Garrison requirements

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Seminole
Posts: 2240
Joined: Thu Jul 28, 2011 12:56 am

Garrison requirements

Post by Seminole »

Maybe I imagined it, but I thought there was something modified with garrisons in one of the patches. Specifically, how/whether garrison requirements return after an invasion has been repelled.

Maybe there was just discussion of some possible options, because I can't find anything about it in the change log.

I repelled an invasion of Denmark, but apparently did it too fast. In retrospect I should have waited a week (or two) to liquidate the pocket so I could return reserves I had en route that proved unnecessary. They were moved while garrison requirements were under the lower threshold subsequent to an invasion of N. Europe, but after eliminating the threat the requirements snapped back immediately. Am I mistaken that this was changed, or was it just discussed, or did I just misunderstand what was changed?

In VP terms it 'cost' me ~27 points (so far) on net to pay the garrison penalty after eliminating ~180k Allied soldiers from the field of combat in two weeks.

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"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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Seminole
Posts: 2240
Joined: Thu Jul 28, 2011 12:56 am

RE: Garrison requirements

Post by Seminole »

A couple of dozen views, but no feedback?

I know I didn't dream the comments, and a search turned up this response from Joel to a thread back in February, "The initial post re the sudden drop in garrison requirements is a reasonable concern. We're considering options here."

So... any more consideration?

After the detour in Denmark my opponent launched an invasion of SE France on turn 61.

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On turn 62 there were two more invasions:

NW France:
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SW France:
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So, by the rule change in .29 (1. Changes to Garrison rules: a. When Allied units are in two garrison zones and the Axis garrison requirement goes away, it will never return, even if the Allies are no longer in two zones.) I should be in the free and clear now.
Just in time for Panzer Armies and a re-organized Wehrmacht...
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
decourcy2
Posts: 516
Joined: Thu Jan 29, 2015 4:45 am

RE: Garrison requirements

Post by decourcy2 »

I am playing a campaign as the Germans at the moment and just ran afoul of the upgrade TOE rules. Around the first turn of December '43 several units upgraded TOE and suddenly I lost something like 50 VPs from failure to meet garrison requirements.
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Seminole
Posts: 2240
Joined: Thu Jul 28, 2011 12:56 am

RE: Garrison requirements

Post by Seminole »

I am playing a campaign as the Germans at the moment and just ran afoul of the upgrade TOE rules. Around the first turn of December '43 several units upgraded TOE and suddenly I lost something like 50 VPs from failure to meet garrison requirements.

The very first turn I run close to 100% at most garrison sites because of all the re-organizing south, but after that I try to run closer to 120%. Raising the supply level of the garrison forces results in a jump to CV and I haven't had much trouble with maintaining the requirements. Honestly, over-garrisoning is one of the easier ways to rack up points especially if the Allies seek to avoid losing points through bloodshed and don't press you too hard.
Over garrisoning gives you the spare CV to shuffle and deal with things like that. They do bite you the first time though, which is an unfortunate way to really learn a rule.
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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