RE: Quick Questions Thread (Full Version)

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Zovs -> RE: Quick Questions Thread (1/4/2022 2:12:14 AM)

Click on the first Airfield text ( it’s a yellow button) it will list the battle’s details display and you can click the show more to see more details and you can post the air losses.




MemoryLeak -> RE: Quick Questions Thread (1/4/2022 6:45:22 PM)

ZOVS thank you. I will see if I can determine which button that is.




Joel Billings -> RE: Quick Questions Thread (1/4/2022 6:48:46 PM)

The extra losses were a/c on the ground as these were bombing of airfields. The numbers of planes listed in the battle are those that got off the ground and intercepted.




MemoryLeak -> RE: Quick Questions Thread (1/4/2022 7:02:18 PM)

Got it, thanks for the information.




MemoryLeak -> RE: Quick Questions Thread (1/5/2022 12:31:06 AM)

Hi,
There is a concept that I cannot noodle through. I did the Minsk walk through twice. I assigned the eight air directives. The written tutorial doesn't mention or seem concerned with how many planes I assign to each mission in connection with the total number of said planes available.

If you are familiar with the tutorial, there are 30 attack aircraft and 10 escort aircraft for each directive and some of the directives call for up to six separate targets. If I was doing this on my own and simply not following directions, how do I keep a running total of the number of aircraft that would be needed to accomplish all the missions? How do I know if I have exceeded the number of available aircraft and that I should stop making attack missions. Or escort mission?

I know the total of aircraft available so do I need to write down on a piece of paper and try to keep track of how many have been used for each mission?




Zovs -> RE: Quick Questions Thread (1/5/2022 2:41:55 AM)

My understanding and experience is if you set the number of strikes to one and the area to zero and the req ac(esc) to x(x) then x(x) will fly to that target for each Dx selected. So in my Minsk tutorial (and my manual Air war guide) I found that 30(10) when in escort range will fly for x number of strikes or one in this case. When I set the area to x I just counted the number of airbases in the area and that was my number of strikes for that mission, and I only used D1 since ant other Dx is just a waste and causes more Ops losses. For other GA missions (like units or interdiction) you’ll have to experiment to get the best results.




MemoryLeak -> RE: Quick Questions Thread (1/5/2022 5:05:01 PM)

Thank you.
But I'm not sure if I made myself clear.

There is a finite number of aircraft available to fly on any given turn. Lets pretend there are 100. And I start making up missions that total up to 150 aircraft necessary to accomplish those missions.
Is there a countdown or anywhere to look to see if while creating those missions the total number of available aircraft starts to lower until I have exceeded the total number of available aircraft and that I just wasted my time creating 50 missions because only the first 15 missions have enough aircraft to perform the missions? Whew. I hope you can follow that.

I don't want to be creating missions when there isn't anyone around to fly them.




Zovs -> RE: Quick Questions Thread (1/5/2022 6:10:15 PM)

Yes as you create an AD it will show 0 fighters 0 bombers and have a darker almost blacked out look indicating no aircraft fir the mission.




MemoryLeak -> RE: Quick Questions Thread (1/5/2022 10:15:34 PM)

okay, I'm going back into the Minsk tutorial and create the air groups that you directed and then I am going to try adding missions until I surpass available aircraft and look for the number that will go to zero and black out.

Thanks.



I was kidding myself that I would ever be able to understand this game.
I went back into the Minsk tutorial and created 10 missions each requiring 500 bombers and 500 escorts. I never did get a warning that I was out of aircraft. In the screen where you set up Ground attack missions it always displayed the same number of aircraft available. it never changed.

When I bought this game I figured I'd never understand more than 10 percent of the hundreds of menus and displays. And I would just ignore the other 90 percent and try to muddle through it. Thanks for the help but I just don't understand even the basics of the air war.





Lovenought -> RE: Quick Questions Thread (1/5/2022 10:58:54 PM)

You can assign specific squadrons to missions, and then only those aircraft will be used, and they won't be available for other missions.

Otherwise, if you don't assign any specific squadrons, the mission can draw from your entire pool of in-range aircraft.

So for example with a mission requiring 500 bombers and 500 escorts, it would have to grab every aircraft in that Luftflotte. Then for the next air directive it would try to find that amount again, but many would be damaged or too exhausted to fly, and it would only be able to grab progressively smaller forces as you fly your airforce to exhaustion.

There is no hard limit to how many missions aircraft can participate in.

Using the air war is a balance between knowing when to manually assign squadrons to missions (for efficiency) and when to leave no squadrons assigned, so the same pool can participate in multiple missions.




Zovs -> RE: Quick Questions Thread (1/5/2022 11:38:24 PM)

I am positive that if there is not enough aircraft it will show 0 fighters and 0 bombers, you can try with setting up a bunch of recon on auto(auto) and an area of 10 with auto strikes. You’ll soon run out of recon for missions and just add another to see the 0.




marius1337 -> RE: Quick Questions Thread (1/8/2022 9:55:31 AM)

"Note that all HQs, regardless of level, can only provide leadership to units that directly report to it over 5 hexes".

Does this mean I need to move my Axis Corps HQs within 5 hexes before attacking? In Wite 1, for combat, it did not matter if the Corps HQ was > 5 hexes away for combat.




Stamb -> RE: Quick Questions Thread (1/8/2022 10:14:35 AM)


quote:

ORIGINAL: marius1337

"Note that all HQs, regardless of level, can only provide leadership to units that directly report to it over 5 hexes".

Does this mean I need to move my Axis Corps HQs within 5 hexes before attacking? In Wite 1, for combat, it did not matter if the Corps HQ was > 5 hexes away for combat.

yes, units that are > 5 hexes will be highlighted with a red border




Hardradi -> RE: Quick Questions Thread (1/9/2022 7:47:40 AM)


quote:

ORIGINAL: marius1337

"Note that all HQs, regardless of level, can only provide leadership to units that directly report to it over 5 hexes".

Does this mean I need to move my Axis Corps HQs within 5 hexes before attacking? In Wite 1, for combat, it did not matter if the Corps HQ was > 5 hexes away for combat.


You don't have to but it is more efficient for all of the many combat rolls we dont see. It also means that the Corps may commit its SU's to the battle and effects Support Squad commitment.

If you have your HQ to 6 hexes away, the penalty on rolls at this distance is not that great. According to my calculations it might be around a 2% to 3% penalty. (The exception is morale rolls, they do not have a distance penalty).




MaB1708 -> Supply details (1/9/2022 8:22:25 AM)

Hello all,
I find a descrepancy in the numbers for freight received in units that have also received vehicles, the numbers only add up if I assume that a percentage (around 25%?) of the number of vehicles received is accounted for as freight.

In this example unit has received 208 freight being converted to 188 supplies plus 5 (for replacements) = 193. The difference of 15 to add up to the total of 208 is 1/4 of the number of vehicles received from pool. If this is only by chance then where are the 15 freight?

Thank you for any answer,
Cheers,
Martin

[image]local://upfiles/21971/C29E08C457EF4A059ABA30E2ACCEBC52.jpg[/image]




SchDerGrosse -> RE: Supply details (1/9/2022 4:33:40 PM)

I do apoligize if this has been asked many times before, but what difference does it make if a support unit is classified as motorized or non-motorized?

Most of the SU-s seem to be motorized (whatever this term should mean as most of Germany's artillery was horse drawn..), but there are a few units, like "heavy flak battalions" which arent.

Is there a disadvantage to attaching these SUs to HQs (or to units as a matter of fact).

Thanks,




Joel Billings -> RE: Supply details (1/9/2022 5:50:40 PM)

Pretty sure each truck is considered 1 supply point in the code, which is 1/4 of a ton of freight. This is WAD. This is an abstraction since trucks often drive themselves around and are not railed everywhere.




Jango32 -> RE: Supply details (1/9/2022 8:15:18 PM)

Why do anti-tank weapons participate in combat when there are no enemy AFV elements present? I would maybe understand it if you were defending and were sending everything you had to hold a position, or if high explosive shells were available, but it's confusing why this occurs when attacking...

This isn't an isolated case either, I've been noticing this every turn in every game.

[image]local://upfiles/78989/A58807585E994101BDC8564D670C3EF6.jpg[/image]




MemoryLeak -> RE: Air Doctrine (1/9/2022 8:18:26 PM)

Hi,
I am trying to create Air Doctrines. I have studied these three parts until I'm ready to have a breakdown. I cannot understand what the manual is saying. Can anyone please , in the simplest terms, explain the concept the designers are conveying? And how it matters?
Thank you.

Percent to fly
Mission AC PCT
Escort AC PCT




carlkay58 -> RE: Air Doctrine (1/10/2022 12:08:34 AM)

Jango - anti-tank guns are still guns and some had anti-personnel ammo available. They were also used against strongpoints such as bunkers and machine gun nests.

Memory Leak:

Percent to fly => this is the minimum number of aircraft to fly. It defaults to 20%. If at least 20% of the mission aircraft total are able to reach the target hex then the mission will execute. If you fail to meet that then the mission will be called off.

Mission AC PCT => this is your setting for what % of the mission threshold will be sent. For example, Recon missions like to have 24 aircraft (although this could be different based on nationality) to fly the mission. If you set this setting to 50 then the game engine will try to have 12 aircraft fly the mission. The previous setting 'Percent to fly' is then used to determine that the mission will not fly unless at least 2 aircraft (if at default of 20% and rounded down to an integer) could fly.

Escort AC PCT => this is your setting for how many escort aircraft to send with the mission. This can couple with another setting 'Partial Esc' (set to either Yes or No). As with the mission aircraft, each type of air mission has a desired amount of escorts to send on the mission. This allows you to change that amount. Usually the common settings are 0 (don't send any escort) or 50 (send only half the escorts) to save the escort fighters (usually fighters or fighter-bombers set to Fighter role).





Jango32 -> RE: Air Doctrine (1/10/2022 6:28:22 AM)

Fairly sure the Pak 36 had no high explosive ammunition. But even so - the same thing has happened with anti-tank rifles getting destroyed in the ground losses screen, but in the ground combat screen they don't even participate in combat...




ShaggyHiK -> RE: Air Doctrine (1/10/2022 7:00:46 AM)


quote:

ORIGINAL: Jango32

Fairly sure the Pak 36 had no high explosive ammunition. But even so - the same thing has happened with anti-tank rifles getting destroyed in the ground losses screen, but in the ground combat screen they don't even participate in combat...

3,7 cm Sprg.18
3,7 cm Sprg.40

There were also cumulative rounds that could potentially shoot at infantry with the expectation of a high-explosive action.




loki100 -> RE: Supply details (1/10/2022 8:17:03 AM)


quote:

ORIGINAL: SchDerGrosse

I do apoligize if this has been asked many times before, but what difference does it make if a support unit is classified as motorized or non-motorized?

Most of the SU-s seem to be motorized (whatever this term should mean as most of Germany's artillery was horse drawn..), but there are a few units, like "heavy flak battalions" which arent.

Is there a disadvantage to attaching these SUs to HQs (or to units as a matter of fact).

Thanks,


if attached to the HQ - none at all. If attached to a combat unit then it depends. A non-mot SU attached to a motorised CU will pull the needed trucks from the pool to motorise. So in general best to avoid




MemoryLeak -> RE: Air Doctrine (1/10/2022 5:49:21 PM)

Carlkay58, thank you. I copied, saved and printed your reply. I have had the game for two weeks and haven't played it yet. I have watched many hours of Dojo's videos, AAR's and dozens of posts, printed the first turn suggestions and I'm working my way through the manual(just shoot me). I located the section in the manual that I posted this question about. But the manual , as usual, didn't make any sense. I appreciate your clarification.




Stamb -> RE: Air Doctrine (1/10/2022 8:38:17 PM)


quote:

ORIGINAL: MemoryLeak
...
But the manual , as usual, didn't make any sense.

Poor loki, i wish you a lot of patience in the new year [;)]




Stamb -> RE: Air Doctrine (1/10/2022 9:17:30 PM)

Is it possible to get font for the cities from this mod:
https://www.matrixgames.com/forums/tm.asp?m=5029885

into this:
https://www.matrixgames.com/forums/tm.asp?m=5027955
?





MemoryLeak -> RE: Air Doctrine (1/10/2022 11:13:11 PM)


quote:

ORIGINAL: Stamb


quote:

ORIGINAL: MemoryLeak
...
But the manual , as usual, didn't make any sense.

Poor loki, i wish you a lot of patience in the new year [;)]

quote:

Poor loki, i wish you a lot of patience in the new year


thank you sir, may I have another one? [:D]

But since I have your attention, is there a comprehensive(and understandable) post about support units and how to set up where they should be. I watched Dojo's video on SU's but he just says what to do not why. I think he said put all the units in the highest HQ and they would handle the rest. I tried the search feature here and put in :support units" and no results were returned.
I have printed the Axis first turn posts and several railroad and HQ posts but a simplified explanation on the Commander's report and what values I should put in for Support Unit distribution.
Everything is way too complicated but I am going to focus on air units, support units, and supply. I doubt if I will ever get to ground units and combat. This isn't a wargame is it? Calm down, just joking.






Stamb -> RE: Air Doctrine (1/10/2022 11:29:29 PM)

With my message i was referring to this user: loki100 he is one of the authors of a manual.
If you transfer SU units to OKH or STAVKA then any division/HQ can pull that unit (manually reassigned) in any time (unless SU was already reassigned, 1 reassign per turn for SU and divisions)

It depends what do you need and where. If there is a lot of bombing you may want to assign additional AA to your motorized/panzers. If you want to push somewhere - you can try and assign more artillery to appropriate HQs and pioneer units to divisions itself.

For example you want to take Odessa. Few turns prior to it assign pioneers (ideally German one, not Rumanian, as everything that have a Rumanian name in the game is a big no no!, no joke here :) ) to an infantry divisions, let divisions and SU build combat preparation points (CPP), as you lose 50% of CPP when you reassign SU, and don't forget artillery units. Assign artillery to a HQ with a good leaders, ideally german leaders as they have better stats.

If I am not mistaken - up to a 6 SU units can join a battle from a single HQ, so 6 arty SU might be the maximum.


Also I am setting OKH to supply priority 4 and keep it in Berlin which provides unlimited supply to it. That way i can transfer SU to OKH and put them on refit.
If you will try to do it yourself, remember to change supply priorities for all other armies/HQ/etc again as they will be at 4, cuz they inherit changes from OKH/STAVKA




MemoryLeak -> RE: Air Doctrine (1/11/2022 1:11:43 AM)

ok, so keep all Support units at OKH unless i anticipate an assault and then I move them manually to a local HQ, well in advance of the assault if I can plan that far ahead.

Set OKH supply priority to 4 and then set HQ's further down the line to lower numbers. I should point out that I read loki's thread that is a "sticky" about logistics and I must have it wrong because he said if you leave a depot on priority 4 it will hoard all of the supplies and nothing gets passed down. That a player should lower the priority so that supplies get passed along. However, if past performance is any indication of future success, I am sure I have it completely wrong.




loki100 -> RE: Air Doctrine (1/11/2022 6:43:06 AM)

quote:

ORIGINAL: MemoryLeak

ok, so keep all Support units at OKH unless i anticipate an assault and then I move them manually to a local HQ, well in advance of the assault if I can plan that far ahead.

Set OKH supply priority to 4 and then set HQ's further down the line to lower numbers. I should point out that I read loki's thread that is a "sticky" about logistics and I must have it wrong because he said if you leave a depot on priority 4 it will hoard all of the supplies and nothing gets passed down. That a player should lower the priority so that supplies get passed along. However, if past performance is any indication of future success, I am sure I have it completely wrong.


SUs - find your own logic, I've never sent them all to OKH, but have my personal reworking of the assets and then how I use them subsequently. But then I have my own ideas as to which axis formations are going to be involved in what will be the main actions in 1941. Its like a lot of this game, you can micro-manage to the point of near insanity, you can do 'good enough' and often the best advice is to fit their deployment around your strategy (so there is no mechanistic 'do this' answer)

HQ priority, don't mix up HQ priority with depot priority. HQ set up creates demand, depot priority is about creating supply of freight.

Again, purely for myself, there is no need for OKH or Stavka to be at more than pri #1. Stavka should be on a NSS (so the freight for repairing damaged SU is there) till late war. I tend to dump OKH around Warsaw-Kaunas/Lvov, I don't have many SU in it, just those transiting, I dump axis SU that need to repair into the reserve.

Again, my view is the 50% loss of CPP for SUs being transferred is a monumental red herring with the exception of the Soviet brigade sized formations. They are strong enough that the loss may give me pause for thought, anything of battalion or less has so little practical CV that its of little importance.

Some more general comments. Don't wind yourself up trying to understand everything, in part stuff slots together when you play and in part as there is often a common sense route. So logistics you can wind yourself up trying to track trains etc, or, use geography. All depots say 5 hexes from the front, pri 4, next 10-15 hexes mix of pri 2 or 3 (3 if near to an airbase), then a cluster of reserve depots at pri 4, then 1 or 0 back to the NSS.

the intermediate #4s grab freight that can't reach the front, drop their priority when you want more freight (offensive/advance or simply running short) at the front, then rebuild.

That will give you a good robust logistics network without doing much apart from imposing your own reading of the map




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