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Production Mechanics and Strategies

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All Forums >> [Current Games From Matrix.] >> [World War II] >> Gary Grigsby's Eagle Day to Bombing the Reich >> The War Room >> Production Mechanics and Strategies Page: [1]
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Production Mechanics and Strategies - 10/4/2010 7:53:26 PM   


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Hey Guys <S>

I recall there were a few good threads about the how to's and why's of running the German Production. Cant seem to find them and rather than digging all over the place I thought some of you might be willing to put some things here to help those of us that are just learning how to explore this aspect of this fantastic game.

I know Nick has helped me understand huge areas of this game and so have many others. I thought we might start off with posts on the general mechanics of "How To" rather than the "What AC to Develop and Produce". I am just now starting to explore this and I would appreciate any help in understanding the mechanics of how to actually do the German Production.

I am currently running a campaign and controlling both sides to explore this. There was an Excel spreadsheet that had a breakdownn of the components required for each type of AC which I found of tremendous help to just get started. Cant seem to find that either. However I must admit I am not really trying had to find them any longer. That is why I thought I wouuld just see if we as a community can build something here. I mean after all ... this is The War Room... where we all go to find strats for game play.



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RE: Production Mechanics and Strategies - 10/5/2010 8:26:10 AM   

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Just get rid of the 109s - in 190 you have a plane that is considerably better in all roles bar very high altitude fighter vs. fighter. They are (usually) not shot down like flies(unlike 109s) if they become out-E'd and outnumbered, too. Save a factory or two for G6/AS and later models, after just a few weeks you will have enough G-6 for a year to be used by your 4-5 high altitude squads, which you can fairly soon, before P-51 and longer ranged P-47s arrive in numbers, replace with G6/AS. If the Allies attack even Wilhelmshaven/Bremen area, they will have trouble keeping their bombers alive if you jump the formation with 400+ 190s a minute or two before the target. P-38s usually score 1:2 with the 190s through the altitudes, P-47s you can usually go around, or time it so that theres only one Group escorting. Works well early on, and by the time P-51 arrives, you will have G6/AS(at least) which can do 1:1 against P51s if not outnumbered(and if they dont run out of fuel/ammo mid-fight).

I havent ever gotten Doras yet, but it _should_ be an excellent fighter, if not bomber destroyer as well, at all altitudes. It just might be worth of it to research it before first quarter of 44 is behind, unless if you have House Rules against such. Very likely it can match P-51D/Mustang IV and later T-bolts, it has the disadvantage of 440 litre fuel tank only, but well, you're the defender and usually pick the fights you want. (yeah, then there are 300 P47s circling above your home plates... jikes!).

< Message edited by Erkki -- 10/5/2010 8:28:20 AM >


(in reply to kaybayray)
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RE: Production Mechanics and Strategies - 10/5/2010 5:36:57 PM   


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Hey <S>

What I am asking about is posting on the mechanics of manipulating the Production in the game. I will post here once I get a few more things worked out. But I was asking more about explaining the "How To" to change production in the factories and how to balance the various components made at various factories. We could spend the remainder of our lives debating which AC to produce. That is really not where I want to go with this thread.

For many of us the Production aspects of this game are not well understood. My aim is for those in this community that do understand how to use it to show and teach the rest of us how to. Questions like if I want to produce an AC that requires X engines and X this and X that how do I look at my factories and arrange the appropriate levels of what components so that I can build what I want? How do you go about bringing up a new AC from R&D to Producing for use in action? Things like this. How long does it take to do what task? These are just examples of questions I have and I know others do as well.

There were a few posts covering some of these topics but nothing all in one thread as I recall. So please share with us how to go about manipulating the production aspects.



It's all Mind Over Matter....
If you dont mind... It dont matter

(in reply to Erkki)
Post #: 3
RE: Production Mechanics and Strategies - 10/11/2010 3:24:29 PM   


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Well, where to start? O.k. what I learned from these forums (and it is different from old BTR as I understood it) is that you need 1 parts, 1 assembly and 1,2 or 4 engines to fulfil a plane construction. The number of engines being hardcoded to the type of plane. Usually its the number of actual engines in use by that plane but sometimes in order to simulate a production shortage on the axis parts the number is doubled or quadrupled.
So if the aircraft is already producable this off map combination of the three components will give you one aircraft in the pool. If the aircraft is still in R&D the components will just vanish from the pool but nstead an internal number will go up and maybe advancing the availability date.
Talking about those. In old BTR it was strictly one month advance per 100 aircraft produced in the invisible R&D pool. Now it seems to be somewhere within 100 a/c per month or 100 times the number of months between now and then(invention). Strict date is hartd to get.
Speaking of tracking or planning the production. Even if disregarding the allied bombing campaign it still is an effort for external note pad/excel calculation. The in game calculation of the planning /as is production is just wrong. It can't even add up correctly.
So all of the assembly, parts and engines factories can be changed by clicking the 'change' button in the upper left during the production list inspection. The delay upon new producion is 10 days times the capacity of the chnaged production. In old BTR the whole factory was subjected to this deley now it is only the part of the plant that you changed.
So far for a brief excurse into production.


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(in reply to kaybayray)
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RE: Production Mechanics and Strategies - 10/14/2010 1:45:23 PM   
Rob Brennan UK

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Hi Kaybay

I had similar questions when i got the game several months ago. I found a text file showing the axis plane arrival dates , as its a pdf file i cant seem to attach it oddly (sorry).

forumula as explained to me by the devs is:-

For each month in advance of arrival 100 planes/month are needed to reduce service date by 1 months . IE 12 months in advance need 1200 produced, 1 month = 100. this does seem daunting but i got the 190D into service in 12/43 playing the 43 GC and being carful to only change over small plants to 190D and required engine. BIG engine plants are best left alone if poss untill they get bombed and then scatter to smaller plants. swopping over an 8 engine plant takes 80 days out of service , a 1 size is only 10 days. I found that just changing over the non german factories made a huge effort in themselves. this does ofc mean taking a very non-historical approach with factories in italy/roumania/hungary and france making 190D prototypes while the big german plants churn out 190A5/6 to fill the gap. 109's i did make for a while just as a stop gap and also you'll need some to change over the axis allies to german plane types.

Zoerster 410's and 190F (G i find less useful bar range) actually can make a huge dent in allied daylight bombers untill the escorts beef up in early 44.

Top Tip too.. do NOT change the german night fighter 109's and 190's. AS you can in 44 swop them to daylight groups (which you NEED). I upgraded them to 219/88's and lost the ability.

Hope this helps a bit


sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)

(in reply to Rainerle)
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