Quick Questions Thread

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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juv95hrn
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Re: Quick Questions Thread

Post by juv95hrn »

If a fortified zone unit with attached construction support units is defeated and the zone is destroyed, what happens to the attached construction support units? Destroyed as well, retreated to an higher HQ or other?
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Sbit93
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Re: Quick Questions Thread

Post by Sbit93 »

to help units build forts do i have to assign them directly or is it enough to put them in a hq?
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

juv95hrn wrote: Thu Mar 06, 2025 10:30 am If a fortified zone unit with attached construction support units is defeated and the zone is destroyed, what happens to the attached construction support units? Destroyed as well, retreated to an higher HQ or other?
SUs SURRENDER afaik.
Sbit93 wrote: Thu Mar 06, 2025 6:11 pm to help units build forts do i have to assign them directly or is it enough to put them in a hq?
I assume you mean SUs helping CUs to build fortifications?
Every SU has some Comnstruction Value, if you, lets say attach an Panzer Battalion to an Infantry Division, the Panzer battalion will help with construction. If the Battalion is in the HQ it will not help building any Fortifications.
Construction SUs can only be assigned to CUs of the Fortified Zone type afaik.
At the end of your turn, when Fortifications are being built, there all Construction SUs which have not been used for other stuff, will randomly help any CU in the same chain of command (and within some distance of the HQ).
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

Thanks. Sending to Reserve probably extends the period to 6-8 weeks before the unit is combat ready (No CPP). If the unit is depeted then definitely yes. Sounds like no magic bullet so will experiment with a HQ with high Morale and Admin.
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juv95hrn
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Re: Quick Questions Thread

Post by juv95hrn »

56ajax wrote: Thu Mar 06, 2025 11:49 pm Thanks. Sending to Reserve probably extends the period to 6-8 weeks before the unit is combat ready (No CPP). If the unit is depeted then definitely yes. Sounds like no magic bullet so will experiment with a HQ with high Morale and Admin.
Sending a unit to the National Reserve pool is the fastest way to refill strength and increase morale and experience.

But sure it takes a week to remove it from map, then more time to deploy it back 10 hexes from the nearest enemy and regain CPP on map, so its better if you can rest & refit it on the map generally.

Also you can´t refit next to an enemy hex, even if not occupied by an enemy unit the manual stated.

Good luck!
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Sbit93
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Re: Quick Questions Thread

Post by Sbit93 »

I just started playing wite 2 against the AI ​​with the Russian, and during the first few turns it immediately becomes clear that the production of certain units such as artillery is not enough, I wanted to know if the production of such units increases over time like for the afv and if there is a way to see these increases in game. I also wanted to thank you for the speed and quality of the answers you are giving to my various questions
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Sbit93 wrote: Fri Mar 07, 2025 1:32 pm I just started playing wite 2 against the AI ​​with the Russian, and during the first few turns it immediately becomes clear that the production of certain units such as artillery is not enough, I wanted to know if the production of such units increases over time like for the afv and if there is a way to see these increases in game. I also wanted to thank you for the speed and quality of the answers you are giving to my various questions
You can see the amount of Artillery pieces being produced in the Production Screen [Key P] in the 2nd column.
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

Sbit93 wrote: Fri Mar 07, 2025 1:32 pm I just started playing wite 2 against the AI ​​with the Russian, and during the first few turns it immediately becomes clear that the production of certain units such as artillery is not enough, I wanted to know if the production of such units increases over time like for the afv and if there is a way to see these increases in game. I also wanted to thank you for the speed and quality of the answers you are giving to my various questions
Usually with TOE 'upgrades' the number of guns is typically halved and your pools will be flooded with the excess. So you just have to wait. There is the other point of view that the combat effectiveness of Soviet artillery regiments is so poor, and with the ammunition shortage, consideration should be given to disbanding the lot to free up 100k in manpower.
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
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juv95hrn
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Re: Quick Questions Thread

Post by juv95hrn »

When I create my two first cavalry corps (fx.), in November 1941, does it matter what base cavalry divisions I use for them? Ie. if you use larger mountain cavalry divisions, will the resulting cavalry corps become larger? I guess the new corps in itself has its own ToE, and the included divisions, if split up will later be one third of the corps total ToE? But maybe I am wrong here.

Any other considerations except pick 3 good divisions and group them up and save the APs for november?

Thanks
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FortTell
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Re: Quick Questions Thread

Post by FortTell »

juv95hrn wrote: Thu Mar 13, 2025 7:55 pm When I create my two first cavalry corps (fx.), in November 1941, does it matter what base cavalry divisions I use for them? Ie. if you use larger mountain cavalry divisions, will the resulting cavalry corps become larger? I guess the new corps in itself has its own ToE, and the included divisions, if split up will later be one third of the corps total ToE? But maybe I am wrong here.

Any other considerations except pick 3 good divisions and group them up and save the APs for november?

Thanks
No, the resulting cav corps will have the same ToE either way, and when split, the parts will have regular division ToEs. However, using mountain cav divs may make it bigger initially, but that benefit is very temporary and not worth it.

Re: considerations on what to build corps from
- divisions with lots of wins, to make the corps Guards status faster (2 is enough)
- otherwise, just end up with 51+ morale or have a way to get it quickly, as this is the number that increases the mobility in enemy hexes
- once you reach 1942, you could even consider cav corps from fresh divisions because you would no longer be able to build cav divisions (you will be over the build limit 99.9% of the time)
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juv95hrn
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Re: Quick Questions Thread

Post by juv95hrn »

What week/turn does Heavy Mud normally hit the map in a 1941 campaign? We have had multiple high pressure fronts during fall, and I suspect this has delayed the onset of Rasputitsa. Only on Turn 17 did we get Heavy Rain on half of the map...
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shgenerolas
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Re: Quick Questions Thread

Post by shgenerolas »

Hi guys.

I try to supply units far from the rail network by creating a new depot (for exeple, in large city with air base) and supplying it from the air. This way air resupply works better than dropping supplies directly to the air base, because that way you can also supply divisions further away.

But I have a question: can units that take supplies from such a depot (not connected to the rails, but supplied from the air) receive replacements?

The manual says that replacements are not received through air resupply. Does this rule apply when unit take supplies from a depot that was supplied from the air?
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juv95hrn
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Re: Quick Questions Thread

Post by juv95hrn »

Does anyone have a specific win ration needed to upgrade units to Guard Status? I seem to remember (from WITE1?), that you would need at least 7 more victories, than defeats, to have a chance at upgrading. Does anyone know a bit more than what the Manual states for WITE2?

Thanks!
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DekeFentle
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Re: Quick Questions Thread

Post by DekeFentle »

https://www.matrixgames.com/forums/view ... 2#p5212442
Manual clarification (section 27.5.6) - In order for a unit to convert to a guards unit based on victories, the three following conditions must be met:
o Condition One: For non-motorized units, the unit’s number of wins plus the year modifier must be greater or equal to 8 plus random(8). For motorized units, the unit’s number of wins plus the year modifier must be greater or equal to 12 plus random(12) For Army HQ units, the unit’s number of wins plus the year modifier must be greater or equal to 75 plus random(75)
o Condition Two: For all units, the unit’s number of wins plus the year modifier must be greater than 9
o Condition Three: For all units, the unit’s number of wins plus the year modifier must be greater than 2 plus the unit’s number of losses
o Year Modifier: The Year modifier is 3 in 1941, 2 in 1942 and 1 in 1943-45.
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shgenerolas
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Re: Quick Questions Thread

Post by shgenerolas »

Hi guys. Do I understand correctly that this is mistake in Manual? I've seen discussions on the Forum, but there doesn't seem to be an undisputable answer.

I think it is a mistake, because usually good (modern) planes have higher reliability rating numbers. Also, for ground elements (such as tanks) the higher the number, the better.

How is it really?
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Denniss
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Re: Quick Questions Thread

Post by Denniss »

manual is correct, Ground elements use a new system that has high = good and low = bad
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juv95hrn
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Re: Quick Questions Thread

Post by juv95hrn »

juv95hrn wrote: Tue Mar 18, 2025 3:44 pm What week/turn does Heavy Mud normally hit the map in a 1941 campaign? We have had multiple high pressure fronts during fall, and I suspect this has delayed the onset of Rasputitsa. Only on Turn 17 did we get Heavy Rain on half of the map...
Tun 18 (19th October) most of the map is now Heavy Mud. Is this normal or a bit late?

When does the mud transform into Snow? Weather table says cold in the beginning of November and Snowfall in mid-month. Can you expect mud to go away by then or earlier?
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hadjimj
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Re: Quick Questions Thread

Post by hadjimj »

I think that turn 18 is the normal time for heavy mud. Light rain will never create heavy mud as it has doesn't add water above a limit of 5 and heavy mud needs 6-9 water so requires heavy rain.

The mud doesn't transfrom to snow, cold weather means the water levels in a hex have no effect. So when the air weather changes from heavy rain to cold the ground hexes will change from mud to a mix of clear/light snow.

At the end of freezing weather the snow will convert to water though so usually will create heavy mud for a coule turns until the ground dries out.
Jaresh
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Breakung down units

Post by Jaresh »

Hi there
Question from a newbie: I can't find any way to break divisions down into regiments..
As the German un GC I only have a few INF regiments but don't seem to be able to create other....
Thanks in advance!🙃
Jaresh
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Breaking down units

Post by Jaresh »

Hi there
Question from a newbie: I can't find any way to break divisions down into regiments..
As the German in GC I only have a few INF regiments but don't seem to be able to create other....
Thanks in advance!🙃
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