RE: Please Sir, send the 105mm AA guns to the front! (Full Version)

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karonagames -> RE: Please Sir, send the 105mm AA guns to the front! (4/2/2011 3:34:58 PM)

Theoretically, yes, if you can connect captured resources to the rail network the resources will go into the pool, the more resources and Oil you have in stock during the production phase, the more likely it will run at 100%, without the shortage messages you see in the logistics report.

Unfortunately we do not have enough data to say what difference capturing Baku makes, as the AI never did it in testing, and it has not been achieved in PBEM games.




marty_01 -> RE: Please Sir, send the 105mm AA guns to the front! (4/2/2011 4:00:38 PM)

Thanks again BigAnorak. That's Very helpful.

Purely theoretical question -- which I am perfectly happy to except that enough info isn’t currently available -- but if the Axis can produce more APs via non-historical game play (capturing Baku -- getting an operational rail line to it, etc) does our virtual Albert Speer start producing a-historical levels of equipment? Presumably if there is excess production the glut production would end-up in the equipment pool (& I mean "glut" as relative to the games historical baseline) . But in this example, and based upon the previous posts to this thread, I assume the German Order of Battle still does not change from their historical OoB and historical timelines for their OoB. In other words, even if the Germans can produce more APs than the historical baseline, there still would be no change in the Germans reinforcement schedules -- like no added support units nor earlier appearance of support units or normal combat units than the historical timeline -- or whatever?




jwarrenw13 -> RE: Please Sir, send the 105mm AA guns to the front! (4/2/2011 4:09:11 PM)

It is threads like this that have just fascinated me about this game, even before I bought it.  I'm still learning the game, currently playing Road to Smolensk the second time after losing terribly the first time -- never got across the river.  This time I'm across the river and looks like I will envelope Smolensk and maybe win the game.  Anyway, I haven't even considered production and how it affects the game in my own games, have barely glanced at the production screens except in the tutorial and boot camp.  But I am learning about production and other things from threads like this.




karonagames -> RE: Please Sir, send the 105mm AA guns to the front! (4/2/2011 4:22:18 PM)

quote:

In other words, even if the Germans can produce more APs than the historical baseline, there still would be no change in the Germans reinforcement schedules -- like no added support units nor earlier appearance of support units or normal combat units than the historical timeline -- or whatever?


Correct, no impact on withdrawal/reinforcements as these are a totally separate mechanic, but the existing troops would see their TOE%s at a slightly higher level.

The bottle neck is always going to be manpower - every tank, gun and mortar needs a crew, so the Axis still need to be figuring out how to find the men to man the equipment, and from 1943 onwards, this gets harder and harder. The total number of men is pretty much fixed, compared to resources, all you as a player can do is channel the manpower from non-combat units (HQs, Airbases, construction) to combat units.





Lrfss -> RE: Please Sir, send the 105mm AA guns to the front! (4/2/2011 6:01:11 PM)


quote:

ORIGINAL: BigAnorak

quote:

In other words, even if the Germans can produce more APs than the historical baseline, there still would be no change in the Germans reinforcement schedules -- like no added support units nor earlier appearance of support units or normal combat units than the historical timeline -- or whatever?


Correct, no impact on withdrawal/reinforcements as these are a totally separate mechanic, but the existing troops would see their TOE%s at a slightly higher level.

The bottle neck is always going to be manpower - every tank, gun and mortar needs a crew, so the Axis still need to be figuring out how to find the men to man the equipment, and from 1943 onwards, this gets harder and harder. The total number of men is pretty much fixed, compared to resources, all you as a player can do is channel the manpower from non-combat units (HQs, Airbases, construction) to combat units.



As you capture Manpower centers/factories and after they have less than 50% damage you then start to benifit from those factories to your manpower pool if I read that correctly???




karonagames -> RE: Please Sir, send the 105mm AA guns to the front! (4/2/2011 6:18:02 PM)

Don't think so:

This is the "captured" production report from my 1943 game. I think the manpower number in captured cities is used to determine partisan recruitment, not men usable by the Axis.

I might be wrong.



[image]local://upfiles/21516/F2B5F6DE44BE4BADA3D03314083C2856.jpg[/image]




Speedysteve -> RE: Please Sir, send the 105mm AA guns to the front! (4/2/2011 6:42:34 PM)

I think you're right Bob. Also when the SU player recaptures these settlements the locally stored pool of men also get released to their manpower pool IIRC




Lrfss -> RE: Please Sir, send the 105mm AA guns to the front! (4/2/2011 7:53:37 PM)

21.2. FACTORY CAPTURE, DAMAGE, REPAIR AND EVACUATION

Factories in captured town, city and urban
hexes can be damaged or destroyed. With
the exception of manpower, port, railyard,
resource and oil factories, all other factories
in captured hexes are destroyed and
permanently removed. With the exception
of manpower factories (21.1.10.3), factories
that remain will receive a variable amount
of damage (damage will be added to the
factories equal to 25+random(75) percent
(not to exceed 100 percent). Captured oil
and resource factories will commence
producing once damage has been repaired
to be less than 50 percent, assuming the
hex is linked to the applicable supply grid. Captured factories will produce at the rate of their
actual nationality, so captured Soviet oil factories will not be limited to 60 percent output.....etc.

Prior however the manual states:

21.1.10.3. MANPOWER FACTORY DAMAGE AND DESTRUCTION
Manpower factory points can be destroyed when the town, city or urban hex is first captured.
In addition, one manpower factory point in town, city or urban hexes may be destroyed every
turn that the hex is enemy controlled; hexes with larger amounts of manpower have a greater
chance of having one manpower factory destroyed (one manpower point is destroyed if
Rnd(600)< (Manpower in town). Manpower factories can also be damaged or lose factory
points through lack of supply (20.5.1).

This last section would lead me to believe that maybe you are correct about the Axis or Soviet captured Manpower Centers/Factories not being usable while controlled by the otherside in the others original National turf? LOL, did I say that right....

Anyway, if they are not usable, then I would think that it should change in favor of a percentage that would be useable by either side since both powers used civilians & prisoners alike to keep up the war machines in factories and such. Though the game appears to already model in the OOB combat units formed, does it reflect Manpower via the war economy somehow in this respect?




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