RE: Truck Summary in logistics Phase Report is hard to understand: (Full Version)

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loki100 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 11:42:29 AM)


quote:

ORIGINAL: Stephan61
....

Cheers mate.

So there is little economic benefit from spending the AP to repair the Oil Production Factory (adding extra Oil resource).




aye, I personally file the production system into a box marked 'it does stuff' and play the rest of the game. As the Soviets its worth repairing some of the big resource sites you recapture (Nikolaev is one) so there are a few instances but in the main the system is constrained by the various production caps and usually it will produce enough of the inputs to meet those caps.

the game design from WiTE1 to WiTW has always avoided creating meaningful shortages in part as it then becomes harder to code, so more need to introduce player agency and the whole thing tips towards being a bit of an industrial management sim.




squatter -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 11:51:16 AM)

Why is it that when I use air transport I seem to have no control over how many missions the transports fly? I’m selecting a single air group, and hitting launch, and the selected group flies five or six sorties. Is there no way to limit to one or two sorties?




carlkay58 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 12:27:57 PM)

There is another 'button' next to Launch. It is a toggle between 'Multiple Missions' and 'Single Mission'.




squatter -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 1:03:51 PM)

Thanks Carlkay - I had taken the “multiple missions” button to mean “launch multiple missions”, didn’t realise it’s a toggle.




MishaTX -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 1:53:50 PM)


quote:

ORIGINAL: loki100



aye, I personally file the production system into a box marked 'it does stuff' and play the rest of the game. As the Soviets its worth repairing some of the big resource sites you recapture (Nikolaev is one) so there are a few instances but in the main the system is constrained by the various production caps and usually it will produce enough of the inputs to meet those caps.

the game design from WiTE1 to WiTW has always avoided creating meaningful shortages in part as it then becomes harder to code, so more need to introduce player agency and the whole thing tips towards being a bit of an industrial management sim.


I'm personally fine with that, but just to be clear: There is no benefit to me from, say, dedicating an FBD to connect an oil producing facility to the rail network? It's quite important to the Axis in particular since there are so many other rail hexes that you might want to repair instead in order to get your freight forward.




juv95hrn -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 1:56:45 PM)

If my Soviet Odessa garrison is forced to retreat, will they all march into a prison camp, or will some cling to life rafts and sail off to Sevastopol? (sorry if this has been asked before). Thanks!

EDIT:

Found it!

"23.12.5. Effects of Routing
When a combat unit routs, it has its CV set to zero and
then the unit performs a displacement move (23.13). Units
can rout through a port to another port without additional
impact (other than normal rout/retreat attrition)."




loki100 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 3:06:54 PM)


quote:

ORIGINAL: MishaTX


quote:

ORIGINAL: loki100



aye, I personally file the production system into a box marked 'it does stuff' and play the rest of the game. As the Soviets its worth repairing some of the big resource sites you recapture (Nikolaev is one) so there are a few instances but in the main the system is constrained by the various production caps and usually it will produce enough of the inputs to meet those caps.

the game design from WiTE1 to WiTW has always avoided creating meaningful shortages in part as it then becomes harder to code, so more need to introduce player agency and the whole thing tips towards being a bit of an industrial management sim.


I'm personally fine with that, but just to be clear: There is no benefit to me from, say, dedicating an FBD to connect an oil producing facility to the rail network? It's quite important to the Axis in particular since there are so many other rail hexes that you might want to repair instead in order to get your freight forward.


yes, very much my view.

even if it there was a real reward, you'd have the problem of the very slow repair rate for oil production and of limited rail cap in the region (at least for where the larger Soviet assets are located) to move it to your refineries in any case




warspite1 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 3:07:59 PM)

Just got the first Soviet turn back and was expecting to see a turn replay.... How do I see what happened in the preceding player turn please?




loki100 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 3:09:47 PM)


quote:

ORIGINAL: warspite1

Just got the first Soviet turn back and was expecting to see a turn replay.... How do I see what happened in the preceding player turn please?



not a game feature

best trick is to set the ground battles to display, that'll show where/if they attacked and can be very informative




Bamilus -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 3:45:07 PM)

You can also look in the CR to see the list of battles and details, as well. I typically try to sort and locate the bigger battles. You can click and it will take you to the hex.




juv95hrn -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/1/2021 10:33:49 PM)

I am trying to move a land units from Kronstadt into Oranianbaum Fortress. There are 1 spot open. I cant move by land, and when I try to naval transport it shows MP, but the unit wont move when right clicking.

There is a German land unit straight east of Oranienbaum, on one of the hexsides with the small blue triangels, is it blocking any movement into the fort this way?

Of course the Oranienbaum City Fortress isnt full, and, as said, there is a spot for a new Land Unit, along with the CF and the Fort Unit in the Hex.

EDIT:

Oranienbaum is an inland port, and the Germany unit is blocking the river by being adjacent.




Balou -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/2/2021 5:00:28 PM)

I have a logistics question:
H2H game, Minsk captured in T1 together with tons of fuel/supplies.
1. Why does the unit (20 PzD in Minsk) right on top of this treasure cove send it's trucks back to Suwalki ? I know that my new depot in Minsk is not connected to the rail grid, but isn't the distribution of supplies linked to trucks ?
2. Why is the depot empty in T2, railyard damage is minor ?
3. It is more confusing since when you fly in supplies, they will immediatly show up in the depot.

Thanks for help.

[image]local://upfiles/32354/F872F92696D8417DB23ABB6A115BC5CB.jpg[/image]




juv95hrn -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/2/2021 8:48:12 PM)

As the Soviets I get very little bomber support when the Germans attack, if any.

I have mostly set up Level Bombers AOGs to support the Fronts with default ground support directives. Shouldnt they be able to support all the Armies in the Front then? Or do I have to make individual bomber directives for all armies?

Fighers fly to intercept from my AOGs that are set to ground support my armies.

Is there a Central Front Air Command HQ? I think I have lost it somehow...

Whats better? Assign many AOGs to support an entire Front, or micro manage smaller AOGs to individual Armies, with their own Air Directives for only one army at the time?




loki100 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/2/2021 9:52:11 PM)

as ever it depends, but I tend rarely to set GS below front level.

reasons for no bombers - deployment location/battle location (ie range to target), dire leadership rolls. I tend to get decent enough allocations even early on but it is a bit hit and miss

early on at least one Front will lack an air command, so set one up to do GS for 2 fronts. later on they get one each and then you even have an extra one (or 2 - I forget)

remember that historically Central Front covered the region south of Smolensk in Aug/Sept 41 and was de-activated after Guderain's southern offensive and not brought back into active use till 1943. Bryansk Front took over what was left of its original command




zasgard -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/3/2021 6:20:26 AM)

Are there any other options beyond the NATO counters if so, what are they? 3d units?




loki100 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/3/2021 6:36:55 AM)


quote:

ORIGINAL: zasgard

Are there any other options beyond the NATO counters if so, what are they? 3d units?


in game there is a set of stylised counters as an option.

there are a number of mods that make a variety of changes




zasgard -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/3/2021 6:40:58 AM)


quote:

ORIGINAL: loki100


quote:

ORIGINAL: zasgard

Are there any other options beyond the NATO counters if so, what are they? 3d units?



in game there is a set of stylised counters as an option.

there are a number of mods that make a variety of changes


So, 3d sprites are an option? Something like panzer corp graphics?

Thank you




nukkxx5058 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/3/2021 9:46:15 AM)

Please !!! Please, I'm begging the devs : No 3D of no sort ! Keep it a true authentic board game.
[&o][&o]




loki100 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/3/2021 11:12:46 AM)


quote:

ORIGINAL: zasgard


quote:

ORIGINAL: loki100


quote:

ORIGINAL: zasgard

Are there any other options beyond the NATO counters if so, what are they? 3d units?



in game there is a set of stylised counters as an option.

there are a number of mods that make a variety of changes


So, 3d sprites are an option? Something like panzer corp graphics?

Thank you



no idea as I'm not really aware of the modding options. The in game alternative is still a normal counter but with an image not the NATO symbol. Someone was working on a map mod that at least gave the impression of 3D so not sure of the limits




juv95hrn -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/4/2021 3:22:18 PM)

Am I correct in assuming that Refit Status no longer (unlike in WITE1) affects the constuction value (and effect) of Fortification construction?

It appears Refit Status only effects reinforcement and resupply rate? Not helping with Fatigue recovery (unless more supply makes for faster recovery?).

I like the fort consctruction features better of WITE2. Less complicated, assuming I got it right by now.

Thanks!




loki100 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/4/2021 3:45:59 PM)

aye, refit simply alters the likelihood of replacements - but also you are best on/near a well stocked depot

poor supply and high fatigue can trigger more attrition and/or a morale drop




juv95hrn -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/5/2021 7:58:23 PM)

Probably pretty basic but I cant figure out how to transfer air units to the Far East TB from the Reserve TB.

Is it possible that all my air units are in transfer or reinforced the current turn? Its fall 1941 and everything but the kitchen sink is on the front line.

How do I do it? The manual doesnt make sense to me? I should be able to click an individual air group in the Reserve TB, and Transfer it to the Far East, correct? All I get is that I can transfer them (again) into the Reserve TB.

When it comes to Transcaucasus, I can simply assign air units to an air base in the area.

Maybe I should reassign on map AOGs to the Far East Air Command in the Air phase, and they will fly over? Havent tried that one yet. (In the ground phase).

Thanks!




First_Contact_Gamer -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/5/2021 8:40:46 PM)


quote:

ORIGINAL: juv95hrn

Probably pretty basic but I cant figure out how to transfer air units to the Far East TB from the Reserve TB.

Is it possible that all my air units are in transfer or reinforced the current turn? Its fall 1941 and everything but the kitchen sink is on the front line.

How do I do it? The manual doesnt make sense to me? I should be able to click an individual air group in the Reserve TB, and Transfer it to the Far East, correct? All I get is that I can transfer them (again) into the Reserve TB.

When it comes to Transcaucasus, I can simply assign air units to an air base in the area.

Maybe I should reassign on map AOGs to the Far East Air Command in the Air phase, and they will fly over? Havent tried that one yet. (In the ground phase).

Thanks!


It could be that the air units you are trying to transfer are locked and not available to be transferred. I can’t remember for certain but I believe green box = available to be transferred. If you are looking at the reserve box that is found via the shortcut above the mini map. Not certain if the color coding flows to CR.




Rattiratto -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/5/2021 10:38:39 PM)

Quick question on the bottom part of the "unit supply detail" screen on the unit menu (described in section 37.12.3) - what does exactly "no manpower" mean? I would assume missing manpower from the pool, but as the Soviet in 1941 I have a 195K manpower pool, which I presume should be enough. What am I missing?

Also it is not clear to me exactly what the number after means "no manpower 90". The manual talks about items and sub-segments which make me very confused. Is it the probability of missing the roll?




loki100 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/6/2021 9:12:18 AM)


quote:

ORIGINAL: Rattiratto

Quick question on the bottom part of the "unit supply detail" screen on the unit menu (described in section 37.12.3) - what does exactly "no manpower" mean? I would assume missing manpower from the pool, but as the Soviet in 1941 I have a 195K manpower pool, which I presume should be enough. What am I missing?

Also it is not clear to me exactly what the number after means "no manpower 90". The manual talks about items and sub-segments which make me very confused. Is it the probability of missing the roll?


the chart below the image might help a bit as it explains the entries.

so no manpower is the number of times an attempt to allocate replacements failed but it means something else for the freight value:


[image]local://upfiles/43256/6EF2D5D789DC4652B3AFC7BD20435420.jpg[/image]




Rattiratto -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/6/2021 10:40:32 AM)

Thanks Loki for the quick answer! This community would be clueless without your knowledgeable answers [:)] and your amazing work on the manual!

Sorry to be keeping asking this but I am having trouble to understand that specific section of the manual. From the manual:
"The number is the supply sub-segment in which the lack of item first occurred" - how do I know which specific sub-segment it is (how do I know which sub-segment the 90th is)?

Also the example hints to "must have less than the number of the specific item" which confuses me - does it mean it won't request if it has the actual % more/less than the needed?

quote:

ORIGINAL: loki100
so no manpower is the number of times an attempt to allocate replacements failed but it means something else for the freight value:

You answer seems to point in another direction:
Ok, so "no manpower 90" means it has tried and failed 90 times to allocate manpower as replacements? How does that play against the maximum 4 admin fails?

All my current Soviet HQs do have the "no manpower 90/100". Any idea why they might be failing? There seem to be enough manpower in the pool and enough supply capacity overall (generally units around get replacements/supply). There is even some supply stored in a depot nearby

Sorry for keep pushing on this, it might be just my dumb brain playing a prank on me, but I don't seem to be getting this!




loki100 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/6/2021 11:34:56 AM)

some of this no-one knows (well maybe Gary), so to quote 25.11 the "standard Resupply/Replacement segment is broken
into many smaller segments" - great but we don't have a list of those segements. So there lurks a fundamental problem, its one of those bits that are out of sight.

But in general the sequence for combat formations is:

a) try to supply priority 1 HQs, even within this there is a bias to lower priority HQs (this means that they have a decent chance of getting the 30% they need)
b) ditto for priority 2 HQs
etc

so no manpower 90 can mean a few things, it has failed more than once or it failed at the third check

now running across all this is endless leadership checks esp vs admin scores. Worse these are influenced by the support squads and CPP values.

Now the Soviets are plagued with low admin leaders and a lack of support squads. If you have high CPP this offsets a lot of this as "CPPs affect the chances of passing administrative rolls for resupply" (23.2.3) - but note again there is no given formula (unlike for the relationship between CPP and MP).

In effect, a Soviet unit that is poorly led, badly placed (wrt depots) and/or low on CPP is going to miss a lot of supply checks regardless of what is in the pools. To get replacements into those units, you probably need to use the refit mode, and get them close to a depot. To make this worse, the supply routines will push fuel/ammo/supply first and then replacements (so again if your units are at the end of a poor supply chain they will see few if any replacements).

So accepting there are regions where you need to be (Valdai, Volkhov, Caucasus) where the supply system is stressed what can you do? Well you can't assign your few competent commanders (you prob need them somewhere else), you can manage your CPP, you can rotate units back to depots to refit and return to the front. In an extreme case, you can allocate a rifle brigade and merge it with the target rifle division (there are places/times when this is essential)




juv95hrn -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/6/2021 9:20:41 PM)

How do I transfer Air Groups to the Far East TB?

Even clicking green air units in the Reserve TB gives me no other option than "disband".

EDIT:

Finally found it. You right click a green unit in the Reserve TB, and order it to Transfer.




Bladesss -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/7/2021 11:32:57 PM)

How do you create or destroy a depot.
With N active, i can see the depots on the map. Rarely i can right click the city and get a menu that lets me create or modify the depot (maybe 5% of the time). But if there is a unit in the hex (or just for no reason) that fails and once it fails i can never get that menu back to modify the depot in that hex or any other.
What is the keystroke that brings up that menu for depots?




carlkay58 -> RE: Truck Summary in logistics Phase Report is hard to understand: (6/8/2021 12:07:49 AM)

You can right click on a non-selected hex to get drop down menu that allows you to build a depot. I personally use the title bar in the upper right by the town name to build both airbases and depots.




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