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Quick Questions Thread - 3/27/2021 2:50:12 PM   
dudefan

 

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This can be used by everyone as QQ thread.


I will start.

1. Is it better to keep Army group HQs etc. On rails all the time like in Wite1?

2. what is the point if a flak in a corps is motorized? Since it stays with the hq, speed is a non factor? Does it only drain fuel?
Post #: 1
RE: Quick Questions Thread - 3/27/2021 3:23:40 PM   
squatter

 

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I'll join in:

Does the size/rank of an HQ sitting on a depot matter when you want to increase the depot supply draw (ie does parking an army group on a depot increase the depot supply draw more so than parking a corps HQ on the depot?)

(in reply to dudefan)
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RE: Quick Questions Thread - 3/27/2021 4:29:57 PM   
carlkay58

 

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Answers:

dudefan

1. It is better to keep ALL HQs on depots - not just rails. Depots are now the center of the logistics system and the larger the railyard the larger the depot.

2. Motorized Flak are motorized units - they spend fuel and have internal trucks for transportation. They will spend MPs as motorized units and absorb fatigue accordingly. If you attach non-motorized flak to motorized units they will need to spend trucks to keep them with the unit - so they are still using fuel.

squatter:

Yes. The larger the HQ the more it benefits the depot/railyard throughput. So Army Group/Front HQs are better than Army are better than Corps.


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RE: Quick Questions Thread - 3/27/2021 4:51:29 PM   
dudefan

 

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Thank you

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RE: Quick Questions Thread - 3/27/2021 4:55:25 PM   
Erik Rutins

 

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quote:

ORIGINAL: dudefan
1. Is it better to keep Army group HQs etc. On rails all the time like in Wite1?


Your Army Group, Army and Corps HQs will all increase the capacity of a depot on a rail line if they are positioned in the same location. I tend to plan their locations to make sure they keep their subordinate units in command range and, if possible, boost a depot.

quote:

Does the size/rank of an HQ sitting on a depot matter when you want to increase the depot supply draw (ie does parking an army group on a depot increase the depot supply draw more so than parking a corps HQ on the depot?)


Army Group HQs do the most, then Army, then Corps. They are increasing the capacity. To really maximize the draw, increase the supply priority of units near the depot, use refit, put a FBD on the depot and keep it stationary.

Regards,

- Erik

_____________________________

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CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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RE: Quick Questions Thread - 3/27/2021 5:04:26 PM   
squatter

 

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Fantastic, thanks

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RE: Quick Questions Thread - 3/27/2021 5:05:40 PM   
glcm1961

 

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I let the AI handle my depots and air campaign until I get a better grasp of things. My question has to do with depots. Should I care where they are? Is there a hotkey that tells me where they are? Thanks!

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RE: Quick Questions Thread - 3/27/2021 5:10:34 PM   
Erik Rutins

 

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quote:

ORIGINAL: glcm1961
I let the AI handle my depots and air campaign until I get a better grasp of things. My question has to do with depots. Should I care where they are? Is there a hotkey that tells me where they are? Thanks!


If the AI is handling your depots, all you really need to worry about is repairing the rail lines and keeping them close to your front. The logistics view (N key) will let you see the depots, their priorities and the rail usage. The 8 key will let you see exactly which depot a unit drawing from for most of its supply. Remember that if you are using the AI depot management you can't use up your APs on other things, you have to leave it enough to manage the depots for you.

Regards,

- Erik



_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to glcm1961)
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RE: Quick Questions Thread - 3/27/2021 5:34:55 PM   
glcm1961

 

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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: glcm1961
I let the AI handle my depots and air campaign until I get a better grasp of things. My question has to do with depots. Should I care where they are? Is there a hotkey that tells me where they are? Thanks!


Remember that if you are using the AI depot management you can't use up your APs on other things, you have to leave it enough to manage the depots for you.

Regards,

- Erik




Thank you for your response! Could you expound on the quote above? I have to admit that I haven't read up on the logistics part of the manual, so I'm not sure what you mean by using my AP (action points?) on other things. Are you talking about my construction units that are repairing the railways? What are the other things I could be using my APs on? Appreciate any light you could shed on this. I promise I'll read up on this as soon as I tear myself away from playing the game! lol.

(in reply to Erik Rutins)
Post #: 9
RE: Quick Questions Thread - 3/27/2021 5:39:46 PM   
loki100


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quote:

ORIGINAL: glcm1961


...

Thank you for your response! Could you expound on the quote above? I have to admit that I haven't read up on the logistics part of the manual, so I'm not sure what you mean by using my AP (action points?) on other things. Are you talking about my construction units that are repairing the railways? What are the other things I could be using my APs on? Appreciate any light you could shed on this. I promise I'll read up on this as soon as I tear myself away from playing the game! lol.



AP are Admin Pts, they are a game currency that sort of reflects limited time and attention for your senior command. In this case the AI routine to auto-construct depots won't work unless you have at least 5 Admin Pts left. These will then be used up and will build up to 10 depots.

You mean ... you haven't read the manual

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RE: Quick Questions Thread - 3/27/2021 7:42:00 PM   
dudefan

 

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How do transport planes count in theater boxes? Do they count to the total air day percentage? Can I move them all to the map without a penalty?

(in reply to loki100)
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RE: Quick Questions Thread - 3/28/2021 12:00:16 AM   
juv95hrn

 

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Correct me if I am wrong. Since there is no national rail pool in WITE2, encompassing all trains, you can basically train transport ground units to your hearts content behind your lines, as long as those LOCAL rail lines and freight capability isn´t needed for supply?

Ie. its less of an issue to move long range Soviet units from the Eastern map edge and Caucusus in towards the front lines really, since far away from the front, supply isnt really an option?

I am still uncertain about the strategic rail movement limitations even after glancing at the manual...

Thanks!

(in reply to dudefan)
Post #: 12
RE: Quick Questions Thread - 3/28/2021 9:34:45 AM   
loki100


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quote:

ORIGINAL: juv95hrn

Correct me if I am wrong. Since there is no national rail pool in WITE2, encompassing all trains, you can basically train transport ground units to your hearts content behind your lines, as long as those LOCAL rail lines and freight capability isn´t needed for supply?

Ie. its less of an issue to move long range Soviet units from the Eastern map edge and Caucusus in towards the front lines really, since far away from the front, supply isnt really an option?

I am still uncertain about the strategic rail movement limitations even after glancing at the manual...

Thanks!


I'm afraid you are wrong

there is a rail capacity/pool but its geographical and shifting. Any rail hex can draw on rail capacity (generated by level 2 or large rail yards) within 30 rail hexes - the further away you call on the greater the entrain costs. But, esp at the margins, those railyards are supplying rail cap to other hexes.

As a test, grab one of the late war scenarios, put a Soviet rifle corps on a train and move it, then another (same hex if you can, nearby if not) and you'll see the practical impact

Now units don't arrive on the map edge as in WiTE1, if they come out the national reserve you set the arrival hex (subject to the constraints in the manual), if they are a scripted transfer they have a preset arrival hex.

< Message edited by loki100 -- 3/28/2021 9:35:13 AM >


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RE: Quick Questions Thread - 3/28/2021 4:00:16 PM   
juv95hrn

 

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quote:

ORIGINAL: loki100

quote:

ORIGINAL: juv95hrn

Correct me if I am wrong. Since there is no national rail pool in WITE2, encompassing all trains, you can basically train transport ground units to your hearts content behind your lines, as long as those LOCAL rail lines and freight capability isn´t needed for supply?

Ie. its less of an issue to move long range Soviet units from the Eastern map edge and Caucusus in towards the front lines really, since far away from the front, supply isnt really an option?

I am still uncertain about the strategic rail movement limitations even after glancing at the manual...

Thanks!


I'm afraid you are wrong

there is a rail capacity/pool but its geographical and shifting. Any rail hex can draw on rail capacity (generated by level 2 or large rail yards) within 30 rail hexes - the further away you call on the greater the entrain costs. But, esp at the margins, those railyards are supplying rail cap to other hexes.

As a test, grab one of the late war scenarios, put a Soviet rifle corps on a train and move it, then another (same hex if you can, nearby if not) and you'll see the practical impact

Now units don't arrive on the map edge as in WiTE1, if they come out the national reserve you set the arrival hex (subject to the constraints in the manual), if they are a scripted transfer they have a preset arrival hex.


Thank you. Local pool of 30 hexes of shifting size. Any way to check this from one location? All I can find is the weight of the land units (same place as WITE1).

Of course. TB hex.

Much better systems, just need to grasp the manual and UI. It´s all a bit much to take in when you are new to the game, although I am sure it will become second nature soon enough.

I guess the main balance is, dont overextend your local rail system shuffling troops around, if you need more supplies. Milage may vary, pun intended. ;-)

(in reply to loki100)
Post #: 14
RE: Quick Questions Thread - 3/28/2021 4:49:34 PM   
loki100


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quote:

ORIGINAL: juv95hrn

...
Thank you. Local pool of 30 hexes of shifting size. Any way to check this from one location? All I can find is the weight of the land units (same place as WITE1).

...



not really. In the movement phase, then when you press F2 you'll see the cap in that hex - for now (it'll appear at the top right hand side of the tabs). If you decide to rail move something else first then its possible that value has decreased (in part as railyards at the edge of that grid may well send their capacity somewhere else).

The problems come in the logistics phase and the knock ons. Clearly all the allocation etc is out of your sight as its part of the logistics processing but that can affect the next move phase (& vice-versa). One way is that if between your last move phase and you last logistics phase you overloaded a rail hex (here I'd use around 10,000 tons as a rough rule), some of that is left in the hex, so suddenly that hex immediately wants more SMP to be used (ie demands more rail cap to move the units). The other is you entrained a unit and didn't detrain (quite likely) then that rail cap is locked up in the unit. So its not available to a new unit/supply move even if they are within 30 hexes of the notional source.

< Message edited by loki100 -- 3/28/2021 4:51:33 PM >


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RE: Quick Questions Thread - 3/28/2021 5:03:57 PM   
Jajusha


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I can't for the life of me understand how to send units to the other theatre boxes with "enhanced player theatre box controls on"

I'm at turn two in GC with axis, and just took VP penalties from having too little units on Western front.
Also have infantry divisions that have just arrived on the map, and i want to send some of them back...

As far as i can tell, they follow all the rules in 13.1.3 (not in a ZOC, in a rail, 4 hexes away from nearest enemy, and can move) but, but there is simply no option anywhere i can see to either send them into the reserve, or into another t. box.

What am i missing here?

(in reply to loki100)
Post #: 16
RE: Quick Questions Thread - 3/28/2021 5:09:25 PM   
M60A3TTS


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You have to wait one turn before a newly arrived unit can transfer.

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RE: Quick Questions Thread - 3/28/2021 5:33:08 PM   
Jajusha


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quote:

ORIGINAL: M60A3TTS

You have to wait one turn before a newly arrived unit can transfer.


That was it, thank you. After one turn, the "transfer" option shows up just fine

(in reply to M60A3TTS)
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RE: Quick Questions Thread - 3/28/2021 5:38:26 PM   
HardLuckYetAgain


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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: dudefan
1. Is it better to keep Army group HQs etc. On rails all the time like in Wite1?


Your Army Group, Army and Corps HQs will all increase the capacity of a depot on a rail line if they are positioned in the same location. I tend to plan their locations to make sure they keep their subordinate units in command range and, if possible, boost a depot.

quote:

Does the size/rank of an HQ sitting on a depot matter when you want to increase the depot supply draw (ie does parking an army group on a depot increase the depot supply draw more so than parking a corps HQ on the depot?)


Army Group HQs do the most, then Army, then Corps. They are increasing the capacity. To really maximize the draw, increase the supply priority of units near the depot, use refit, put a FBD on the depot and keep it stationary.

Regards,

- Erik


Just a further note, you can put two Army HQ's on one depot & get even larger increase :) You can do the same increase with Army Group & a Army HQ for an even bigger jump than two Army HQ's :) Also note a Single German Corps HQ won't increase BUT if you put 2 German Corps HQ it will increase :) You get "no" extra benefit for stacking 3 of any of the HQ's.

This is nice to know for all who don't know.

< Message edited by HardLuckYetAgain -- 3/28/2021 5:39:54 PM >

(in reply to Erik Rutins)
Post #: 19
RE: Quick Questions Thread - 3/28/2021 6:57:34 PM   
loki100


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From: Utlima Thule
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quote:

ORIGINAL: HardLuckYetAgain

...

Just a further note, you can put two Army HQ's on one depot & get even larger increase :) You can do the same increase with Army Group & a Army HQ for an even bigger jump than two Army HQ's :) Also note a Single German Corps HQ won't increase BUT if you put 2 German Corps HQ it will increase :) You get "no" extra benefit for stacking 3 of any of the HQ's.

This is nice to know for all who don't know.


only up to a point, see 25,7,8

quote:

The bonus for a HQ placed on a depot can never add more than 4 times the damage adjusted depot capacity from the railyard and port values


also:

quote:

Some HQs can increase the depot maximum capacity by 100 times the number of support squads in the HQ, subject to limits due to the type of HQ. A type 2 HQ can increase capacity by up 35k, type 3 HQ can increase capacity by up 20k and type 4 HQ can increase capacity by up to 5k


So a HQ short on TOE might not add that much (can affect the Soviets early game in particular) while a single corps adds a bit but it is marginal

_____________________________


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RE: Quick Questions Thread - 3/28/2021 8:03:51 PM   
HardLuckYetAgain


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quote:

ORIGINAL: loki100


quote:

ORIGINAL: HardLuckYetAgain

...

Just a further note, you can put two Army HQ's on one depot & get even larger increase :) You can do the same increase with Army Group & a Army HQ for an even bigger jump than two Army HQ's :) Also note a Single German Corps HQ won't increase BUT if you put 2 German Corps HQ it will increase :) You get "no" extra benefit for stacking 3 of any of the HQ's.

This is nice to know for all who don't know.


only up to a point, see 25,7,8

quote:

The bonus for a HQ placed on a depot can never add more than 4 times the damage adjusted depot capacity from the railyard and port values


also:

quote:

Some HQs can increase the depot maximum capacity by 100 times the number of support squads in the HQ, subject to limits due to the type of HQ. A type 2 HQ can increase capacity by up 35k, type 3 HQ can increase capacity by up 20k and type 4 HQ can increase capacity by up to 5k


So a HQ short on TOE might not add that much (can affect the Soviets early game in particular) while a single corps adds a bit but it is marginal


Thanks Loki! I guess one day I really should read the manual. Maybe it will make me a much better player ;-)

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Truck Summary in logistics Phase Report is hard to unde... - 3/29/2021 12:37:28 AM   
juv95hrn

 

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36.9. LOGISTICS PHASE REPORT SCREEN

36.9.1. Freight

Truck summary:

"Below this is information about truck usage, losses and
how many were captured."

Short and sweet. But I dont understand.

"Units Trucks Used" - From movement, supply transport to the unit or both? Which units? Ground, air bases and HQs?

"Trucks Lost in Freight" - What? Where?

"Total Freight Losses" - Again what? Of supply during truck transporting?

"Axis and Soviet Trucks captured" I suppose this is how many trucks each side captured from each other last turn?

The manual could be more helpful here. Maybe other sections I havent read makes it clearer, and this is more of a summary section of that.

(in reply to HardLuckYetAgain)
Post #: 22
RE: Truck Summary in logistics Phase Report is hard to ... - 3/29/2021 12:43:56 AM   
juv95hrn

 

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36.9. LOGISTICS PHASE REPORT SCREEN

36.9.1. Freight

Ship section

If I have a Soviet unit, out on the water, loaded on ships, shouldnt some troop ships be used in this report? None is used, but one cargo ship is used.
But I guess cargo ships only report transported supplies? Or could it be materials to units as well. Could be clearer.

(in reply to juv95hrn)
Post #: 23
RE: Truck Summary in logistics Phase Report is hard to ... - 3/29/2021 12:57:19 AM   
juv95hrn

 

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36.9. LOGISTICS PHASE REPORT
SCREEN


Why is Kazan using 558 trucks in Depot Freight Data, when there are no Ground units nearby?

Why isn´t Kuybyshev using trucks instead, when a new mech unit arrived there turn 2? This would have made a lot more sense.

Both are national depots with level "0" set.

The 69th mech div has recieved 557 trucks from something called Far East Depot in its supply report (Is this slang for Kazan?).

This is suspiciously close to the 558 used from Kazan. Did the AI send trucks from Kazan, instead of rail transporting some to Kuybyshev?

I honestly have no idea whats going on here.

EDIT:

Later under the Supply report I discover that Kazan has sent trucks to Orel, Kalinin, Gorky, Vladimir and Gorky. This cities in turn then sends their own trucks to other towns. But no where near 558 of them. I guess this is rather a transfer of trucks form depot to depot, rather than a back and forth joyride? Ie. Kazan shared of its supply of trucks to cities in more need?

< Message edited by juv95hrn -- 3/29/2021 1:16:36 AM >

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What air groups to upgrade? - 3/29/2021 1:55:06 AM   
juv95hrn

 

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What implication does it have if you upgrade an air unit with a low/high amount of ready planes or pilots? Is it better to upgrade plane models on depleted or full units? High morale and experience is of course always good. Is 50% chance of damage to new air planes the only "cost" of upgrading? No lowering of experience or morale?

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RE: What air groups to upgrade? - 3/29/2021 1:59:58 AM   
M60A3TTS


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As long as you have sufficient replacement aircraft, how many you switch out of doesn't really matter.

You only lose a couple experience if the number of engines on your new aircraft changes. No morale change at all.

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Post #: 26
RE: Truck Summary in logistics Phase Report is hard to ... - 3/29/2021 8:27:42 AM   
loki100


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From: Utlima Thule
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quote:

ORIGINAL: juv95hrn

36.9. LOGISTICS PHASE REPORT SCREEN

36.9.1. Freight

Truck summary:

"Below this is information about truck usage, losses and
how many were captured."

Short and sweet. But I dont understand.

"Units Trucks Used" - From movement, supply transport to the unit or both? Which units? Ground, air bases and HQs?

"Trucks Lost in Freight" - What? Where?

"Total Freight Losses" - Again what? Of supply during truck transporting?

"Axis and Soviet Trucks captured" I suppose this is how many trucks each side captured from each other last turn?

The manual could be more helpful here. Maybe other sections I havent read makes it clearer, and this is more of a summary section of that.



I'd actually suggest this is better in its own thread, even just so that others see it

2 bits to an answer, the annexes are not really designed to set out the rules, they are much more here is a screen, here's what the abbreviations are, here is what the mechanistic options are.

SO yes,the answers do indeed lurk in the main manual.

Unit trucks - those trucks notionally assigned to a combat unit that have been drawn into the supply routine (so are not available for MP and CV calculations)

Lost in freight - those trucks lost moving freight, remember they can break down or suffer from attrition due to weather or interdiction

frieght lost - mostly as above plus a human error element (lack of support squads can cause this)

captured - no this is a whole game figure (unlike the values above)

quote:

ORIGINAL: juv95hrn

36.9. LOGISTICS PHASE REPORT
SCREEN


Why is Kazan using 558 trucks in Depot Freight Data, when there are no Ground units nearby?

Why isn´t Kuybyshev using trucks instead, when a new mech unit arrived there turn 2? This would have made a lot more sense.

Both are national depots with level "0" set.

The 69th mech div has recieved 557 trucks from something called Far East Depot in its supply report (Is this slang for Kazan?).

This is suspiciously close to the 558 used from Kazan. Did the AI send trucks from Kazan, instead of rail transporting some to Kuybyshev?

I honestly have no idea whats going on here.

EDIT:

Later under the Supply report I discover that Kazan has sent trucks to Orel, Kalinin, Gorky, Vladimir and Gorky. This cities in turn then sends their own trucks to other towns. But no where near 558 of them. I guess this is rather a transfer of trucks form depot to depot, rather than a back and forth joyride? Ie. Kazan shared of its supply of trucks to cities in more need?


city production, city to city resource transfers, the civilian economy are all feasible reasons

units arriving from the reserve draw on the trucks in the pool or from an NSS but the trucks don't physically move, they just shift into the new combat unit

NSS = 0 is fundamental to the supply system, for this one suggest looking up NSS in the main manual

No the Far east'depot' is that theatre, for convenience each is aggregated around a single depot

Its complex, most is to do with that part of the production system out of your control

< Message edited by loki100 -- 3/29/2021 8:32:19 AM >


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Post #: 27
RE: Truck Summary in logistics Phase Report is hard to ... - 3/29/2021 10:44:37 AM   
squatter

 

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When capturing enemy airfields, does the player have to manually set these to receive supply before they will be utilised by the air AI?

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Post #: 28
RE: Truck Summary in logistics Phase Report is hard to ... - 3/29/2021 10:48:09 AM   
loki100


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From: Utlima Thule
Status: online
no

what triggers the resupply routine is moving airgroups to the location. This will happen more easily if the target airfield is in good supply itself (ie close to a depot ideally).

If as the axis in the early turns, you try to redeploy to an advanced airbase, the airbase may well claim the needed supply/resources in the logistics phase, but ... that is competing with your ground units so take that into account

edit: The AI-assist will tend to wait till the wider supply net is in position to avoid this, so will often not move much for the first few turns. As a player, you can make a more nuanced judgement as to what is the best way to manage this trade-off

< Message edited by loki100 -- 3/29/2021 10:49:45 AM >


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Post #: 29
RE: Truck Summary in logistics Phase Report is hard to ... - 3/29/2021 12:03:32 PM   
Jajusha


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Couldn't find it in the manual...

You can send a ground unit from the map directly into another theater (the transfer action shows up on the unit card). What about air units? Can't find any transfer option on them

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