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Joined: 6/4/2009 From: Chicago Status: offline
When HQs are outlined in red, you need to move a combat unit into the hex with the red HQ to prevent automatic relocation if/when enemy troops retreat/route through an open hex adjacent to the undefended HQ unit's hex - red outline also occurs with rail repair units at risk of having to relocate when enemy unit moves thru an adjacent hex. Automatic relocation never happens if there is a ready combat unit in the same hex as HQ and repair units.
1. Does "Lock HQ support" affect AI? 2. What's more suitable, Better CV Math or Better CV Math with Artillery on? Does artillery CV increase distort real CV values?
< Message edited by RforRush -- 10/27/2017 6:31:14 PM >
Posts: 243
Joined: 6/4/2009 From: Chicago Status: offline
Not sure I understand the term "CV math." Support units directly assigned to a division increase the Combat Value of the division. Don't know if version 11 changed restriction against attaching artillery support units to a division. Artillery attached to the corps HQ may or may not support subordinate divisions, depending on a computer "die roll" check to determine its availability for each battle (attack or defend). Assigning SP gun and engineer battalions to divisions for direct support will raise the division's CV by at least one for each battalion. Last time I checked the limit for support units attached to a division was two. Construction battalions do not count against max two support units rule.
CV math tries to offer more accurate (expected) values on counters, that better correspond to random CV that is established in every combat. Default CV mode is very inaccurate (could be even called misleading or blatantly false). The problem is most people are used to those wrong values because their their mind is compensating for the inaccuracies, so they are lost when they use the more correct mode. Also it's a bit slower, so quite bad when playing against the AI on old computers.
Artillery elements have a default CV value of 0, while they are composed of a number of men with rifles and a gun. Support elements have a default CV value of 1, while they are composed of unarmed men. Logic dictated that something armed is better than nothing, and perhaps even better than something unarmed. So you can change those default values by selecting appropriate option.
Soviet units have a lot of artillery elements, German units have a lot of support elements. Answer yourself which options favours which side :-)
I just want to know if there is a limit, or maximum, for the number of airgroup in the game.
Thanx you !
Yes there is. A limit was recently added to prevent a crash that occur when there is too much airgroup in the game.
Version 1.11.00 Changelog
New Features 1. It will be now impossible to build more than 600 Soviet air groups. This is necessary to prevent the game from crashing when reaching the limit of 32000 active aircraft.
Hello! I dont know is it bug or not. When Soviets begin to receive reinforcements from 2nd turn there are rifle/support squads in the Rifle divisions have much less exp than others squads in these units. For example, 2nd turn - 3 new RD around Moscow: 245 RD(morale 40) - rifle squads - 16 exp, support - 16, others - 28 242 RD(morale 38) - rifle squads - 19 exp, support - 13, others - 27 248 RD(morale 40) - rifle squads - 19 exp, support - 12, others - 28 New Rifle Brigade around Leningrad does not have similar problem. New Cavalry Division around Odessa looks ok too. Next turn and same things continues: 4 Moscow PM RD(morale 40) - rifle squads - 11 exp, support -19, others - 28. New Cavalry on the south looks ok again. So, why are these Rifle divisions so special? steam ver.1.11.01
< Message edited by martinsmit -- 12/13/2017 2:37:16 PM >
I dont know is it bug or not. When Soviets begin to receive reinforcements from 2nd turn there are rifle/support squads in the Rifle divisions have much less exp than others squads in these units. For example, 2nd turn - 3 new RD around Moscow: 245 RD(morale 40) - rifle squads - 16 exp, support - 16, others - 28 242 RD(morale 38) - rifle squads - 19 exp, support - 13, others - 27 248 RD(morale 40) - rifle squads - 19 exp, support - 12, others - 28 New Rifle Brigade around Leningrad does not have similar problem. New Cavalry Division around Odessa looks ok too. Next turn and same things continues: 4 Moscow PM RD(morale 40) - rifle squads - 11 exp, support -19, others - 28. New Cavalry on the south looks ok again. So, why are these Rifle divisions so special?
So your question is why are certain Divisions experience level so low? Is that the question that you are looking to be answered?
So your question is why are certain Divisions experience level so low? Is that the question that you are looking to be answered?
why in divisions only infantry and support have a low experience (17-18)? Whereas other units have more experience 27-28. Why do all units in divisions experience is not the same? thx
new divs arriving as shells, lots of low-experience replacements will tear-down starting experience. So you will see large exp loss for squads and less for limited-number types like artillery.
Looks like it is only happens for rifle or support squads in the soviet rifle divisions. For compare Rifle div and Cav div on turn 3: 282 support squads have exp 14 - 310 support squads have exp 28
Cav has 5 points higher national morale so replacements may arrive with a tad higher experience + experience/morale gain may be higher
There are difference sometimes from 11 to 28, its cant be explained by Cav bonus +5. New formed Rifle brigade around Leningrad does not have similar problem with exp too. It is affects only Rifle divisions.
I think exp is lower for Rifle Divs reformed from Motorized Divisions (and generally for all reformed units vs scheduled reinforcements). Morale and experience is merged at a ratio of 2:1 for elements present in unit vs new arrivals. Elements requiring massive replacements over several turns will have lower experience that other elements. Don't know for sure, but it may be harder to train (raise exp) of slots with larger number of elements than for elements with lower count.
I think exp is lower for Rifle Divs reformed from Motorized Divisions (and generally for all reformed units vs scheduled reinforcements). Morale and experience is merged at a ratio of 2:1 for elements present in unit vs new arrivals. Elements requiring massive replacements over several turns will have lower experience that other elements. Don't know for sure, but it may be harder to train (raise exp) of slots with larger number of elements than for elements with lower count.
Discussion about Rifle divisions that are arrives as reinforcement on T2-3. Idk how are reformed Motorised divisions can be involved into it.
quote:
For compare Rifle div and Cav div on turn 3: 282 support squads have exp 14 - 310 support squads have exp 28
< Message edited by Dreamslayer -- 12/13/2017 8:54:02 PM >
Have checked 245th Rifle Division (arrived with just 4 damaged elements) and indeed new rifle and support squads get lower exp. I think this is intentional (they are not specialists).
Have checked 245th Rifle Division (arrived with just 4 damaged elements) and indeed new rifle and support squads get lower exp. I think this is intentional (they are not specialists).
So, new formed Cav divisions and Rifle brigades getting "specialists" support/rifle/cavalry squads and new formed Rifle divisions getting "non-specialists"? Huh? These units are arriving empty in the same time, in the same time they are getting squads from the pool. Why they have so different exp? 11-28 difference. It is looks like bug.
Hi I am New here just came across this post about the elephant technical it is the Ferdinand. After kurst they were withdrawn refitted with mgs and improve the engine decks. But it was the same TD. So if kurst is on the menu then they should be here. But after kurst they were sent to Italy and Normandy and the defence of the farther land.
I'm trying this forum because no one seems to know definitely how a unit or HQ can draw supplies and or fuel from stocks in captured towns or cities. I've had HQ"s sitting on cities with supply stocks for multiple turns and even when they were isolated during the mud turns. The instructions state: 20.4.2.1. Receiving Supply from City and Urban Hexes Units can draw supplies or fuel directly from a city or urban hex if they are in or adjacent to the hex. Units other than headquarter units may only do this in the second supply sub-segment, while headquarter units may do this in both supply sub-segments. I've checked the levels at the start of my turns and there has been no drop in the captured city supply or fuel levels. Is there something that needs to done in order for HQ"s to draw supplies from cities with stocks that they are sitting on?
Alright. I've tried two forums and no one seems to know. I've tried searching the forums for anyone who may have brought this up ( which I find so hard to believe) but I have typed in anything I can think of down to the one word 'supply' and the search keeps coming up with nothing. What am I doing wrong in the 'Search Term' line?
Remember to change "Display topics from last:" from 365 days to All Topics. That will allow you to search through older posts. Anyway, I remember that this should be working (for individual resupply, not through HQs), but there may be something that prevents this from working properly. Anyway, the effect would be small, it's mainly isolation penalty that kills units, not lack of supplies.
This seems like a silly question- but I have looked over the manual and the forums and cannot find the answer. On the Combat Unit Detail Window, the morale is listed as (for example): 40 (45). I am assuming that the 40 is the current morale, and the 45 refers to a base morale- a limit of sorts that can only be exceeded by combat victories, but not by simply being in refit mode 10+ hexes from the front. Is that correct?
This seems like a silly question- but I have looked over the manual and the forums and cannot find the answer. On the Combat Unit Detail Window, the morale is listed as (for example): 40 (45). I am assuming that the 40 is the current morale, and the 45 refers to a base morale- a limit of sorts that can only be exceeded by combat victories, but not by simply being in refit mode 10+ hexes from the front. Is that correct?
The (45) is the current national morale for this unit type, for several unit types like cav/arm it should include additional morale bonus given for these unit type
Do "defense scouted" results count for guards status, general win/loss effects, morale gains/losses, and other effects of victory/defeat? I got a lot of these results on a turn that was just ran, check my units win/loss record in the commander's report, and they didn't get any wins from the "defense scouted" results.
Posts: 243
Joined: 6/4/2009 From: Chicago Status: offline
You might want to refer to Chap 9 (9.1) in WITE-Manual-[US_LETTER].pdf located in subdirectory Gary Grigsby's War in the East\Manuals. Manual included with update for Version 1.11 contains all the rule revisions to date (red text)
in ver 1.11.01 in german transport airgroup, aircraft do not transfer from the reserve (28 ас) to ready (9 ас), this happens not only in one mission. Supply OK. Is it bag?