a) you can attach to a RD, so a stack of 3 RD and 3 brigades in a hex can be a really powerful force, attached to your early Gds Rifle Corps and you can put the equivalent of 9-12 RD in a hex (by 1943 that is well over 100 CV), by 1944 can be heading towards 200 cv, that will kick down any defensive line.
Sorry Loki - I can't see how to attach the on-map brigades to RDs, any pointers? Many thanks
a) you can attach to a RD, so a stack of 3 RD and 3 brigades in a hex can be a really powerful force, attached to your early Gds Rifle Corps and you can put the equivalent of 9-12 RD in a hex (by 1943 that is well over 100 CV), by 1944 can be heading towards 200 cv, that will kick down any defensive line.
Sorry Loki - I can't see how to attach the on-map brigades to RDs, any pointers? Many thanks
they need to be off map, in a HQ in the command chain
the walk through in the manual, section 4.22 sets out the steps needed to attach. its basically the same as any other SU attachment to a combat unit
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Thanks, Ctrl-T and the mini-map seem to do it. But I still don't see any way via the Commander's Report, will look at the manual. Also, what is the purpose of the short cut on the Info" menu bar which is labelled "Go to Theater Box Screen" and has a hotkey of Ctrl-B? It opens up a list of unit names in the various Theater Boxes, but you can't do anything with them?
Thanks Loki - the problem I've having is getting them to an HQ from the reserve.
When you transfer them from SR to MAP they appear automatically as on-map units it seems. How do I get them to become SUs under HQ command?
they need to report to that HQ and be in the same hex and have 1 MP left, click on 'convert' and they become a SU in the HQ, next turn they can be allocated out
Thanks, Ctrl-T and the mini-map seem to do it. But I still don't see any way via the Commander's Report, will look at the manual. Also, what is the purpose of the short cut on the Info" menu bar which is labelled "Go to Theater Box Screen" and has a hotkey of Ctrl-B? It opens up a list of unit names in the various Theater Boxes, but you can't do anything with them?
its a bit of a legacy from how the East Front was handled in WiTW, so yes its a static list of what is there, the versions you use are best accessed from the map tab or via the map (right click on a hex opens up the option to move to the Theatre too)
If you do not have the ability to refit all of your depleted/unready units, is it better to not refit routed units? Since you don't know whether routed units will rally or not before you end a turn (some will, but others will remain routed, especially if you are playing as 1941 Soviets ) , if you have a choice, is it better to refit non-routed units first, and wait until the routed units are no longer routed to refit them?
Thanks Loki - the problem I've having is getting them to an HQ from the reserve.
When you transfer them from SR to MAP they appear automatically as on-map units it seems. How do I get them to become SUs under HQ command?
they need to report to that HQ and be in the same hex and have 1 MP left, click on 'convert' and they become a SU in the HQ, next turn they can be allocated out
Beethoven1 - it all depends! (The instant response to anything dealing with WitE2.) I tend to do so but I could also be wrong doing it that way. I do try to stack the immediate HQ with the routed units as I believe that gives a bonus to recovery.
squatter - I believe their is a limit of around 1024 or so - but that may have been changed at a later time. There are 2578 defined locations in the entire map currently with my AAR and, since that includes England, Ireland, North Africa, etc. I do not see any real problems with a lack of depots possible.
1) Set them to rest is the best advice, or link them to a HQ that is behind the lines 2) Possibly, but it will demand care in how you set things up. Best is to target a non-front line HQ and then they will drop behind the lines
In general this is good advice, you can minimise transport losses substantially this way
Thanks a lot, Loki. Nr. 1 doesn't seem to work. If they are on rest they fly nonetheless. But if I ordered Rest, there was an asterix (*) behind that order. Have I done anything wrong?
Nr. 2 seems to work. I can also assign them to no HQ and they deliver just to airports behind the front.
Do air commands on follow really follow the HQ counter they are assigned to or the forces of that HQ (calculated as an average position)? Background of the question: As Sowjet player you can only follow fronts. These front HQs are often left behind in depots to boost their capacity.
< Message edited by mikael333 -- 5/14/2021 7:39:18 AM >
hold - will stay on the current airbases flexible - will move around to reflect supply and the front line but basically stay in the same area follow - will cluster around the HQ but towards the front lines retreat - will cluster around the HQ but back from the front lines
the assist is good at getting close to the front if it can. It is (rightly), very cautious about moving into poor supply situations so you may need to get depots and/or air supply in place before it will move.
... Thanks a lot, Loki. Nr. 1 doesn't seem to work. If they are on rest they fly nonetheless. But if I ordered Rest, there was an asterix (*) behind that order. Have I done anything wrong? ....
if its not working its a bug, I can set the AOG to rest as:
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Can't remember from wite1/witw and can't find the answer in the manual: 1) During ground combat, support unit fighting are displayed by red (attacker) and green(defender) lines. But what are black lines ? And 2) Do the lines represent the sole air support or all type of support (ie. arty). thx.
I think the AI Air Assist will undo the REST order but I am not sure.
Is this WAD then? I mean, how can I keep my transport planes on the ground? I don't want to not use AI assist in the movement phase cause I want the AI to move my AOGs
I believe it is WAD. The idea is that the AI has a guideline that it follows to determine whether to use, rest, or place an AOG into the reserves.
If you do not want the transports to fly then manually move them to the Reserves. The AI will not be able to fly them at this point but they will not be available for use next turn either.
I think the AI Air Assist will undo the REST order but I am not sure.
Is this WAD then? I mean, how can I keep my transport planes on the ground? I don't want to not use AI assist in the movement phase cause I want the AI to move my AOGs
I agree with James. I gave up on AI-Assist for many reasons, this being only one. I'm sure the AI Assist will evolve over time/patches and only improve. One of those improvements should be that you want the AI to move your air groups forward and such BUT you don't want air resupply to take place automatically and this should be simple to accomplish....IMHO
I have posted it in the bugs forum. This is a great game. I don't think that this feature was overlooked. Either I play it wrongly or it is achieved differently.
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How can I right-click and build a depot in a city where one of my units is stationed ? It seems that the contextual menu won't open with right click when a unit is present in the hex. And I don't know any other way to build a depot. Any idea ?
start of a turn, some NKPS can repair rails and some others can't. Why? Both haven't moved. I suspect it has to do with the weather, but can't find confirmation in the manual. Any idea? Thank you
why does my airforce during turns 3 for example and pretty much always when i have checked it during months of playing so ineffective with ground support they dont seem to get kills even when theyre mission was 'bomb' ...at most they do some air disruption..not that much though
is this normal? doesnt seem so scary this luftwaffe :D
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quote:
ORIGINAL: pookiebearx
why does my airforce during turns 3 for example and pretty much always when i have checked it during months of playing so ineffective with ground support they dont seem to get kills even when theyre mission was 'bomb' ...at most they do some air disruption..not that much though
is this normal? doesnt seem so scary this luftwaffe :D
There's ground attack and ground support missions. You mention ground support but what you're saying sounds more like ground attack. Regardless, ground support you assign to one or more HQ's and to activate it you have to press "X" (or click the ground support toggle button) which will light up orange. Then in the next combat, if those units are part of HQ's that have ground support air units linked, the air units will fly automatically to help with the battle.
Ground attack mission, at least as Axis, you won't use that much. Mainly to attack airfields turn 1 or maybe some ports later. You can use it to increase interdiction values for enemy units but as a way to kill enemy units it's much better to just fly ground support and have your air units help out in ground battles (IMO).
If you're truly running ground support and find it to be inefficient then it could be for various reasons. You could be flying too far out of escort range and your bombers are getting slaughtered. Or you could be flying too many missions which increases losses (from air combat and operational breakdowns). But I can say that Luftwaffe ground support will completely dominate Soviet air force for at least the first year, if properly used.
< Message edited by Bamilus -- 5/20/2021 4:16:32 PM >