Converting enemy hex question

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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Tempest_slith
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Joined: Sat Jun 09, 2007 5:17 pm

Converting enemy hex question

Post by Tempest_slith »

A retreat combat result will convert the (now empty) attacked hex into pending phasing player control, even if unattacked nonphasing combat units are adjacent. This is contrary to 6.3.3 Conversion of Enemy Hexes rule.

I could find nothing in the manual staing an effect of a retreat is attacked hex enemy hex conversion.

Is this mechanic per (apparently) undocumented design intent or a bug?

If per design intent, the attacked hex conversion will occur even if all adjacent phasing units are regiments but a division size unit is needed for adjacent hex conversion during movement. Was enabling of hex conversion with only regimental size units also intended?
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PyleDriver
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RE: Converting enemy hex question

Post by PyleDriver »

I'll make it simple. You either attack a hex or occupy it to make it yours. If two ZoC's are present, the last controling side still controls the hex.
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Tempest_slith
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Joined: Sat Jun 09, 2007 5:17 pm

RE: Converting enemy hex question

Post by Tempest_slith »

Thanks for the response.

I'll take it then that the design intent was for a successfully attacked hex to always convert to pending phasing player, exempt from the 6.3.3 nullification of adjacent nonphasing combat units levied against moving units, and that this mechanic just isn't documented.

It would make sense that if you force a retreat you'd own the hex.
ComradeP
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RE: Converting enemy hex question

Post by ComradeP »

I personally feel the current system is an improvement over the more common "you have to move into a hex to make it yours" system. The main downside is that you can isolate a unit in a somewhat cheesy way.

Let's say you're facing a line of units (the X indicates a unit, the - an empty hex):

X
-X
X

You push back the two units at the flanks.

X
--X
X

You move a unit into the hex the units just vacated and attack both of them again, one enemy unit will probably retreat to a hex behind the central unit:

X
--XX

You then attack the unit that moved behind the central unit:

X
-X-X

You've "encircled" the central unit even though you haven't actually moved into the hex behind the unit. The main advantage of this approach is that you don't have to do a morale check for entering a second hex in enemy ZOC, and don't have to enter a second hex to begin with, saving MP's.
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