Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Whenever a Corps HQ moves it uses vehicles to move its fuel and supply dumps. Vehicle shortages are made up from the vehicle motor pool if the HQ unit is within nornal supply range of your railway supply grid. Fuel and supply dumps that aren't moved due to a lack of vehicles are either destroyed in place or left in the nearest town or urban hex that is connected to your railway supply grid.
btw, in the vehicle pool section at the right top corner of the screen there are two number sequences, one off a parenteses ( ) and another inside them, how does it work? It looks more or less like that: "194k (90k)". So, the number within the paranteses represents the number of vehicles being used and the other represents the whole number of vehicle I have availible?
Anytime you choose to move an HQ unit that is already beyond the normal supply range of your rail grid you may experience a vehicle shortage because you cannot draw additional vehicles from the motor pool.
You can check your vehicle requirements by opening the Unit Details screen of an HQ unit and then clicking on Supply Details. The Unit Supply Detail screen will display the number of supply vehicles in the unit and how many are required. The required value is how many are needed to move your current on-hand fuel, supplies, and ammo the full remaining movement for the unit. At the bottom of the screen you will see how many vehicles were pulled from the motor pool on the previous turn. If this number is negative, then vehicles were returned to the motor pool.
Your supply replenishment is reduced if the distance from the unit is more than 10 hexes or more than 25 movement points (MP) from the rail grid. Open the Unit Supply Detail screen for a unit and under Current Status you will see Range to Rail and MP to Rail.
The amount of supplies received is (10/Range to Rail) when the HQ unit is more than 10 hexes away from the rail grid. The amount of supplies received is (25/MP to Rail) when the HQ unit is more than 25 MP from the rail grid.
These reductions are multiplicative if the HQ unit is both more than 10 hexes and more than 25 MP away. For example, if an HQ unit is 20 hexes and 80 MP away from the rail grid, the percentage of supplies received is (10/20) x (25/80) = 15.625% (50% x 31.25%).
So, If I want to keep my forces moving it`s better for the HQs to stay at 10 hexes from the rail.
That's what your logisticians will tell you. Just be aware of the effects if you push out too far; especially in winter.
You want to rotate which corps is the tip of your spear. Make sure the corps is within normal supply range when you pull it off the point and place it in refit mode. Refit mode will restore panzer units to 100% of Table of Organization and Equipment (TOE) strength for men and equipment. An Infantry unit will not receive personnel replacements until it falls below 80% of its TOE.
The AI ignores refit mode for any unit that is adjacent to an enemy controlled hex during the logistics phase. Units on or adjacent to the rail grid will complete their refit in one turn.
Place a corps in HQ Buildup mode the turn before it will take over the point or exploit a planned breakthrough. The corps will gain additional supplies at the expense of the rest of your army. The corps and its subordinate units must be within 20 hexes and less than 80 MP from your rail grid. The subordinate units must also be within 5 hexes of the HQ unit.
All participating units must have at least 25% of their MP remaining when placed in HQ Buildup mode. Their remaining MP will reduce to zero for the remainder of the turn.
The amount of extra supplies received is determined by the unused MP. For example, a unit that had 25% MP remaining will restock at 125% of its normal supplies, fuel, and ammo. A unit that did not move at all with restock at 200%. Units that fail their leader initiative rolls incur a 10% reduction in total supplies instead of the normal 20% reduction for failed rolls.
Open the Unit Details screen for the selected HQ unit. In the lower right corner is HQ Buildup. You will see the admin cost and the number of units affected when you click on HQ Buildup. Click Yes if you want to do it; otherwise, click No.
The extra supplies and the vehicles to move them are retained by the HQ unit and its subordinates for 2 turns. After 2 turns the excess (if any) are returned. Many HQ units in the campaign game were in HQ Buildup mode prior to the start of the game.
So, I have to keep a look at the TOE number of my units. How far they can stand in the defense at least without the need of reiforce?
The refit mode works automaticaly or I have to press the botton?
I`ll try the Buildup as well. But, when I use it, I`ll have to wait the next turn to move to forces built, right?
The TOE affects how powerful your divisions are; however, attaching the right mix of support units can improve their performance on both offense and/or defense. Support unit attachment is almost a game in itself.
Support units attached to a unit are in direct support (DS) and always participate in that unit's combats. Support units attached to an HQ unit are in general support (GS) and may participate in a subordinate unit's combat if the support unit passes the leader initiative roll of the HQ unit. GS units do not add as much to a battle as DS units because they have to maintain larger reserves for other missions.
Hitler would require OKW to create new panzer units later in the war. OKW would reduce the TOE strength of existing divisions in order to meet his requirements when homeland production was insufficient. You can temporarily prevent a division from converting to a new TOE by keeping it more than 30 MP away from your rail grid.
How long a unit can stand in defense depends on who is attacking, terrain, weather, and what type of support is available. So, I can't give you an easy answer.
You have to press the Refit button. Alternatively, you can go into the Commander's Report and place several units in Refit mode together.
For example, Click on the %TOE header to sort your units. Apply appropriate filters at the bottom such as Frozen = Non-fzn, Static = Non-static, Depleted = ALL, and Combat Ready = UnReady plus whatever Unit Formation Types you consider interesting. Near the top of the screen, under Functions, click on Refit/Reserve. You will get a pop-up asking you to set the new mode. Choose 0 to take units out of Refit or Reserve, 1 to place in Refit, or 2 to place in Reserve and click the check mark. Keep in mind that even though you turned it on, the AI will ignore Refit mode for units adjacent to enemy zones of control.
Correct. When you turn on HQ Buildup you cannot move the units for the rest of the turn because their available MP was reset to zero.
Can I achive breakthroughts without the Buildup, just with good units attached in DS? I`m playing the 41-45 standard Campaign and I manage to encircle the forces in the beginning. But as further I go the more I get stuck by a wall of enemy divisions and I can`t manage to find holes to put my Panzer units on and encircle them. But since I`m playing defensively as I said, this somehow fits with my strategy. When I try to make breakthrought I usually put at least three divisions next to the enemy and use shift to make a large attack.
I`m building a "trench" in the Dvina and Dniepr rivers, do you think I could stand the Soviets attackes in the winter there? btw, I`m constructing forts all along the rivers 5 hexes distant from each other. Building those forts have some kind of penalty or something or I can just put as many as I want anywhere?
I`m planning to attack the south next spring, but using just Rostov-on-Don as a pivot, not going anywhere further in the direction of Stalingrad or Voronez. I`ll capture at least one railway grid passing there and turn two Panzer Groups south to try to reach Baku. Another panzer group together with mountain troops will pass Kerch Strait and try to make a pincer and envelope the enemy forces from there. There is a rail grid that ends at the tip of Crimea and another in the other side of the Kerch, if I manage to convert both those lines they can get me supplies throught Kerch Strait?
oh, and most of my mobile forces will be to the south. I`ll leave two Panzer divisions behind the lines in the AGC and AGN together with some mobile infantry. I don`t know if these are enough to stand there.
You want to create a hole that is at least 3 hexes wide so the panzers can advance into the enemy rear without brushing next to enemy units at the breakout point. Plan their movements so they brush aside lone HQ units and attack enemy HQ units stacked with combat units.
HQ units forced to displace will destroy all of their supplies, ammo, and fuel as they displace. They will displace to the nearest town or urban hex east of their location. This means their subordinate units near the breach will not pull supplies from them on the following turn. Also, their subordinate units may be out of range for combat support this turn.
You will also want to have strong infantry forces available to hold the edges of the breakout point and as far as you can reach beyond them. Your infantry can't keep up with the panzers, but they can pin the enemy units that you have separated from their HQ units and hold open the breech.. The more force the enemy has to divert to counter your advancing infantry, the less force he has to counter your panzers.
Keep in mind that your army HQ units can provide some support to subordinate units within 15 hexes of them. All units in an Axis army with have the same color facings (e.g., all units belonging to 2nd Panzer Group have teal facings). Army HQ units also can perform rail repair on damaged friendly rail hexes.
Rivers are an excellent defense enhancer. First, rivers consume additional MP above the normal attack MP cost. Second, all attacking ground units that cross a river are subject to a disruption check prior to computing the initial combat value (CV). An attacker can expect a reduction of up to 1/2 of his overall CV for minor rivers and up to 2/3 for major rivers prior to any other modifiers.
No, you cannot use the Kerch Strait for supply movements; although, IRL the Germans used a barge and cable system to move supplies across it.
Yes