From: garfield hts ohio usa
-Does partisan supply in German rear areas decrease if the front moves further east?
supply is mainly done with air drops, so, if the front line is pushed far enough that the Transports can't reach them, then yes, but they do have some good range
-Is there a special trigger for increased/decreased partisan activity? Historically, the success of the first Soviet winter offensive and the infiltration of NKVD agents into German rear areas during that same offensive caused an enormous increase in partisan activity. If the Soviet winter offensive had been fought to a stalemate early/defeated, many of those partisan formations might never have appeared.
most of it is based on troops that get away, how well the Axis is able to garrison the main cities, so with in reason, it is modelled, but in a different way
-Are air units and airfields entirely abstracted as far as the map is concerned (in other words: are they on the map or not), or do players have to construct/capture airfields as in WitP? If so, is it possible to detach FlaK/AA formations from a HQ to guard the airfields, without the FlaK/AA unit being in need of being within the HQ supply radius? Allowing all German FlaK and Soviet AA units to stay at the front might lead to some very unhistorical and gamey concentrations of FlaK/AA near combat units.
airfields are a type of HQ, so they move on the map, are not part of the map, they have there own AA defence, and I think they can have more guns added as attachment (will have to check, never done it, but it should work
-Many have whined about how production/the reinforcement roster is automated, I won't do so. I do have a question regarding how such automated reinforcement would work. Historically, many German formations became smaller as the war progressed and losses mounted (infantry regiments being reduced to 2 battalions for example). If, to stick with the example, the German player is succesful and doesn't suffer catastrophic losses, will units still magically decrease in size at the time when their historical counterpart did so?
it is modeled, some units have to be withdrawn for refit, others will come in as new formations, there are many, many formation types
Similarly, will units magically lose components at certain dates? For example: will German infantry divisions lose their motorcycles at set dates?
don't think it is magical, more like wear and tear, worn out
-Is railroad gauge conversion abstracted, or is it something the player has to do. If the player has to do it, how does the process work?
Player and AI does this, the player has control over some RR repair units, the AI has control of the rest of them, rules are still being worked on, so not worth explaining it yet
-Can infantry divisions improve infrastructure in a hex, decreasing supply penalties or the like? Historically, many infantry divisions (including SS divisions) spend a considerable amount of time improving roads so they wouldn't turn into rivers in autumn/spring.
no, or not that I know of
-Historically, the experienced higher ranking officer pool for armoured/mechanized units in the Soviet army dried up around the start of Typhoon, which meant the Soviets no longer formed tank divisions/corps, but only brigades for the time being. Is this included in the game, by limiting Soviet tank division/corps creation in 1941, for example?
-If a poor quality commander was historically stuck with poor support assets, such as Himmler controlling at the Vistula front, is there a way to give the commander better support assets attached to his HQ? Considering that Himmler didn't even have a functional signals section, defending the Vistula front would be more or less impossible by default for the Germans in 1945.
I would that would be controlled by the campaign being fought, the support that a unit may have, would be different depending on when the campaign starts, so, if the designer felt this was the case and what was needed, he could set that in the OOB for that campaign