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General Staff Support Forum / Re: When?
« Last post by lecrop on October 02, 2019, 11:32:12 AM »
Thanks for the answer, I did not receive any email.
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General Staff Support Forum / Re: When?
« Last post by Dr D Ezra Sidran on September 30, 2019, 07:50:50 AM »
I am sorry for the delay. I recently posted about it here: http://general-staff.com/
I also sent out emails to all Kickstarter backers. Did you get it?
The AI is taking longer than anticipated and I apologize for this. I'm hoping that we can be in beta test for the game soon.
As always, you should feel free to email me directly.
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-Check none of your airbases were displaced - are you sure you did not leave any in a place where they would have been next to an enemy unit in their turn?
-Were the airplanes destroyed on the ground or in combat (you can see each in the battle reports)
-And finally need to ask what did the fighters and flak do
-Turn 1 did you escort your bombers during your turn - if so you probably would have been better not bothering in turn 1 axis. Your most important thing in the air war as Axis is your single engine fighter fatigue. If you have fighters with low fatigue they are killers, high fatigue and you might as well not bother with them. So before every bombing or manual air action check if you really need fighters. For example send in recon, if no enemy intercepts them then you do not need fighters as escorts. Do not waste fighters by flying them even once without any need.
-On flak. Have you allocated flak to units that will shoot down enemy aircraft on the way to your airbases? Do you have flak in your air HQs in range of your bases.
Flak in v1.11.03 is unhistorically over powered - so with them set up correctly with that alone you destroy their offensive.
-Can you keep your airbases out of range of their fighters? Most soviet fighters will only fly 10 hexes, some like the migs 18 or 19 hexes, only the P-40 which is not there for many turns flies further. So keep your bases out of range of enemy fighters, and if only bombers attack you having one fighter group in defence will masacre them.
-Test that your fighter defence are flying! They are not in swamps, they have fuel, put air doctrine reqd to fly to 0%. Test it flying a manual air missions while selecting fighters but cancelling at the last moment rather than launching - if you cannot see fighter groups in your manual air group selection, then that means they are not able to fly
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A Gary Grigsby's War in the East 1 frequently answered question

How can I deal with turn 1 Soviet retaliatory bombing?

(Note this is part of the project to organise the accumulated knowledge on the Discord server by using the forums provided for us by Grogheads. If you would like to follow the discussion click https://discord.gg/fatMgwU )

Quote
Turn 1 I lost many planes to Soviet retaliatory bombing. I feel like its impossible to even contest the air war as Germany. I almost always get slaughtered, and my airbases spend most of the game 25+ hexes away from the front line, thus barely able to provide any ground support.
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Hex PC and Tabletop Wargames / GGames is now Hex
« Last post by Telemecus on September 18, 2019, 01:19:53 PM »
Visitors to the Discord server will have noticed one big change. GGames has now been renamed to Hex !!!

With a growing number of non-english speakers and channels there was a desire for a name that was easier to say in many languages. So after paying brand consultants enormous amounts of money and discussion among the members the decision was made to change the name to Hex. Well the bit about discussion among members is true anyway.

The Discord remains with the same intentions and missions and all are welcome to join us - just click on https://discord.gg/fatMgwU
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In the picture the things boxed in black only matter during your air turn. And if you do all air missions manually (you choose which air groups do which missions) and so long as those numbers are not zero, it will not make any difference to the game what numbers they are. If you let the AI to do them in your turn for you then they will matter, but you can always change them during the turn if you find them to not be useful for you. So you will never create any disasters by what you choose for them.

The ones in red or blue on the other hand are for missions that only the AI can do - so it is quite important to get them right.

The ones in red are only used during your opponents phase - so I only set that at the end of my turn when I have an idea of what I want in my opponents turn. The ones in blue can be used either during your action phase or the other phases.

On percentage required to fly I think 0% is a good safe default to choose - your fighters will never sit on the ground doing nothing while they are bombed with that. Some use it to control fatigue of your fighters from doing interceptions. But I would say you are (usually) better off controlling that by moving them back if they are overused.
On the other doctrines remember HIGHER NUMBERS MEANS LESS OF IT. If you want more make those numbers smaller not larger! If you are happy with the number of missions you get there, increase the number to get more aircraft in each. So rather than giving a set number for these doctrines I would say just change them adaptively - each time decide if you want more or less and change the numbers until you start to get what you want.
Similarly on escort numbers do look at the state of your fighters and other aircraft. If you are losing too many bombers by being shot down by the enemy fighters, then increase escort (which will mean fewer missions performed). If your fighters are exhausted and you are not losing too many bombers, then reduce.

In general Axis should keep recon escort off and Soviets recon escort on.
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Hex PC and Tabletop Wargames / WitE1 FAQ - What Setting for Air Doctrine should I use?
« Last post by Telemecus on September 18, 2019, 03:50:20 AM »
A Gary Grigsby's War in the East 1 frequently answered question

What Settings for Air Doctrine should I use?

(Note this is part of the project to organise the accumulated knowledge on the Discord server by using the forums provided for us by Grogheads. If you would like to follow the discussion click https://discord.gg/fatMgwU )
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You can assign Soviet support units to
-on map combat corps units directly (support units will participate in every battle its parent unit is in, not all types of support unit can be assigned directly)
-on map HQ units (it can participate in the battles of one or more on map units directly assigned to the HQ but there is only a chance it will do so each time)
Note assigning support units to higher HQs will not allow them to participate in the battles of any units lower down the chain of command except for those units directly assigned. If your fronts HQs or STAVKA have no combat units directly assigned to them, any support units assigned to them will not participate in any battle.

How many support units should I assign to an HQ?
-Put more where you think you will have many battles, less where you think you will get fewer. Avoid assigning support units to HQs located away from repaired rail if they will not be used as you will be paying the logitstical costs without any benefits
-In normal battles (not urban etc) you can normally only get 6 SUs per HQ to any battle, putting more than 6 SUs per HQ will increase the number you should expect to get in any battle but never beyond 6. So putting 1 extra SU in one HQ when it already has 6 is much less effective than one that has less than 6.

Which kind of SUs should I put where?
-generally put unlike support units with on map units e.g. tanks and assault gun support units with infantry, infantry-type support units with tank divisions
(the combat resolution includes going from longest range to shortest range - so for some phases you want different types of units to cover you
putting a tank SU with a tank corps will give you a big CV, but not cover the tanks from the man creeping up in the bushes with a bazooka close by etc. A tank division with lots of big guns does not need more big guns)
-sapper battalions are popular, together with whatever special abilities they might have (or should have) they do have worthwhile CV
-put AT support units where you think they will encounter enemy tanks
-AA units can also be used in ground combat but remember they can also be assigned to air HQs to defend your airbases from air attack
-motorcycle regiments have no special benefits and to add nothing relative to the number of vehicles they use, so avoid them being in any battle where they would lose vehicles - and probably easiest to disband them altogether
-use lower calibre guns and rockets for defence or attack in less dense terrain, use heavy calibre for crossing major rivers, urban etc (some testing has cast doubt on this)
-use flame tanks in urban battles, do not put them in HQs with other motorised units (remember they eat fuel!)
-avoid directly assigning non-motorised support units to motorised units as this motorises them and removes lorries from your vehicle pool
-some prefer not to send a fix number to every HQ but to unlock all HQs and only send the number needed to each HQ when they are going to be used or at the end of the turn for where they will probably be used in the enemy turn (this is much more efficient but is more micro-management)

Note the above applies to combat support units and not to construction support units which do not participate in battles.
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A Gary Grigsby's War in the East frequently answered question

What Support Units should I use in the Soviet Army? (where? which ones should I create? etc.)

(Note this is part of the project to organise the accumulated knowledge on the Discord server by using the forums provided for us by Grogheads. If you would like to join the Discord follow this link https://discord.gg/fatMgwU )
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