Keeping forts from decaying

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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CapAndGown
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Keeping forts from decaying

Post by CapAndGown »

Can HQ units sitting in a fort hex (no other units present) prevent the decay of the fort?
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AlexSF
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RE: Keeping forts from decaying

Post by AlexSF »

I dont think HQs have a construction value so probably not? Check the unit details whane you right click on it. Th only sure way to prevent fort decay is to built a Fort Zone on it I guess.
"My centre is yielding. My right is retreating. Situation excellent. I am attacking." Maréchal Foch, 1914.
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CapAndGown
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RE: Keeping forts from decaying

Post by CapAndGown »

OK, I think I found an answer, one that surprised me actually.

I went back to my previous turn and looked at a hex that was only occupied by an Army HQ. On turn 5 the fort was 0.6. On turn 6 the fort was up to 1.16. So, apparently, the HQ actually helped build a fort? There is a line under resource usage in the Event Log that lists how many supplies are consumed by HQ building forts. Not sure if that is their subordinates or what.

At any rate, I now fell more comfortable leaving an HQ on a hex with a fort and expecting that fort to not decay into the next turn.
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thedoctorking
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RE: Keeping forts from decaying

Post by thedoctorking »

Probably not a good idea to leave HQ units unprotected, though. Especially as the Soviets in the early going, though I've done some damage to Axis HQ's with cavalry raids.
Chris21wen
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RE: Keeping forts from decaying

Post by Chris21wen »

ORIGINAL: cap_and_gown

OK, I think I found an answer, one that surprised me actually.

I went back to my previous turn and looked at a hex that was only occupied by an Army HQ. On turn 5 the fort was 0.6. On turn 6 the fort was up to 1.16. So, apparently, the HQ actually helped build a fort? There is a line under resource usage in the Event Log that lists how many supplies are consumed by HQ building forts. Not sure if that is their subordinates or what.

At any rate, I now fell more comfortable leaving an HQ on a hex with a fort and expecting that fort to not decay into the next turn.

Only unit with a construction value can construct and maintain forts. I thought this was the case but I carried out a test anyway.

This means HQs on there own do not build forts but they will help in their construction but they do not have to be stacked with a combat unit to do so but it

This pic is turn 4 all the double stacks have an HQ and a tank unit.

None of the HQs on their own have started construcion.

The selected hex has advance slightly more than the others, it is stacked with its HQ and has eng support units. In the middle stack the HQ has no support units. The bottom stack has eng support units but the HQ and unit are from different commands. The single stack Inf div have all advanced a varing amount. All this is dependent upon thetheir const value.

Examination of the const values shows they vary consierably depending upon whether the its HQ provided eng support this turn or not. HQs do not have to be stacked with their units, just inside ther command range, 5 for a Corps.

The single HQ on the front was move there on the first turn with the combat unit moving out. This has resulted in the fort value being reduced so no, HQ do not maintain forts.


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timmyab
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RE: Keeping forts from decaying

Post by timmyab »

On turn 5 the fort was 0.6. On turn 6 the fort was up to 1.16
Was this hex near a city? Forts near cities will continue to grow even when not covered by combat units.
Chris21wen
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RE: Keeping forts from decaying

Post by Chris21wen »

ORIGINAL: timmyab
On turn 5 the fort was 0.6. On turn 6 the fort was up to 1.16
Was this hex near a city? Forts near cities will continue to grow even when not covered by combat units.

This is true but it is limited and according to the rules (section 15.3.2.5)only on already started construction and then fort decay may offset anything constructed in this way. Civilian labour will help combat units construct forts normally.
eskuche
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RE: Keeping forts from decaying

Post by eskuche »

Here are the rules I follow. They should generally cover 95% of cases of fort construction in 1.12.

1. Forts (I think) below 2.10 will decay unless manned by a non-depleted combat unit. There is a chance to avoid this from 1.00-2.10 fort level.
2. Existing forts are improved during enemy logistics phase. Fort decay happens in YOUR logistics phase.
3. City labor is heavily constrained by city population and only works on existing forts. For Soviets, city starting sizes 7-12 will have one squad of construction value 20 up to 1 hex away. One more squad and one more max distance every 6 city pop, prefer forts towards the enemy.
4. HQ engineer support unit construction needs to meet a roll (I think admin but possibly initiative) to be applied and can only be to subordinate units, with daisy chaining through higher HQs available given that there is 5 hex maximum between consecutive HQ levels.
5. Refit decreases construction by 10-25%, reserve by 75%, enemy adjacency by 50%, and being in new enemy territory by I think 80%.
6. Unit and SU construction is proportional to strategic MP % remaining, so distribute SUs to lower HQs before moving.
7. SUs and fortified zones can be moved for free among STAVKA and MD's. There are some choice sapper regiments in far-flung MDs in game start, and if not set on locked, they will absorb more SUs.
8. Fortified zones do not construct fort on their first turn, even if containing SUs (!).
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