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.

Moderator: Joel Billings

User avatar
Joel Billings
Posts: 33462
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

Re: Quick Questions Thread

Post by Joel Billings »

Select the division on the map, and as long as it is alone in the hex, press the B key or the button at the top center of the screen for build-up/breakdown of units.
All understanding comes after the fact.
-- Soren Kierkegaard
Jaresh
Posts: 3
Joined: Tue Mar 25, 2025 7:59 pm

Re: Quick Questions Thread

Post by Jaresh »

Thank you so much!
Need a new pair of glasses!😅
User avatar
Zovs
Posts: 9165
Joined: Sun Feb 22, 2009 11:02 pm
Location: United States

Re: Quick Questions Thread

Post by Zovs »

Make sure the division is in its own hex (i.e., no other units) and then press 'b'.
Image
Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
User avatar
ncc1701e
Posts: 10694
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

Re: Quick Questions Thread

Post by ncc1701e »

Why an Air Command HQ do not give a Capacity bonus when sitting on top of a depot?

Just asking.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
User avatar
Joel Billings
Posts: 33462
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

Re: Quick Questions Thread

Post by Joel Billings »

It is WAD, as we didn't want players to be able to use these to help with depots. They are really just in the game to have a place for the leaders and have a simple way to impact AOG movement with the AI assist.
All understanding comes after the fact.
-- Soren Kierkegaard
User avatar
Q-Ball
Posts: 7347
Joined: Tue Jun 25, 2002 4:43 pm
Location: Chicago, Illinois

Re: Quick Questions Thread

Post by Q-Ball »

Do entrained units on "REFIT" collect replacements? Do entrained units accumulate Prep Points?
User avatar
Q-Ball
Posts: 7347
Joined: Tue Jun 25, 2002 4:43 pm
Location: Chicago, Illinois

Re: Quick Questions Thread

Post by Q-Ball »

Here is another question: How are AA SUs typically used?

I know that they will defend the hex they are in vs. Air Attacks (HQ unit or attached to a Ground unit)

If attached to an HQ, do they provide any AA benefit outside of protecting the HQ unit? Or is that it?

If used as SU in combat, do they provide any AA benefit (in the event enemy uses GS mission)? Or are they purely committed as AT guns, basically?
User avatar
juv95hrn
Posts: 290
Joined: Tue Jun 28, 2005 12:58 pm

Re: Quick Questions Thread

Post by juv95hrn »

Q-Ball wrote: Tue Apr 01, 2025 2:50 pm Here is another question: How are AA SUs typically used?

I know that they will defend the hex they are in vs. Air Attacks (HQ unit or attached to a Ground unit)

If attached to an HQ, do they provide any AA benefit outside of protecting the HQ unit? Or is that it?

If used as SU in combat, do they provide any AA benefit (in the event enemy uses GS mission)? Or are they purely committed as AT guns, basically?
My understanding.

They will defend the hex, but also adjacent hexes from air units passing by (and attacking).

Attached to an HQ, they can be committed to ground combat, as AT units, but with a lower chance of probability than other SU´s. (I want to say its only 25% chance to enter ground combat compared to other SUs).

Not sure if they shoot on air support air units while attached to ground combat.

Hope this is correct and helps.
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
User avatar
Joel Billings
Posts: 33462
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

Re: Quick Questions Thread

Post by Joel Billings »

Unfortunately, flak that commit to ground battles from an HQ do not fire AA. The system made that impossible to set up.
All understanding comes after the fact.
-- Soren Kierkegaard
User avatar
shgenerolas
Posts: 67
Joined: Thu Aug 10, 2023 11:15 am
Location: Vilnius

Re: Quick Questions Thread

Post by shgenerolas »

Hi guys.

Am I right thinking that I can transfered all three RHG HQs from Soviet Garrison to the map (and all I will suffer will be a slight reduction in ground capabilities in Soviet Garrison)? Since RHG is an Army-sized HQ, I'd like to have them on the map, and send Allied aviation or unnecessary corps-sized HQs to the Soviet Garrison in exchange.
Слава Україні, Героям Слава
User avatar
Wiedrock
Posts: 1424
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: Quick Questions Thread

Post by Wiedrock »

shgenerolas wrote: Wed Apr 02, 2025 6:46 am Hi guys.

Am I right thinking that I can transfered all three RHG HQs from Soviet Garrison to the map (and all I will suffer will be a slight reduction in ground capabilities in Soviet Garrison)? Since RHG is an Army-sized HQ, I'd like to have them on the map, and send Allied aviation or unnecessary corps-sized HQs to the Soviet Garrison in exchange.
yes, HQ only provide miniminiminimal CV for TBs.
User avatar
Joel Billings
Posts: 33462
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

Re: Quick Questions Thread

Post by Joel Billings »

We never got around to programming HQ impacts on TBs. We strongly recommend that players do not move HQs from the TBs. IIRC, same for transport air groups.
All understanding comes after the fact.
-- Soren Kierkegaard
User avatar
juv95hrn
Posts: 290
Joined: Tue Jun 28, 2005 12:58 pm

Re: Quick Questions Thread

Post by juv95hrn »

How many turns of heavy mud is normal average during fall 1941?
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
Haspen
Posts: 23
Joined: Mon Jun 05, 2017 3:46 am
Location: France

Re: Quick Questions Thread

Post by Haspen »

Hello everyone! Do you know why artillery supports are divided into 2 categories after a combat result?
Thanks :)
Attachments
2.jpg
2.jpg (785.48 KiB) Viewed 261 times
User avatar
Wiedrock
Posts: 1424
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: Quick Questions Thread

Post by Wiedrock »

Haspen wrote: Sat Apr 05, 2025 7:52 pm Hello everyone! Do you know why artillery supports are divided into 2 categories after a combat result?
Thanks :)
Yes, the 3rd logo is missleading. That one is the "Combat Intensity" ...or "size of attacking force fort reduction".
1. Artillery
2. Engineers
3. Combat Intensity

For more info (all the needed manual quotes) you can see this Thread, it is no longer bugged (as can be seen in your screen), so ignore the Bug-related things.
User avatar
Q-Ball
Posts: 7347
Joined: Tue Jun 25, 2002 4:43 pm
Location: Chicago, Illinois

Re: Quick Questions Thread

Post by Q-Ball »

Question: Do units on TRAINS collect any replacements, or no?

They do accumulate Prep Points however; correct?

If a unit is on a train, but doesn't MOVE during it's turn, does it consume any rail capacity?

You can see where this is going.....a couple units on TRAINS and waiting becomes like a strategic ready reserve, able to move quickly to trouble. But are there consequences to fatigue, prep, rail cap, etc, from keeping units on trains for extended periods?
User avatar
juv95hrn
Posts: 290
Joined: Tue Jun 28, 2005 12:58 pm

Re: Quick Questions Thread

Post by juv95hrn »

Q-Ball wrote: Mon Apr 07, 2025 3:40 pm Question: Do units on TRAINS collect any replacements, or no?

They do accumulate Prep Points however; correct?

If a unit is on a train, but doesn't MOVE during it's turn, does it consume any rail capacity?

You can see where this is going.....a couple units on TRAINS and waiting becomes like a strategic ready reserve, able to move quickly to trouble. But are there consequences to fatigue, prep, rail cap, etc, from keeping units on trains for extended periods?
I´m pretty sure they do cost rail capacity, and dont rest, refit, CPP gain, lose fatigue(?). So you get tremendous flexibility, but at a cost.
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
Sertorius21
Posts: 12
Joined: Mon Sep 16, 2024 3:40 pm

Re: Quick Questions Thread

Post by Sertorius21 »

Two questions on how to better manage the LW during the GC:

- I had the VVS launch a few large scale ground attacks against Panzer spearheads. What was shocking was the lackadaisical attitude of the LW, which didn't bother to send fighter planes in the air, even when the attack was 3 hexes from an airbase full of Me-109s. I accept that I was at the end of the supply line and the bases were not supplied perfectly, but would I need to do anything to get fighters to inflict a bit of pain to the VVS and reduce that of its Panzerwaffe?

- Supplying airbases more or less works with Ju 52s bringing what it takes to keep the Me-109s supplied but what is galling is the lack of support staff. How would you improve the support levels of forward airfields? Do you need to send some of the air groups doing nothing behind the front in reserve?

Thanks in advance!
User avatar
Wiedrock
Posts: 1424
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: Quick Questions Thread

Post by Wiedrock »

Sertorius21 wrote: Wed Apr 09, 2025 1:51 pm - Supplying airbases more or less works with Ju 52s bringing what it takes to keep the Me-109s supplied but what is galling is the lack of support staff. How would you improve the support levels of forward airfields? Do you need to send some of the air groups doing nothing behind the front in reserve?
You can try what I do when advancing as Germany, to:
1. Take an airfield with your ground forces.
2. Move the ground forces out of the airfield.
3. Fly in Ju52s with freight.
4. Move an AG to the airfield.
...this way you initially/instantly get some Air Support Crews on the airfield. IF you mix the order you may end with hundrets of tons of Ammo/Fuel but noone to service the Aircraft.
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Re: Quick Questions Thread

Post by DekeFentle »

You can try what I do when advancing as Germany, to:
1. Take an airfield with your ground forces.
2. Move the ground forces out of the airfield.
3. Fly in Ju52s with freight.
4. Move an AG to the airfield.
...this way you initially/instantly get some Air Support Crews on the airfield. IF you mix the order you may end with hundrets of tons of Ammo/Fuel but noone to service the Aircraft.
That method also saves some trucks!
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
Post Reply

Return to “Gary Grigsby's War in the East 2”