Soviet OOB limit?

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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rob89
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Soviet OOB limit?

Post by rob89 »

Hi all,

Are there limits to the number of units that the Soviet can create?

Tank and Mech Corps, Rifle & Cav Corps, Arty units, etc ...

thank you in advance
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Telemecus
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RE: Soviet OOB limit?

Post by Telemecus »

There is a limit on number of air groups for the Soviet side - 600 I think it is.

I do not know about hard limits on creating units - although you might run out of the points to make them with. But there is certainly a limit on arms and manpower. Some elements even have a hard cap on their production - for example you cannot create more than 200 cavalry squads for each half of a turn. So even if you had lots of cav corps units, if you had no cav squads to put in them they would only be empty shells.
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rob89
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RE: Soviet OOB limit?

Post by rob89 »

In S.J.Zaloga, L.S.Ness, The Red Army (companion) Handbook 1939-45, there is a complete table with the number of any soviet unit type, for each semester, from 1941 to 1945.

I think it would be really curious if a simulation like WitE, in which the German OOB is rigidly defined until the last battalion, the Soviet could instead create units in anti-historical numbers.

But that is the asymmetry that I never really understood ...

regards
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Zug
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RE: Soviet OOB limit?

Post by Zug »

ORIGINAL: rob89

I think it would be really curious if a simulation like WitE, in which the German OOB is rigidly defined until the last battalion, the Soviet could instead create units in anti-historical numbers.

But that is the asymmetry that I never really understood ...

+1

I don't understand it either. It's my biggest issue with this game. Germans can't even scrap together a HQ. But it's not that I want the ability to do so for the Germans, I'm fine with the way it works. But then, the Soviets should play by the same rules. So either they can both do it, or not do it. I really don't understand why it works so differently for each side. Has this ever been explained?
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Telemecus
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RE: Soviet OOB limit?

Post by Telemecus »

I suppose one reason is that it is the Soviet Union that is being invaded. So the manpower to put inside units, and hence how many units you should have, are dependent on how far the Axis invade into the Soviet Union. On the other hand the German homeland is not invaded by the allies, or at least not until so late it no longer matters.

(I know that you could still allow flexibility of which kind of units you have etc - but just giving this as a possible explanation for the asymmetry)
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rob89
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RE: Soviet OOB limit?

Post by rob89 »

ORIGINAL: Zug

ORIGINAL: rob89

I think it would be really curious if a simulation like WitE, in which the German OOB is rigidly defined until the last battalion, the Soviet could instead create units in anti-historical numbers.

But that is the asymmetry that I never really understood ...

+1

I don't understand it either. It's my biggest issue with this game. Germans can't even scrap together a HQ. But it's not that I want the ability to do so for the Germans, I'm fine with the way it works. But then, the Soviets should play by the same rules. So either they can both do it, or not do it. I really don't understand why it works so differently for each side. Has this ever been explained?

In my game with Germans vs Soviet AI, the Red Army, at the beginning of July 1942 already has 75 Rifle Corps (historically, at the date, they had only 20 of these new type of units) plus 192 Rifle Divisions (for an equivalent of about 400+ divs, although I already destroyed 300+ of them); and 32 Tank Corps when, historically (as in the aforementioned book), the Red Army never exceeded 24 Tank Corps.

I could understand the need for flexibility for an OOB like the Soviet one, with divisions destroyed and rebuilt many times, but there should be a limit, for each unit type, equal or similar to the historical one, period by period; otherwise the obsessive rigidity of the German OOB is not justified, and a little ridiculous ...

regards
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thedoctorking
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RE: Soviet OOB limit?

Post by thedoctorking »

ORIGINAL: rob89
ORIGINAL: Zug

ORIGINAL: rob89

I think it would be really curious if a simulation like WitE, in which the German OOB is rigidly defined until the last battalion, the Soviet could instead create units in anti-historical numbers.

But that is the asymmetry that I never really understood ...

+1

I don't understand it either. It's my biggest issue with this game. Germans can't even scrap together a HQ. But it's not that I want the ability to do so for the Germans, I'm fine with the way it works. But then, the Soviets should play by the same rules. So either they can both do it, or not do it. I really don't understand why it works so differently for each side. Has this ever been explained?

In my game with Germans vs Soviet AI, the Red Army, at the beginning of July 1942 already has 75 Rifle Corps (historically, at the date, they had only 20 of these new type of units) plus 192 Rifle Divisions (for an equivalent of about 400+ divs, although I already destroyed 300+ of them); and 32 Tank Corps when, historically (as in the aforementioned book), the Red Army never exceeded 24 Tank Corps.

I could understand the need for flexibility for an OOB like the Soviet one, with divisions destroyed and rebuilt many times, but there should be a limit, for each unit type, equal or similar to the historical one, period by period; otherwise the obsessive rigidity of the German OOB is not justified, and a little ridiculous ...

regards
That's the AI, it cheats. An actual player would be hard pressed to have 20 rifle corps by that point. In a game I'm playing that's right at that point, I have seven plus about ten tank corps and twelve cav corps.
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RE: Soviet OOB limit?

Post by Hanny »

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xhoel
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RE: Soviet OOB limit?

Post by xhoel »

ORIGINAL: rob89

I think it would be really curious if a simulation like WitE, in which the German OOB is rigidly defined until the last battalion, the Soviet could instead create units in anti-historical numbers.

But that is the asymmetry that I never really understood ...

regards

+1

WitE2 is implementing this IIRC. They have caps on the amount of units that can be created and it makes sense. As it stands now, the only thing stopping the Soviets from building whatever they want is their imagination. But ofc in the beginning of summer 42, building will be slow and nowhere as near as to what you are seeing.
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Great_Ajax
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RE: Soviet OOB limit?

Post by Great_Ajax »

The same table by Zaloga mentioned earlier was what I used to set caps (with a percentage over) on Soviet build limits in WitE 2.

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xhoel
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RE: Soviet OOB limit?

Post by xhoel »

ORIGINAL: Great_Ajax

The same table by Zaloga mentioned earlier was what I used to set caps (with a percentage over) on Soviet build limits in WitE 2.

Trey

It is a very nice feature indeed, thanks for the work Trey!
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rob89
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RE: Soviet OOB limit?

Post by rob89 »

Maybe I discovered another issue, which would explain the excess of Soviet manpower (and therefore unity, beyond the lack of caps in the parameters)

As of 1942, end Q3, comparing the official Soviet Statistics (Krivosheev, 'Soviet Casualties and Combat Losses') and my test-game.

KIA & MIA (POW) : actual = 5800k > my game = 5500k (of which about 3000k are POWs)
WIA ('disabled') : actual = 4500k > my game = 2500k (of which about 400k recovered)

There seems to be an underestimation of WIAs.
Moreover, the ratio between KIA and WIA (almost 1:1) also seems a bit anomalous ...
Note that for Germans (same date), the KIA/WIA ratio is a much more normal 1:2 ...

regards
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