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?
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?
"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
"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
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 >
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
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 >
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?
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 >
"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
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.
~ 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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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.
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.
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?
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 >
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?
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)
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.