Reserve Activations

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.

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Viking67
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Joined: Wed May 05, 2004 5:45 pm

Reserve Activations

Post by Viking67 »

What is the best way to use air dropped units to prevent activations?
Killer B
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HardLuckYetAgain
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Re: Reserve Activations

Post by HardLuckYetAgain »

Viking67 wrote: Sat Aug 03, 2024 1:30 pm What is the best way to use air dropped units to prevent activations?
Hasty attack or air bomb suspected units that could activate, dropping paras you could end up with no unit left or not in a hex needed to prevent activation. Good luck if Para is your endevour.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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HardLuckYetAgain
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Re: Reserve Activations

Post by HardLuckYetAgain »

HardLuckYetAgain wrote: Sat Aug 03, 2024 2:45 pm
Viking67 wrote: Sat Aug 03, 2024 1:30 pm What is the best way to use air dropped units to prevent activations?
Hasty attack or air bomb suspected units that could activate, dropping paras you could end up with no unit left or not in a hex needed to prevent activation. Good luck if Para is your endevour.
Hasty = no chance of reserve activation.

Air bombing = reduced chance of activation
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
Viking67
Posts: 607
Joined: Wed May 05, 2004 5:45 pm

Re: Reserve Activations

Post by Viking67 »

Got it.

I was reacting to this in the manual:

Game Play Note: Given a week long turn, the inability
of units to move after being air dropped may seem
unrealistic. Basically they are taking a 10x10 mile area
(hex) and waiting for troops to link up with them. Their
importance is in cutting off enemy unit retreat routes
and preventing reserve activations.
Killer B
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