Entrenchment

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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Stryder
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Entrenchment

Post by Stryder »

in WIR, I used to have artillery units or small tank brigades build a strategic defense...somewhat of an exploit,in my opinion... is there a control to check that at least a minimum of infantry division is needed to create entrenchment upgrades?
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siRkid
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RE: Entrenchment

Post by siRkid »

Units entrench (build forts) if they don't move. Fortifications can be built up to level 5. The higher the level, the longer it takes to build. Some units, like Security units, can only build low level forts and HQs can't build them at all. Fortifications that are left empty will decay over time. You can aslo build Fort Units that have a few troops in them and have zero MPs. Units willl not build fortifications if they are more than 20 hexes from an enemy unit.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

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hank
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RE: Entrenchment

Post by hank »

Do engineering units accelerate entrenchment or fortification construction? 
 
Is a level of entrenchment always take one full turn?  Or is there a random factor that disallows the completion of a level of entrenchment achieved during a turn?
 
I can't tell by the screen shots if a river lays on a hex side or is a river considered the hex?  TOAW uses river hexes; PzC/SSG games use hex sides for rivers. 
 
And are bridges, bridge repar, pontoons only constructable with bridge engineers or can any engineering unit repair and build bridges?  (if there are engineer units ... oops I assumed too much maybe)
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PyleDriver
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RE: Entrenchment

Post by PyleDriver »

Not really sure about the first question, but I know support troops (how many) that are built in every unit, aid in construction...

As long as a unit doesn't move it goes to a level 1 Fort...

Rivers are hexsides...

MP's are bulit in the game to sumulate that...
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Joel Billings
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RE: Entrenchment

Post by Joel Billings »

Yes, engineers, labor and construction units, and even civilian population helps out building forts.
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Capt Cliff
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RE: Entrenchment

Post by Capt Cliff »

The German's created what was called "Hedgehogs" on the Eastern Front, like crusader castles. The Soviets, if they dare, could bypass them but they interdicted supply. Maybe a German fort or hedgehog could have supply interdiction out to 2 hexes to represent this. Anyway just a thought.
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PyleDriver
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RE: Entrenchment

Post by PyleDriver »

Well they already have a 30 mile spread, 50 seems alittle to wide...
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Capt Cliff
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RE: Entrenchment

Post by Capt Cliff »

ORIGINAL: PyleDriver

Well they already have a 30 mile spread, 50 seems alittle to wide...

Don't know, just something the German did because they didn't have enough troops for a continuous line. You'd have to have a moble reserve behind the lines to rescue these forts if they ended up besieged.
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Shupov
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RE: Entrenchment

Post by Shupov »

Will armor be at a disadvantage while attacking cities, particularly major ones?  WiR penalized tanks severly when attacking across rivers but not when attacking into cities.  Cities provided additional entrenchment levels equally against armor and infantry.  Many tanks fell victim to Molotov cocktails at Stalingrad and Panzerfaust at Berlin! 
 
Also it seems that entrenchment in cities should be harder to reduce.  City battles and air raids create rubble that aids the defense. 
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Joel Billings
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RE: Entrenchment

Post by Joel Billings »

ORIGINAL: Shupov

Will armor be at a disadvantage while attacking cities, particularly major ones?  WiR penalized tanks severly when attacking across rivers but not when attacking into cities.  Cities provided additional entrenchment levels equally against armor and infantry.  Many tanks fell victim to Molotov cocktails at Stalingrad and Panzerfaust at Berlin! 

Also it seems that entrenchment in cities should be harder to reduce.  City battles and air raids create rubble that aids the defense. 


Yes. The combat system actually has elements firing at other elements, and the range of engagement is based on the terrain. So tanks in urban areas are at a disadvantage. In addition, there are other combat disadvantages for armor in urban hexes (they have less power for causing retreats (or standing fast on defense).
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Shupov
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RE: Entrenchment

Post by Shupov »

[&o][&o]
 
Once again WitE exceeds all expectations and builds on the great Gary Grigsby tradition!
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hank
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RE: Entrenchment

Post by hank »

ORIGINAL: Joel Billings

Yes, engineers, labor and construction units, and even civilian population helps out building forts.

The reason behind my question was whether having engineer regiments working to build fortifications would speed up the process since they typically have equipment specifically for earth moving and heavy lift operations that would definitely speed up construction.

An infantry division has support units within it but typically only have shovels, picks, and light construction capabilities.

Other games simulate this and I was just wondering if WitE would.
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