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Some questions - 11/12/2014 1:49:55 PM   
GI_Tom

 

Posts: 12
Joined: 2/10/2009
From: Plano, Texas
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All,

Long time Matrix guy here, not so long WiTE player though. Have had the game for 2 years, but still working my way through the more elevated concepts, etc. (Play a few weeks at a time) Getting close to finishing my first full campaign against the AI. I have some questions and any help would be greatly appreciated. As an FYI, I'm exclusively a German player at this point. My apologies in advance for the randomness of the questions.

Refit vs Reserve
Is there data somewhere on how fast refit occurs for those units that I place on reserve a hex or two behind the front lines? Is it the same as any typical pool refit or does the Reserve component speed it up at all since it may be off the line?

Air units assigned to HHQ's
What is the prevailing thought on how to best utilize air units that are assigned to armies, etc for the German side? Have trouble with these that are not assigned to the lower groups. (Air is the weakest part of my game by far) In some cases I recycle these to the pool for ease of management.

Player made manual/post for attached support
Is there a source I can be pointed to for attached support units that explains it more from a gameplay strategy point rather than how to do it? Have trouble with support units and understanding the relevant impacts in certain cases.

That's it for now, again, thanks in advance for any help/guidance.

GI Tom
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RE: Some questions - 11/12/2014 2:36:30 PM   
swkuh

 

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Maybe this helps, but subject to correction from those who may know more.

Refit/Reserve: Refit prioritizes unit for replacements, upgrades, etc. Need to have these pieces off front lines. Reserve offers piece for atk/def commitment, again, need to follow simple rules for movement points and piece positioning.

Air units are only assigned to air bases; move air bases to proximity of fronts where you want action. Luftwaffe, maybe, has range advantage vs. Soviets and you can keep LW back a bit. Keep controlling HQs near enough to their air bases for supply and control. Reassignment of units through "reserve" is simple way to get desired units to desired base, but takes two turns.

Support unit assignment is important, and lots of discussion in re that this forum. Think of SUs as force enhancers available to a good commander. Some can be attached direct to divisions (up to 3) and these are more likely to be committed.

(in reply to GI_Tom)
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RE: Some questions - 11/12/2014 4:19:49 PM   
GI_Tom

 

Posts: 12
Joined: 2/10/2009
From: Plano, Texas
Status: offline
Thanks for info. My question regarding refit/reserve was more as follows:

Does marking a unit as "Reserve" prioritize it inbetween refit and normal replacements, or does reserve for status not impact replacements/refit.

Will research further on SU's in forums. Lots of info, was hoping there was an accepted community manual, etc.

(in reply to swkuh)
Post #: 3
RE: Some questions - 11/12/2014 6:49:46 PM   
loki100


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Joined: 10/20/2012
From: Utlima Thule
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quote:

ORIGINAL: GI_Tom

Thanks for info. My question regarding refit/reserve was more as follows:

Does marking a unit as "Reserve" prioritize it inbetween refit and normal replacements, or does reserve for status not impact replacements/refit.

Will research further on SU's in forums. Lots of info, was hoping there was an accepted community manual, etc.


Hi, as far as I know, reserve = normal for refit priority. The only advantage is accidental, in that they are, by definition, not in contact with the enemy so may gain some more refits on that basis.

As to SUs, here's my view (but remember I mostly play the Soviets).

a) Combat engineers do 2 useful things. They improve the speed you build things and they help reduce enemy fortifications
b) other engineers, basically build/re-build rails, so get them into your army groups so they can cover a lot of ground
c) artillery causes disruption rather than direct losses (& also, the bigger guns flatten fortifications). Disruptions are good as the combat engine works on a range approach, so if your long range artillery disrupts an enemy squad, it doesn't fight when the close combat phase begins (note this is also the main benefit of pre-attack ground attack by aircraft)
d) AT increases kills on enemy tanks, AA seriously increases kills on enemy aircraft
e) Tank and SP units are good as they add specialists to key formations. Your Stugs will give some armour to sectors where infantry dominates.

So some have a direft effect - they kill things (AA/AT/Tank/SP); some indirect - they disrupt things (basically artillery) and some build or knock things over.

_____________________________


(in reply to GI_Tom)
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