Telemecus -> RE: TOE, attack types and probability of success (5/30/2019 5:53:53 PM)
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ORIGINAL: Hoggorm 1 - I have never played the full campaign, so I do not know how relevant TOE is in the smaller scenarios. I do not understand the TOE setting very well. I understand it has something with how much reserves a unit will receive compared to another unit? It would be easier to comment on common advice for the campaign game and then you can work back to see if it applies at all. My suggestions relate to the Axis side not the Soviet side. Each unit will have a class of ToE listing the manpower and equipment it should have - at least when its actual ToE is 100%. This periodically does change for each unit and you should check if its ToE class will change in a turn soon (listed in commanders report). If the actual ToE is lower than the max ToE set for that unit, during the logistics phase ground elements of that type will be taken out of your pool (the middle column in your production screen) and added to units - starting with those on refit first. During the logistics as well AFVs and aircraft produced in your factories will be added to your pools, they are produced on a fixed schedule. For all other equipment (artillery, rifles etc) the AI will spend arms points producing equipment it thinks you will need given your current surpluses and shortages. To create ground elements it will also remove the spare manpower it needs from your pool. If you left all of your max ToEs on 100% which is the default you would not notice too many problems at first. During Blizzard you will notice that many of your front line units do not receive the replacements they need but stay in the pool. However this problem eases towards the end of blizzard. But, at least in older versions of the game, you would find the AI has spent many of your arms points creating artillery (expensive) to replace what you have lost, but not the infantry replacements which suffer badly in the blizzard. Your infantry divisions can function with less artillery, but not without infantry replacements. This means they remain unready or depleted until your factories create new arms points that you can use to create the infantry you will be most short of. Soon after that though you will find your German and Finnish manpower pools empty - not all of your units can have their full 100% ToE. If you do not cap some, you will leave the AI to choose which ones manpower goes to, and they may not be the best ones you really want them to go to. Common advice to Axis players is to place all your SUs that need arms points to replace elements in them on the max 20% ToE which is the lowest the program will allow you and to do this from turn 1. (Note some SUs need AFVs not arms points to create them and can be treated differently). The aim is to stop the AI producing replacement artillery etc - instead you are saving as many arms points as possible to create the infantry replacements you will need at the end of the blizzard. Only when that is done and you know you will not be left with zero arms points to replace the infantry you lost in blizzard can you start raising the max ToE on those SUs like artillery again which you will then need as manpower will be scarce after that. (Note this was advice developed on testing the game in much earlier patches and so some of this advice may need to be moderated now.) Other advice relates to the size of your army during blizzard. You will lose a proportion of the men you leave in the field to the effects of weather. If you can leave fewer men out in the blizzard (by choking replacements) then you will lose fewer men that way. Whether you think you can afford to artificially reduce the size of your army during blizzard and still hold the places you want to during the Soviet offensive is down to your plan and skill and judgment to execute it. You have many SUs that withdraw. There is no point giving replacements to support units that will take replacements away from the war of the east to presumably fight in the war in the west instead. You can also try to reduce replacements to on map units that are withdrawing but if they are under 75% ToE when they are supposed to withdraw then they will remain on refit on the west edge of the map unchoked until they get 75% ToE. Given that you will eventually have manpower shortages, and soon for Germany and Finland, you will want to decide where manpower replacements go to. For example do you need to leave some army recon airbases or RHG HQs on 100% manpower if it means your elite combat units have fewer men. You may eventually have other shortages - like not enough tanks to replace your missing ToEs for units that use them. Again choking replacements for less important units ensures they will go to more important units. You can use max ToE settings tactically too. You may have choked one of your less good units from receiving replacements. But if you know it will be in a key battle next turn, increasing its ToE to allow it more replacements will be a way of making it stronger for then. There are other smaller points too. I guess how it relates to your scenario is where your manpower and arms points are at, and which periods of the war they will be covering? One important point to note if your max ToE setting is set below your actual ToE. It will not then take ground elements out of your unit (unless your ToE is over 100%). It will only not send replacements to it. So even if many units have a max ToE of 20%, few of them will ever get an actual ToE close to that. Post 961 in this AAR http://www.matrixgames.com/forums/tm.asp?m=4250683&mpage=33 contains a spreadsheet detailing the max ToE setting for every unit for every turn in that game. If you want to see detail for comparison in another game you can use that resource.
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