Strategic Withdrawls

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).

Moderators: Joel Billings, Sabre21, elmo3

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Stryder
Posts: 188
Joined: Mon Oct 13, 2003 7:01 pm

Strategic Withdrawls

Post by Stryder »

Are there built in controls to limit the ability of the player to take huge steps back? In the 6/1941 scenario as the USSR, you could step back to a Leningrad, Moscow, Voronezh line and have a decent entrenchment value by the time the AI managed to get to you.. not as successful when playing against a human player but still helped

Also, the AI did not set up cohesive defensive lines that well in WIR and frequently did not defend strategic points that well, how is that coming along?
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siRkid
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Location: Orland FL

RE: Strategic Withdrawls

Post by siRkid »

There are no physical limitations to pulling back. Some of the testers have done this in their games. However, if the Russian player does this, he will not be able to relocate all his factories and along with the production he will and manpower that he will need to build units.
 
Whenever we report that the AI is not defending a location, Gary fixes it. Also, Gary has been working on code that helps the AI deal with being in a pocket. I've seen it in action and the AI does a good job of trying to escape.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

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Stryder
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RE: Strategic Withdrawls

Post by Stryder »

Thanks Kid!!


is there a limit per turn to how far a unit can move without using train transport?

some type of operational limit would seem to make sense.... you can't move millions of men hundred of miles in a week or two

does the AI properly protect flanks when armored units break through? I remember keeping armor in reserve behind the infantry and repeatedly being able to force the Tank armies to shatter or surrender.... I could avoid defeat no matter how much of an advantage I gave the AI. The AI never ensured that breaches in my lines were properly exploited and protected.
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Sabre21
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RE: Strategic Withdrawls

Post by Sabre21 »

I will add here that every unit has a number of movement points (mp's) to use each turn. These mp's may vary based on weather, terrain, supply, etc. So every unit can move to some degree each turn. The rail just lets you move them a long distance, but that is limited.
 
As for the ai, Gary is constantly tweaking it. Everytime one of us finds an easy way to beat the ai, Gary has a new fix in within a patch or two..whch we get quite often at this point. The game is still in a very early stage and the ai does better with each patch.
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