deleted

< Message edited by vinnysix -- 12/19/2021 7:25:39 PM >

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Post #: 1117
RE: Quick Questions Thread - 12/19/2021 10:14:14 PM   
dudefan

 

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thank you for your help and the amazing manual!

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Post #: 1118
RE: Quick Questions Thread - 12/21/2021 1:13:27 AM   
Teo41_ITA

 

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Quick question about Soviet artillery divisions: in the editor, they are listed as 1st Artillery Division, 2nd... but online I could only find information about Artillery Breakthrough Divisions (2nd Ostrovskaja, etc...), which are however represented by their own TOE in the game and not present in the list. Is this a bug or WAD?

Thanks!

< Message edited by Teo41_ITA -- 12/21/2021 1:14:11 AM >

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Post #: 1119
RE: Quick Questions Thread - 12/21/2021 11:17:54 AM   
Denniss

 

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Some of their Art Divs were reinforced with additional units to become breakthrough Art Divs.
At least this is what I could take from the russian wiki via google translate

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Post #: 1120
RE: Quick Questions Thread - 12/21/2021 11:34:30 AM   
Teo41_ITA

 

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Thank you Dennis!

Because on other sources it is stated that the artillery divisions first started as such, then they were converted to Breakthrough Divisions.

Here is one example: the 2nd Art.-Div. was formed on November 8th 1942 but converted to Breakthrough only in March 1944.
https://www.nashapobeda.lv/3405.html

EDIT: nevermind, I will manually adjust some units' nomenclature before my GC.

< Message edited by Teo41_ITA -- 12/21/2021 12:30:21 PM >

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Post #: 1121
RE: Quick Questions Thread - 12/21/2021 12:37:09 PM   
Dreamslayer

 

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quote:

ORIGINAL: Teo41_ITA

Quick question about Soviet artillery divisions: in the editor, they are listed as 1st Artillery Division, 2nd... but online I could only find information about Artillery Breakthrough Divisions (2nd Ostrovskaja, etc...), which are however represented by their own TOE in the game and not present in the list. Is this a bug or WAD?

Thanks!

NKO order about forming of AA and Artillery Divisions
https://ru.wikisource.org/wiki/Приказ_НКО_СССР_от_31.10.1942_№_00226
Part II about ArtDiv.

List of various artillery divisions
https://www.soldat.ru/force/sssr/rkka/artillery/02_artdiv.html

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Post #: 1122
RE: Quick Questions Thread - 12/22/2021 12:15:01 PM   
marius1337

 

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"Hans, aren't these Panzers supposed to protect us?" ;)

Is this working as intended? Basically, you can never attack tanks with your own tanks now?

(Not complaining, I love this game and am grateful for all the hard work that is being put into it)







Attachment (1)

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Post #: 1123
RE: Quick Questions Thread - 12/22/2021 12:18:45 PM   
Stamb

 

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This is what i noticed too when i started to play a game. Never do it!
And it is a very strange situation as you will be not able to refit panzers on a front later on if lose them.
I would be happy to replace all of the panzer divisions with motorized.

Also i don't know why but panzers have very low CV in defense.

< Message edited by Stamb -- 12/22/2021 12:19:07 PM >

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Post #: 1124
RE: Quick Questions Thread - 12/22/2021 12:35:57 PM   
loki100


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From: Utlima Thule
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quote:

ORIGINAL: marius1337

"Hans, aren't these Panzers supposed to protect us?" ;)

Is this working as intended? Basically, you can never attack tanks with your own tanks now?

(Not complaining, I love this game and am grateful for all the hard work that is being put into it)

...


quote:

ORIGINAL: Stamb

This is what i noticed too when i started to play a game. Never do it!
And it is a very strange situation as you will be not able to refit panzers on a front later on if lose them.
I would be happy to replace all of the panzer divisions with motorized.

Also i don't know why but panzers have very low CV in defense.


I'll answer these together as its a good place to cover some details:

1)this is one of those places where the CV can be misleading. Its fine when its comparing like with like but there are match ups, esp in 1941 that are obsolete vs very good - but with the effects mitigated by morale, leadership and experience.

At the core a medium tank has a value of 9 in the cv calculations. Doesn't matter if it is a T34/85 or a BT7. Now if the battle is a 1944 Soviet medium tank vs a 1944 German tank this may broadly tell you where things are going.

One problem in 1941 is both sides have very variable quality tanks. There are Pzr divisions with French or Czech tanks, there are Soviet tank divisions with T26s etc. On the other hand there are Soviet tank divisions with T34s and KV1s. So I think what happened here is that is one of Czech divisions and those now really obsolete tanks suffered badly but the Germans won due to morale/experience and leadership.

If you look at the tank details you'll see that Pzr38 is really outmatched at a technical level.

Not much you can do, just take the losses - but in the main only attack with the Pzr divisions if you really have to

2) the combat system has a number of sub-routines that reward/punish certain situations. It seems to reward combined arms and one problem with Soviet armoured formations up to 1944 is their TOE is tank heavy (both the divisions and the Tank Corps). This is why the advice to attach mot/mech brigades to rebalance the TOE is important - in general I'd never add a tank SU to a Soviet armoured formation, at least until the mid-44 TOE has come into place



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Post #: 1125
RE: Quick Questions Thread - 12/22/2021 12:47:00 PM   
Stamb

 

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I wonder if IRL commanders would chose more tanks or more motorized/mechanized vehicles. I would say it depends (like always). I am not an expert but i think that most people would chose more armor.

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Post #: 1126
RE: Quick Questions Thread - 12/22/2021 5:09:44 PM   
therealevan

 

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From: Washington State
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Quick questions;

1. I remember that there was a feature to adjust the loadouts of your planes, am I remembering this correctly? If so, is it worth the time to do so?

2. If I leave "Let AI manage depots" turned on, does the AI do a good enough job of managing my logistics?

Thanks

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Post #: 1127
RE: Quick Questions Thread - 12/22/2021 6:00:56 PM   
GibsonPete


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~ Plane loadouts are worthwhile. On turn one of GC 41 the Axis may add drop tanks to the fighters to protect bombers (if you wish). You also may modify your bomb load to suit your designated target, mines for naval operations for instance.

~ AI depot management is okay. It is better than AI air assist. It may save you some APs. I prefer to do it myself.

Hope this helps.

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“Reader, suppose you were an idiot. And suppose you were a member of Congress. But I repeat myself.”

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Post #: 1128
RE: Quick Questions Thread - 12/22/2021 6:51:21 PM   
therealevan

 

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quote:

ORIGINAL: GibsonPete

~ Plane loadouts are worthwhile. On turn one of GC 41 the Axis may add drop tanks to the fighters to protect bombers (if you wish). You also may modify your bomb load to suit your designated target, mines for naval operations for instance.

~ AI depot management is okay. It is better than AI air assist. It may save you some APs. I prefer to do it myself.

Hope this helps.


Thanks Pete - those are exactly the responses I was looking for.

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Post #: 1129
RE: Quick Questions Thread - 12/22/2021 8:22:20 PM   
Stamb

 

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therealevan
Remember that AI depot management can and probably will delete some of your depots that you have already created.
It means that AP that were used for this depots are wasted.

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Post #: 1130
RE: Quick Questions Thread - 12/23/2021 4:33:05 PM   
gw15


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I'm sure this has been answered many times:
1.) As the soviets I'm patiently waiting for my T-60's chassis to be finished and shipped to the units. I have many chassis in the pool but not finished T-60's. What am I not understanding?
2.) How do the Lend Lease planes get into the air units? I have many in the pools. For ex., P-40 fighters. I have tried to manually upgrade from Mig-3 fighter but the P-40 doesn't show on the list. What am I missing?

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Post #: 1131
RE: Quick Questions Thread - 12/23/2021 6:40:09 PM   
Denniss

 

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chassis start to produce a bit earlier than the tanks

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Post #: 1132
RE: Quick Questions Thread - 12/23/2021 7:08:52 PM   
SchDerGrosse


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From: Hungary
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The answer is presumably very trivial:

How on earth do you turn recon escort OFF??

There used to be button for that in the 1st game..

Thx,

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Post #: 1133
RE: Quick Questions Thread - 12/23/2021 7:18:00 PM   
Stamb

 

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You can assign AOGs manually for a recon and then just don't select escorts

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Post #: 1134
RE: Quick Questions Thread - 12/23/2021 7:29:17 PM   
SchDerGrosse


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Thanks for the quick reply Stamb!

It is baffling that there isnt a "recon off" button, and basically I cant use auto allocation when I want to keep doing recons as simple as possible.

*sigh*

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Post #: 1135
RE: Quick Questions Thread - 12/23/2021 7:35:54 PM   
Stamb

 

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It is worth to try and use manual setup and save Ju 88 if am not mistaken and other long ranged planes for a better usage. Once you make initial grouping for the long and short range recon - it easy and a matter of few clicks. I though that it will be hard, but once it is done - its fine.

Ah. I was able to play as an Axis in GC. Not sure about Soviets :)

< Message edited by Stamb -- 12/23/2021 7:36:50 PM >

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Post #: 1136
RE: Quick Questions Thread - 12/24/2021 10:49:40 AM   
marius1337

 

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The player can manually assign Construction Battalions to Cities to eg speed up the repair of railyards. For some cities (Minsk turn 1), the city detail window does not show the "Assign" button, for other cities the button is there(Riga). Why?

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Post #: 1137
RE: Quick Questions Thread - 12/24/2021 3:35:39 PM   
STEF78


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Unable to build up unit, same HQ, VK Tutorial

thanks for your help


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Post #: 1138
RE: Quick Questions Thread - 12/24/2021 5:26:44 PM   
Stamb

 

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If you want to make a division then there should be at least 1 MP in each of the regiments. If you want to build a fortification zone - then there is a limit for a maximum of 3 units in a hex (except of city forts)

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Post #: 1139
RE: Quick Questions Thread - 12/25/2021 6:20:29 AM   
SchDerGrosse


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Quick question:

Is there a way to prevent the AI from airdropping supplies to its units?

Air superiority (set to to be run in both phases) does not seem to be doing anything and the AI is happily dropping 500+ tonnes of supplies on its encircled units every turn. Quite annoying.

Thanks,

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Post #: 1140
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