Questions

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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jcrohio
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Questions

Post by jcrohio »

New to the game and have some questions

1. Support units - have looked through the threads and I am starting to get a feel for the combat SU and where to put them - where is the best place to put the construction ones so that they fix railroads?

2. Support units - do you guys play with the locked feature on - if not do you lock certain HQ's?

3. Support units - is there any penalty for having too many attached to a HQ?

4. Supplies - how do I keep supplies and fuel to the forward units? - right now I am playing the Smolensk scenario and by turn 2 I am out of fuel - is there some mistake I am making?

5. Leaders - do you guys go through the entire roster of leaders and reassign them ot just leave them as is - just curious

I am sure there will be more

Thanks in advance
Jack
Jack
usecase
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RE: Questions

Post by usecase »

1. I put 'em with the fronts, when I'm on the offense, but in '41 construction units are useful with corps/armies - that's as the Soviets of course. Dig early, dig often is the motto.

2. Nope, other than the remfs in the Urals/Volga etc.

3. I think you lessen the chances of getting commitment, though I think this is being addressed in the patch.

4. Read the supply section of the manual again and again ;). I currently believe that the motor pool ratio is the most important factor in the game. Getting that out of whack is a killer.

5. I put leaders with good admin @ front level, and get rid of the complete chumps @ army level. I will own to trying to put my favourite generals in command of the Guards armies. Given the swingeing casualty rate at present, I don't get too attached to my commanders. Again, this is addressed in the patch.
ComradeP
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RE: Questions

Post by ComradeP »

1. Support units - have looked through the threads and I am starting to get a feel for the combat SU and where to put them - where is the best place to put the construction ones so that they fix railroads?

That depends on what you're trying to achieve/how much of a chance you want to take that the construction units will fix the rail line you're hoping they'll fil. Generally speaking, the lower the HQ, the more "control" you have over which hexes the construction battalions will fix as lower HQ's have small command radii (construction units will only fix rail lines in the radius of their HQ). Construction units assigned to corps will repair rail lines within 5 hexes of the HQ, BUT those construction units might also assist in fort construction of assigned units. I guess in the south you could empty a few minor Axis corps HQ's and give them construction units (essentially creating something resembling a rail repair HQ), but the Germans don't have corps to spare for such a strategy.

I'd suggest assigning construction units to army and corps HQ's, with a handful in AGS as HQ density's pretty low in the AGS area.
2. Support units - do you guys play with the locked feature on - if not do you lock certain HQ's?

As an automated support unit movement prevention measure, I'd lock rear area HQ's for the Soviets and at the least lock RHG commands as the Axis. You might also want to lock air HQ's if you don't want them to hoard your AA units. If the goal is to keep support units in a HQ, I'd suggest locking them as soon as the desired support units are assigned to the HQ.

Keep in mind that construction and engineer units have their own support level they'll try to achieve for HQ's, which is documented in the manual, so a support level setting of 0 in a HQ may cause construction and engineer units to move in or out of a HQ.
3. Support units - is there any penalty for having too many attached to a HQ?

Literally: no, not that I'm aware of. More support units statistically increase the chance that at least some will be committed, but you have little control over which units are committed so I prefer to significantly limit support unit presence in HQ's and assign mostly artillery and construction units to the HQ's, attaching combat support units to German divisions/Soviet corps. The minor Axis and Soviets (in the first year) don't really have a choice, as they can't attach anything to divisions.

It will take a while to clean up those huge amount of support units some German HQ's start with.
4. Supplies - how do I keep supplies and fuel to the forward units? - right now I am playing the Smolensk scenario and by turn 2 I am out of fuel - is there some mistake I am making?

Primarily through air supply. This is a part of the game that sometimes seems a bit too modern, but it works. Air supply combined with what they get from the regular logistics phase should keep fuel levels around 50% at worst. It's more efficient to drop fuel on HQ's than on individual units, but if a unit is out of it's HQ range, that is naturally not possible.
5. Leaders - do you guys go through the entire roster of leaders and reassign them ot just leave them as is - just curious

Assigning new leaders to Soviets corps is in my opinion a waste of AP's as they withdraw soon. Flavio and me are on opposite ends of the spectrum when it comes to assigning leaders to Soviet armies: he prefers to get good leaders in there ASAP whilst I prefer to wait until the German onslaught has slowed down a bit. Flavio's main reason to do so is that it can significantly improve Soviet performance in battle (I'm guessing he's referring mostly through doubling of CV at successful infantry/mech rolls) My main reason for this is that it reduces the chance of losing a leader and will keep his win/loss ratio clean.

Keep in mind that Soviet losses don't count on the same level as wins early on, whilst for the Germans the situation is reversed (the German win count ratio compared to losses is 10:1 early on, so they need 10 wins to compensate for 1 loss in order to maintain a positive ratio, I'm not sure whether the Soviet ratio is, but it's probably close to the reverse). This situation is in turn reversed again over time, with German wins weighing more heavily and Soviet losses weighing more heavily later on compared to 1941. Obviously, if you start a mid to late war campaign, the win ratio used will be the one for that time period, not the 1941 one.
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jcrohio
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RE: Questions

Post by jcrohio »

Thanks for the replies

ComradeP - do air drops effect the current turn or the next turn? - I tried some air transfers on some old saves and while the fuel percents rose the movement points stayed the same - should I just start dropping fuel on turn one and keep doing it every turn to my tank units (I am playing the short scensarios right now and working under time constraints - I would assume in the campaign games you just rest the units)

Thanks again
Jack

Jack
ComradeP
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RE: Questions

Post by ComradeP »

Dropping fuel is for the next turn, but it's possible that regular supplies do have an effect on either the current turn or the enemy turn (as in: your ammunition levels when you're being attacked), I'm not sure.

As bombers can only fly air transport missions as their first mission I tend to drop fuel before moving corps if I need ground support, otherwise I drop it at the end of the turn with a mix of bomber and transport missions. The load bombers can carry isn't too impressive mostly, but when you bring enough of them you can easily lift enough to keep your mobile forces going for a while, especially as the Soviets.
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CharonJr
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RE: Questions

Post by CharonJr »

Dropping supplies seems to have an immediate effect. Some of my isolated units (due to mud) recovered some of their CV after I dropped some supplies on them.

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Grotius
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RE: Questions

Post by Grotius »

Yes, I've monitored supply numbers before and after airdrops, and they go up immediately after an airdrop. At least, they do for the USSR in 1941. Haven't checked with fuel, though.
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