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Isegrimm

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I hope you can help

1. how many uboats are in one foltiller? I know a capital ship represents one ship - also how many planes in one fleigerkorps

1a. if you attach an engineer brigade to help cross rivers does it help for every one of the merged divisions in a army/korps

2. how do you know that an airbase or port is over stacked other than looking for a stacking penalty when an attack starts - I know an army the divisions number turns red

3. how do you know if a fleet/ship is outside operation range of its base - I know if you order it beyond it refuses

4. when you capture an other country is there a way of assuring you get their armed forces - I am thinking of naval units - do they just steam off to their allies
4 if you take over militray control of an ally is this just a game option OR does it affect anything like dissent/partisan or tech. advances etc

Thanks
 

Hammer of Thor

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Isegrimm said:
I hope you can help

1. how many uboats are in one foltiller? I know a capital ship represents one ship - also how many planes in one fleigerkorps

I do not know the answer. I assume it is one uboat.

Isegrimm said:
1a. if you attach an engineer brigade to help cross rivers does it help for every one of the merged divisions in a army/korps

No. Each division must have its own brigade attached to get a benefit.

Isegrimm said:
2. how do you know that an airbase or port is over stacked other than looking for a stacking penalty when an attack starts - I know an army the divisions number turns red

Each airbase or port can have any number of planes or ships in it. However, the number of planes/ships that can be repaired at that airbase/port is based on the level of the airbase/port. I believe the max number an airbase/port can be is ten.

Isegrimm said:
3. how do you know if a fleet/ship is outside operation range of its base - I know if you order it beyond it refuses

I don't believe you can send a ship beyond its range on a mission from a port. However, you can rebase from one port to another regardless of distance (I think).

Isegrimm said:
4. when you capture an other country is there a way of assuring you get their armed forces - I am thinking of naval units - do they just steam off to their allies

As long as you capture ALL of the countries Victory Point provinces, any troops remaining in uncaptured (non Victory Point provinces) will become yours as long as you Puppet the country rather than annex it (Puppet option is available in the Diplomacy screen under the Make Peace option and I believe your Warscore has to be 70 or above). I do not know if you retain any planes or ships.

Isegrimm said:
4 if you take over militray control of an ally is this just a game option OR does it affect anything like dissent/partisan or tech. advances etc

Thanks

Military control gives you control of that nations armed forces. Nothing else is effected.

Hope this helps!
 

ulrichomega

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Isegrimm said:
I hope you can help

1. how many uboats are in one foltiller? I know a capital ship represents one ship - also how many planes in one fleigerkorps

I want to say 6 to a sub flotilla, but I have no idea on how many to an air corps.

1a. if you attach an engineer brigade to help cross rivers does it help for every one of the merged divisions in a army/korps

It helps the one division. This means that that one division will have an increased fighting ability crossing rivers, but the rest won't. Also, their speed increase will only affect the one division. Since the corps uses the slowest speed, you will have to put engineers on all divisions to get the speed bonus. Also, units have a speed max, so not all units will be faster.

2. how do you know that an airbase or port is over stacked other than looking for a stacking penalty when an attack starts - I know an army the divisions number turns red

If the number of units (airbase) stationed there is greater than the size of the airport, all units will have decreased org. recovery rates. Not sure about naval bases, but I believe that the increased size only increases reinforcement rates/org. regain.

3. how do you know if a fleet/ship is outside operation range of its base - I know if you order it beyond it refuses

I'm not sure that there really is a negative, but if you hold the mouse over the sea province while the naval flotilla is selected, it will display the range of the unit and the range of hte sea province from the unit's base.

4. when you capture an other country is there a way of assuring you get their armed forces - I am thinking of naval units - do they just steam off to their allies
No. You can get their naval units (some), by moving units into their provinces with naval units.

4 if you take over militray control of an ally is this just a game option OR does it affect anything like dissent/partisan or tech. advances etc

Um... It's just a game option that let's you use their units. The AI, however, will try to interfer by cancelling orders or some other method, usually when moving units away from their capital, so keep some of their units in the capital.

Thanks

Answers above.

EDIT: Darn it... Ninja'd.
 

blue emu

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Isegrimm said:
4. when you capture an other country is there a way of assuring you get their armed forces - I am thinking of naval units - do they just steam off to their allies
You can only get full ownership of an enemy Army (as opposed to puppeting) if that country is already listed in the scenario .inc files as a balkanized fragment of your own country. This is indicated by a "regular_ID = XXX" tag in the relevant .inc file... and is quite rare. Austria starts with the regular_ID of Germany (so its units get captured instead of destroyed if Austria is annexed by Germany), and the Chinese minors (Guangxi, Shanxi, Yunnan, etc) start with the regular_ID of Nationalist China. I'm not aware of any other examples of this in the standard game.

Naval units can occasionally be captured when you occupy their Naval base... but this is a random and very rare event.
 

unmerged(47103)

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Isegrimm said:
I hope you can help

2. how do you know that an airbase or port is over stacked other than looking for a stacking penalty when an attack starts - I know an army the divisions number turns red

Thanks

The other questions have all been answered fully, so I'll just make a comment re this one (as there's an aspect to what you've asked that hasn't been addressed in answers to date).

The 'stacking penalty' in combat for air/naval units is NOT the same as that for ground units. The difference is that air/naval units get stacking penalties irrespective of command and control (i.e. the command 'limits' of the commanders involved). These penalties increase based on the number of units involved, even if the commander(s) is able to command that number of units.

These penalties have nothing to do with the size of the port/airbase at which they are based.

Note you will also get additional penalties if there are more units than the command limit of the officer allows (the 'red number' you refer to indicates this when you look at a fleet/air command, just as it does for ground units).

Just wanted to point this out, as the comments about air/naval bases from others haven't addressed this 'combat' aspect you raised.

Cheers
 

Isegrimm

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sbr said:
I is accepted that there are 100 engines in an air unit. 100 Fighters, 50 Tacs, 25 Heavy Strat Bombers.


I get it thanks for the useful detail - do you know about u-boats in a u-boat fotiller - I am trying to see if Donetz got the 300 u-boats is said he needed I can close the atlantic at the start and strangle UK

Again thanks :)
 

Isegrimm

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Thansk and

ulrichomega said:
Answers above.

EDIT: Darn it... Ninja'd.
Thanks for the great info :) , just a few clarifications, when you say a naval base or air base has a limit after which either org or repair is affected if I understand a naval base as a 10/10 it means that 10 units can be stationed there before repair / org affected so if I have a fotiller of 10 subs merged that alone would fill the base?? yeah?
 

Isegrimm

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Steeltrap said:
The other questions have all been answered fully, so I'll just make a comment re this one (as there's an aspect to what you've asked that hasn't been addressed in answers to date).

The 'stacking penalty' in combat for air/naval units is NOT the same as that for ground units. The difference is that air/naval units get stacking penalties irrespective of command and control (i.e. the command 'limits' of the commanders involved). These penalties increase based on the number of units involved, even if the commander(s) is able to command that number of units.

These penalties have nothing to do with the size of the port/airbase at which they are based.

Note you will also get additional penalties if there are more units than the command limit of the officer allows (the 'red number' you refer to indicates this when you look at a fleet/air command, just as it does for ground units).

Just wanted to point this out, as the comments about air/naval bases from others haven't addressed this 'combat' aspect you raised.

Cheers

Thanks for the great info :)
 

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Isegrimm said:
Thanks for the great info :) , just a few clarifications, when you say a naval base or air base has a limit after which either org or repair is affected if I understand a naval base as a 10/10 it means that 10 units can be stationed there before repair / org affected so if I have a fotiller of 10 subs merged that alone would fill the base?? yeah?

No. That is how airbases work. Naval Bases, I think, only affect how fast org/str. is regained, but I honestly have no idea. I would ask the Emu for info.