Road To Minsk

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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V22 Osprey
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RE: Road To Minsk

Post by V22 Osprey »

My game I'm playing right now. Not nearly as clean looking as the others, but this is only my first game outside of the tutorial scenario.[:D]

I'm think I'm bing a bit too passive, though I'm moving my panzers and motorized units really deep.

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Art by rogueusmc.
matt3916
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RE: Road To Minsk

Post by matt3916 »

Re Victory Point calculations. VPs are calculated every PLAYER TURN and there are two player turns in every GAME TURN. So, on GAME TURN 1, VPs are calculated at the end of the Axis PLAYER TURN and are calculated again at the end of the Soviet PLAYER TURN. See the Sequence of Play, rule 4.1.

I'll agree it would have been nice if the manual had emphasized this more than it did.
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hgilmer3
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RE: Road To Minsk

Post by hgilmer3 »

ORIGINAL: jon matthews

Re Victory Point calculations. VPs are calculated every PLAYER TURN and there are two player turns in every GAME TURN. So, on GAME TURN 1, VPs are calculated at the end of the Axis PLAYER TURN and are calculated again at the end of the Soviet PLAYER TURN. See the Sequence of Play, rule 4.1.

I'll agree it would have been nice if the manual had emphasized this more than it did.

Yes, I already asked about this in Tech forum and was informed how it works, so it is working correctly.
KurtC in the WITE PBEM module.
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Zaratoughda
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RE: Road To Minsk

Post by Zaratoughda »

ORIGINAL: ioticus

I don't understand the VP calculations in this scenario.  I played as the Soviets and got a decisive victory but the VP screen showed that I had 5 turns worth of VP for controlling 3 cities even though the scenario is only 3 turns long.  What's going on?

To be honest, this scenario (and the 'Road to' scenarios in general) is not balanced when playing the Soviets against the Axis AI.

The problem is, the AI is not smart enough to go for VP cities in scenarios like this. This is something that Joel meant to be added so maybe it will be so added at some point in the future.

But, it IS balanced when playing the Axis against the Soviet AI. Yes, the VP for 'controlling each turn' are caculated at the end of each turn and thus 5 times in this scenario. Then there are the VP for each side for controlling the VP cities at the end of the game.

Zaratoughda

P.S. If anyone is wondering how they should proceed in this scenario, let the AI play against the AI and you will see what the Axis AI does on the first turn. Things like having the infantry clear holes for the panzers, etc. The basic stuff.

MorningDew
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RE: Road To Minsk

Post by MorningDew »

ORIGINAL: Erik Rutins

ORIGINAL: Emir Agic
Total Soviet Disaster - Axis VP Advantage 10.7 to 1
I wonder if someone can do better then this on normal diffculty? [:D]

That is an impressive result, I definitely can't beat that.

I can:)

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