Maksim Purkaev's surname is pronounced "purka-yef", with the stress on the "purka" part. Much like the way we say 'fanta-stic'. Also "Velkiye Luki" means "Great Gaps" (as in 'large'). Great video!
You definitely want to take a closer look at Assault HQs as they are worth it. The doubling of CV alone helps build up defenses or gets you in a position to attack sooner. The limit of fort level 1 only applies to units adjacent to enemy units. All other hexes excluding city have a fort level limit of 1 whether they are in an assault front or not. If you need to you can always add fortified regions to units under an Assault HQ to get around this restriction. You also benefit from the increased ammunition allotment for artillery of 90% under Assault HQs.
How do you create fictional leader like A.Hitler into the game. I don't see Hitler. Is that one lone commander outside Lodz supposed to represent Hitler or is he at his place in the mountains?
Click on the editor button. Then click load scenario. Pick what scenario you want to start from, and then modify it to your liking. It’s not a terribly difficult process, but quite time consuming.
Question: Does auto assign / manage number of types of support units (say like no. of Artillery) per Korps/Army choose to move backwards to higher HQs tired / depleted support units if you change the number to a lower number for a turn or two then increase it later to have them come back down to frontline HQs, in a way to somewhat auto-rotate? Can you do it that way to use the AI rather than having to use command points to retract, replenish & return support units?
I’m not exactly sure how the auto-support unit assignment prioritizes combat prep/unit strength/fatigue, but it’s plausible it could take it into account. In my limited experience it didn’t seem to care about strength at all and prioritized just meeting the requested number. I’ll check into it, as that would be quite a nice feature. You don’t have to use administrative points to re-assign most support units. Only city attached AA/engineer units cost AP (and it is NOT worth it to move them).
@@seanblambert Oooh, thanks, I know from Division assignment it costs command points & cities, I thought there were times when it did cost to remove supports from low HQ echelons too... ich vergussen? Yeah, I'd like to check on auto-assign / rotate poosibilities, GWITE2 ought to somewhat because I think it already takes into consideration readiness/fatigue when employing support units via the commander et al Initiatives. Cheerio.
Yes, you can divide any leadership score by 10 to get the base probability of success in a roll. Small modifiers are added/subtracted but most of the time if you’re using units “normally” you can mostly ignore those. The big hits to initiative are high distance to HQ and command capacity overload.
Maksim Purkaev's surname is pronounced "purka-yef", with the stress on the "purka" part. Much like the way we say 'fanta-stic'. Also "Velkiye Luki" means "Great Gaps" (as in 'large').
Great video!
You definitely want to take a closer look at Assault HQs as they are worth it. The doubling of CV alone helps build up defenses or gets you in a position to attack sooner. The limit of fort level 1 only applies to units adjacent to enemy units. All other hexes excluding city have a fort level limit of 1 whether they are in an assault front or not. If you need to you can always add fortified regions to units under an Assault HQ to get around this restriction. You also benefit from the increased ammunition allotment for artillery of 90% under Assault HQs.
great videos! The best explanations I can find
How do you create fictional leader like A.Hitler into the game. I don't see Hitler. Is that one lone commander outside Lodz supposed to represent Hitler or is he at his place in the mountains?
Political leaders aren’t represented.
How do you make custom scenarios in the editor?
Click on the editor button. Then click load scenario. Pick what scenario you want to start from, and then modify it to your liking. It’s not a terribly difficult process, but quite time consuming.
Question: Does auto assign / manage number of types of support units (say like no. of Artillery) per Korps/Army choose to move backwards to higher HQs tired / depleted support units if you change the number to a lower number for a turn or two then increase it later to have them come back down to frontline HQs, in a way to somewhat auto-rotate?
Can you do it that way to use the AI rather than having to use command points to retract, replenish & return support units?
I’m not exactly sure how the auto-support unit assignment prioritizes combat prep/unit strength/fatigue, but it’s plausible it could take it into account. In my limited experience it didn’t seem to care about strength at all and prioritized just meeting the requested number. I’ll check into it, as that would be quite a nice feature.
You don’t have to use administrative points to re-assign most support units. Only city attached AA/engineer units cost AP (and it is NOT worth it to move them).
@@seanblambert Oooh, thanks, I know from Division assignment it costs command points & cities, I thought there were times when it did cost to remove supports from low HQ echelons too... ich vergussen? Yeah, I'd like to check on auto-assign / rotate poosibilities, GWITE2 ought to somewhat because I think it already takes into consideration readiness/fatigue when employing support units via the commander et al Initiatives. Cheerio.
If it's a maximum value of 9 for any value then a 5 will get support activated slightly more than half the time, right?
Yes, you can divide any leadership score by 10 to get the base probability of success in a roll. Small modifiers are added/subtracted but most of the time if you’re using units “normally” you can mostly ignore those. The big hits to initiative are high distance to HQ and command capacity overload.