moving army hq's and airbases

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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bairdlander2
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moving army hq's and airbases

Post by bairdlander2 »

Playing GC as Axis.At what range to front should airbases be moved forward,cant find anything in the manuel.Also I move my corps Hq's forward with their units,but is distance for supply from corps to army Hq's 20 hexes?When should army Hq's move forward cuz I realize moving them is a huge penalty to motor pool and supplies.
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PyleDriver
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RE: moving army hq's and airbases

Post by PyleDriver »

The closer to the front, the more sorties they fly...
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bairdlander2
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RE: moving army hq's and airbases

Post by bairdlander2 »

Yes,but what is the range of planes,cant find it in manuel.So higher Hq's for example Army group north shouldnt be moved?
Zort
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RE: moving army hq's and airbases

Post by Zort »

Take of look at page 162 of the in game manual. How far an air unit flies is dependent on several factors. Easier to read then me try to explain them. The Army air units I think are recon guys so the closer they are to the front the further you can see.
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RE: moving army hq's and airbases

Post by Gandalf »

ORIGINAL: bairdlander

Yes,but what is the range of planes,cant find it in manuel.So higher Hq's for example Army group north shouldnt be moved?

You are going to have to read thru section 16.0 of the EBook manual. There are so many things that affect the "working" range of planes that there is NO straight forward answer. Depending on the mission, air units expend 2x, 3x or 4x the stated range that they start with AND if the air base they are in moves to another nearby location, a proportional amount of their "range" is lost for that turn's air mission usage.
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FredSanford3
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RE: moving army hq's and airbases

Post by FredSanford3 »

supplies don't go thru army>corps>combat unit. They go either:
railhead>front/army>combat unit reporting directly to front/army
railhead>corps>combat unit
railhead>combat unit

There's no 'chain' of multiple HQ units in the supply system for WitE.
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RE: moving army hq's and airbases

Post by squatter »

I think these are good questions, as the game rules here are quite obscure, and the information we are provided as players regarding both higher level HQs and air units is insufficient.
 
For example, what information within the game are we given as to the usefulness of higher HQs? Using Axis as example, what isthe point of my Army Group HQs? I am told nothing. They are not useful for supplies. They are not useful for managing support groups. Apparently they can provide backups for leadership roles, but the game never tells me when they have done so, and the formula in the rules is so convoluted that I wouldnt have a clue whether they are providing back-up rolls once or twenty times per turn. As it stands, I have no idea whatsoever the value of my Army HQs, and of whether I should put capable leaders in them. Perhaps in the event log we could at least see how many backup leadership roles the HQs make each turn, which would at least give us some information about their value.
 
The other big question for higher HQs is how close to keep them to the front. I have no idea whether higher level HQs should be close to the main action, or sitting pretty back at a major city. The game doesnt give me information for this.
 
And then there's the question of when/how often to move higher level HQs? Should you move them little and often to keep up wiith the front, of should you move them once every five turns? Again, this depends on the answer to the last question above.
 
Similar questions apply to air units. Because the effective range of air operations is essentially unfathomable, I dont know how much/little I should be moving my air units. Should I move them at the end of every turn to keep up with an advancing front, or once every three turns? I dont know. Again, the game doesnt really give me clear indication as to the implications of either tactic.
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KarlXII
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RE: moving army hq's and airbases

Post by KarlXII »

What we need is some sort of strategy guide for this game not on HOW things work (as stated in the manual) but WHY you should do certain things. Why is it good or why is it not good. In the manual there are almost no recommendations or tips on the details or warnings which could have made it into certain UI explanation sections. There is however a very good guide in the end but which gives more historical information or more abstract strategy guides.

But I read somewhere that there is a guide being worked on so I´ll wait for it.
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RE: moving army hq's and airbases

Post by Jabba »

What we need is some sort of strategy guide for this game not on HOW things work (as stated in the manual) but WHY you should do certain things. Why is it good or why is it not good.

My feelings exactly on reading the manual.
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Singleton Mosby
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RE: moving army hq's and airbases

Post by Singleton Mosby »

ORIGINAL: Jabba
What we need is some sort of strategy guide for this game not on HOW things work (as stated in the manual) but WHY you should do certain things. Why is it good or why is it not good.

My feelings exactly on reading the manual.

Seconded, exactly my thought when reading this thread and the manual.
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XAAL.
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RE: moving army hq's and airbases

Post by XAAL. »


Lot of things are hidden in the manual.
For example Higher HQ can assist lower level HQ to Fort level construction.
15.3.2.2 in the manual......


[quote]ORIGINAL: squatter


For example, what information within the game are we given as to the usefulness of higher HQs? Using Axis as example, what isthe point of my Army Group HQs? I am told nothing. They are not useful for supplies. They are not useful for managing support groups.
[quote]

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