War in the East Q&A

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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56ajax
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RE: 239th Inf Division?

Post by 56ajax »

Just on routing, what is the maximum nos of hexes that a unit should move when routed? I see plenty of examples of 20+ which is double what they could normally move...and why do they rout along the front rather than away from the enemy line?
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morvael
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RE: War in the East Q&A

Post by morvael »

Routing units try to move towards supply source, and have to move certain minimum range too (also bear in mind that some retreat first, and then rout resulting in double move). However it's true that units can move more MP than their normal allowance (also, they ignore ZOCs). I was testing it with standard MP limits, and it produced way higher losses than previous versions of the game, so had to be ditched in order not to change balance too much.

It was quite hard to make the algorithm a) fast b) better at saving units in certain situations c) selecting a path like a human would do.
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morvael
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RE: War in the East Q&A

Post by morvael »

ORIGINAL: Telemecus
in v1.11.03 units could certainly rout with no available retreat path (port or not). Similar examples to what you are describing have been the attacks on the two hexes next to Sevastopol in many AARs I assume. In those cases the units routed to the Kuban peninsula.

In this version it's only possible to retreat or rout through land hexes.
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xhoel
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RE: War in the East Q&A

Post by xhoel »

ORIGINAL: morvael

In this version it's only possible to retreat or rout through land hexes.

Does this mean that other units will shatter/surrender, let's say in a Sevastopol style battle?
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morvael
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RE: War in the East Q&A

Post by morvael »

Yes. Once again a problem of model used, in this case naval. If allowed, too many units could rout per turn through a port.
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xhoel
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RE: War in the East Q&A

Post by xhoel »

I have seen it happen first hand and I am glad that it is no longer the case. Will make for more realistic battles. Good addition!
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juv95hrn
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RE: 239th Inf Division?

Post by juv95hrn »

Can HQs and Air bases not be transported via naval transport mode? I am trying with approx. half MP remaining. Or do you just have to start with lots of MP?
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juv95hrn
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RE: 239th Inf Division?

Post by juv95hrn »

Can you refit and regain extra morale within 10 hexes of still inactive Finnish units, or are they considered hostile, even if the war hasn´t begun?
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juv95hrn
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RE: 239th Inf Division?

Post by juv95hrn »

How does the new rail capacity modifier work?

USSR has 10% of its rail capacity dedicated to troop transport. (Definately too low in turn 1 and 2 :-) ).

What happens when you change this? Does it cost PP? when does the change take effect? Next turn?
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Telemecus
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RE: 239th Inf Division?

Post by Telemecus »

Yes it does cost points. Note more rail to transport troops will mean less supply possible to your troops
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juv95hrn
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RE: 239th Inf Division?

Post by juv95hrn »

My guess it costs one point per % you change? Very hard to know how much supply you need, compared to troop movement. :-/
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morvael
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RE: 239th Inf Division?

Post by morvael »

ORIGINAL: juv95hrn

My guess it costs one point per % you change? Very hard to know how much supply you need, compared to troop movement. :-/

It's all in the logistics phase log.
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juv95hrn
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RE: 239th Inf Division?

Post by juv95hrn »

"g) Shock/Guards army bonus (local; applies to administrative rolls) - 1 is added to leader's skill, if given unit is attached to Soviet "Shock Army", "Guards Army" or "Gds Army". Does not apply when a HQ is making a roll for itself. Does not cumulate with h). Works for non-immediate HQs as well, though with the Soviet command structure it's unlikely."

I was under the impression from the manual that Guard units did not actually gain this bonus, where as non-guard units did. Very counterintuitive, but that is how the manual phrases it. What is the acutal case here?
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morvael
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RE: 239th Inf Division?

Post by morvael »

ORIGINAL: juv95hrn

My guess it costs one point per % you change? Very hard to know how much supply you need, compared to troop movement. :-/

Code: Select all

RESOURCE STATUS
 
                    RESOURCES          OIL         FUEL       SUPPLY         RAIL     VEHICLES
 ON HAND               262000       149900       785310      1088547       117810        83739
 NEED                       0            0       102160       157651       259811       152388
 FREE                  144000       105200       580415       438527       106029        83739
 PERCENTAGE              100%         100%         100%         100%          40%          54%

This is from logistics phase log, here you can see that rail capacity was 117 810, total need for resupply was 259 811, available for resupply was 106 029 (because of that reserved 10%), which allowed only 40% of requested supplies and fuel to be moved. It means initial reservation of 10% capacity is already seriously affecting your resupply operations.
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juv95hrn
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RE: 239th Inf Division?

Post by juv95hrn »

When using manual air attacks, is there a declining efficiency as you order air attacks with larger numbers of air planes? Ie. should your limit the size of an attacking force, as to not suffer a overstacking penalty (or what you want to call it)? What is a sweet spot for air raid, in case larger forces get penalized.
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thedoctorking
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Manual air attacks

Post by thedoctorking »

I've never noticed a point of diminishing returns. I think the second attack on a hex might have some sort of penalty. Air units lose efficiency as they become more fatigued. But for any individual attack, there is no penalty for sending more units as far as I know.
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RE: Manual air attacks

Post by eskuche »

I've been running a lot of 6-22-41 turn 1's. I'm not sure why but I seem to get better results attacking with larger groups (~4 gruppes). Very roughly, 1 gruppe for every 20 planes will not result in overkill.

The notable penalty for attacking again is that you may hit damaged planes instead of undamaged ones.
I'm not sure of the transition or rolls for undamaged > damaged > destroyed.
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thedoctorking
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RE: Manual air attacks

Post by thedoctorking »

I was looking at bombing ground units. Using inexperienced Soviet aircraft in 1941-42, bombing Axis airfields I get results all over the place, probably because the meaningful variation is squadrons failing their experience rolls.
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juv95hrn
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RE: Manual air attacks

Post by juv95hrn »

What would be the difference between attaching an AA SU to a city/port, compared to attaching them to a fort built in that city´s hex?

Is there a max number of units attached to a city? I believe its 3 max on the fort?

Is there an efficiency decrease if you attach more and more AA to a city, up to an eventual max amount?

EDIT:

A maximum of nine AA units may be attached to a single town, city or urban hex. So I suppose a fort increases this by 3?
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RE: Manual air attacks

Post by Karri »

What do the command numbers in editor mean? I know these are some sort of hard-coded things for Axis armies, but what exactly? Objective tracks? And if so, could we get some information on them?
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