Couple of criticisms

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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Mynok
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RE: Couple of criticisms

Post by Mynok »


Corps HQ are the only ones that deal with supply as far as I can tell. If you are 100's of hexes from your corps HQ and not having supply problems then there is an issue. Army HQs are supposed to be far in the rear. That's from the German side at least.

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Smirfy
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: Cannonfodder

I see soviet corps expend about 20%-25% of ammo in a deliberate attack. Apparantly this unit hasnt attacked last (few?) turns... It draws less supply then it would when close to its HQ. It probably also isnt commiting support units..

The way I see it, your opposition in front of you has already succumbed to the initial assault (with HQ in range?). What does the map look like?

3rd tank army is fighting 3 times a turn mostly since May it is now September, it has faced line after line of German divisions I forgot to move the HQ about the start of July and then left it on purpose as the it got rediculous.
Smirfy
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: Mynok


Corps HQ are the only ones that deal with supply as far as I can tell. If you are 100's of hexes from your corps HQ and not having supply problems then there is an issue. Army HQs are supposed to be far in the rear. That's from the German side at least.


Okay what is the point of HQ's? What is the point of supply if it is like oxygen?
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RE: Couple of criticisms

Post by alfonso »

ORIGINAL: Smirfy

And showing the distance

distance? where is it?
Smirfy
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: alfonso

ORIGINAL: Smirfy

And showing the distance

distance? where is it?

The Orange highlighted HQ and the highlighted Corps one at extreme left the other extreme right
timmyab
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RE: Couple of criticisms

Post by timmyab »

I agree that the command and control system is a rather dissapointing aspect of the game.I want to be able to feel the personalities of my generals on the battlefield in a very obvious way and I'm not getting that at the moment.Also I'd like to see the effectiveness of HQ's decrease steadily with range, not just all or nothing up to a set distance.If a unit is attached to an army group 45 hexes away it should have limited uses, whereas if it's attached to a corps HQ in an adjacent hex with a good general the difference should be immediately obvious.
In fact there's tons of stuff I'd like to change really although that doesn't mean to say that the game's no good, it's just that C&C is my favorite aspect of wargaming.
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RE: Couple of criticisms

Post by Mynok »

ORIGINAL: Smirfy

ORIGINAL: Mynok


Corps HQ are the only ones that deal with supply as far as I can tell. If you are 100's of hexes from your corps HQ and not having supply problems then there is an issue. Army HQs are supposed to be far in the rear. That's from the German side at least.


Okay what is the point of HQ's? What is the point of supply if it is like oxygen?

You are playing the Soviets so it's a totally different animal because they have a rail net.
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Smirfy
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: timmyab

I agree that the command and control system is a rather dissapointing aspect of the game.I want to be able to feel the personalities of my generals on the battlefield in a very obvious way and I'm not getting that at the moment.Also I'd like to see the effectiveness of HQ's decrease steadily with range, not just all or nothing up to a set distance.If a unit is attached to an army group 45 hexes away it should have limited uses, whereas if it's attached to a corps HQ in an adjacent hex with a good general the difference should be immediately obvious.
In fact there's tons of stuff I'd like to change really although that doesn't mean to say that the game's no good, it's just that C&C is my favorite aspect of wargaming.

Yup thats the way things should work
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RE: Couple of criticisms

Post by alfonso »

ORIGINAL: Smirfy

ORIGINAL: alfonso

ORIGINAL: Smirfy

And showing the distance

distance? where is it?

The Orange highlighted HQ and the highlighted Corps one at extreme left the other extreme right


Ah, thanks. I forgot that embedded images are wider than normal posts, and I was not seing your complete picture.
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: Mynok

ORIGINAL: Smirfy

ORIGINAL: Mynok


Corps HQ are the only ones that deal with supply as far as I can tell. If you are 100's of hexes from your corps HQ and not having supply problems then there is an issue. Army HQs are supposed to be far in the rear. That's from the German side at least.


Okay what is the point of HQ's? What is the point of supply if it is like oxygen?

You are playing the Soviets so it's a totally different animal because they have a rail net.

Again your missing the point I have fought my way with these units over 300 miles and could fight another 300. Wash, rinse, repeat.
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RE: Couple of criticisms

Post by alfonso »

I think that if you advance 3 hexes westward each turn, and your rail network extends 3 hexes westward each turn, your units can be supplied more or less adequately (or even adequately) by rail supply. The HQ supply role (their depots) become (more) relevant when your unit is not so near of your rail grid. I suppose you still have the HQ leader role in function, but you will not have their support unit function, and their support squad function.

Please note that I am not giving an opinion about if that should be considered OK, but a possible explanation for your observations.
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: alfonso

I think that if you advance 3 hexes westward each turn, and your rail network extends 3 hexes westward each turn, your units can be supplied more or less adequately (or even adequately) by rail supply. The HQ supply role (their depots) become (more) relevant when your unit is not so near of your rail grid. I suppose you still have the HQ leader role in function, but you will not have their support unit function, and their support squad function.

Please note that I am not giving an opinion about if that should be considered OK, but a possible explanation for your observations.

So basically we can condense a 300 page manual into move you units forward and keep a rail construction unit repairing lines as near as possible.
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RE: Couple of criticisms

Post by alfonso »

ORIGINAL: Smirfy

[... move you units forward and keep a rail construction unit repairing lines as near as possible.


It seems a sound strategy...
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RE: Couple of criticisms

Post by ParaB »

ORIGINAL: alfonso

I think that if you advance 3 hexes westward each turn, and your rail network extends 3 hexes westward each turn, your units can be supplied more or less adequately (or even adequately) by rail supply. The HQ supply role (their depots) become (more) relevant when your unit is not so near of your rail grid. I suppose you still have the HQ leader role in function, but you will not have their support unit function, and their support squad function.

Please note that I am not giving an opinion about if that should be considered OK, but a possible explanation for your observations.

That would make sense. But advancing at the rate of the railroad repair teams is sooo WW1...[;)]
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: alfonso

ORIGINAL: Smirfy

[... move you units forward and keep a rail construction unit repairing lines as near as possible.


It seems a sound strategy...

Looking at the map you are never really going to be far from a railway and even with the remote controled RR repair units you arnt going to be in trouble so basicallly one should be able to attack all the time. Whilst I would not under estimate the importance of the railway in WWII I think it will always be more associated with the internal combustion engine. I agree the strategy would be sound but it would make playing past December 1941 very very dull

Smirfy
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: ParaB

ORIGINAL: alfonso

I think that if you advance 3 hexes westward each turn, and your rail network extends 3 hexes westward each turn, your units can be supplied more or less adequately (or even adequately) by rail supply. The HQ supply role (their depots) become (more) relevant when your unit is not so near of your rail grid. I suppose you still have the HQ leader role in function, but you will not have their support unit function, and their support squad function.

Please note that I am not giving an opinion about if that should be considered OK, but a possible explanation for your observations.

That would make sense. But advancing at the rate of the railroad repair teams is sooo WW1...[;)]


Funnily enough I feel more like Haig than Zhukov in my game. you take one hex in every push.
Rosseau
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RE: Couple of criticisms

Post by Rosseau »

The fatigue issue is important. Manual says high fatigue will cut your CV, right? I also "role play" and rest my units as needed. Perhaps the Germans your tank armies are up against are so depleted your bad fatigue doesn't seem apparent in the combat results? I wonder if they came up against decent German resistance?

I haven't gotten far enough to duplicate Smirfy's experience, but this is an important thread. thanks
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RE: Couple of criticisms

Post by alfonso »

ORIGINAL: Smirfy

ORIGINAL: ParaB

ORIGINAL: alfonso

I think that if you advance 3 hexes westward each turn, and your rail network extends 3 hexes westward each turn, your units can be supplied more or less adequately (or even adequately) by rail supply. The HQ supply role (their depots) become (more) relevant when your unit is not so near of your rail grid. I suppose you still have the HQ leader role in function, but you will not have their support unit function, and their support squad function.

Please note that I am not giving an opinion about if that should be considered OK, but a possible explanation for your observations.

That would make sense. But advancing at the rate of the railroad repair teams is sooo WW1...[;)]


Funnily enough I feel more like Haig than Zhukov in my game. you take one hex in every push.

Why dont you try deep envelopments?. It seems funnier, and you will see what happens when you have german Division between your units and your railgrid... And you perhaps will arrive to Berlin sooner
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: rosseau

The fatigue issue is important. Manual says high fatigue will cut your CV, right? I also "role play" and rest my units as needed. Perhaps the Germans your tank armies are up against are so depleted your bad fatigue doesn't seem apparent in the combat results? I wonder if they came up against decent German resistance?

I haven't gotten far enough to duplicate Smirfy's experience, but this is an important thread. thanks

I have came up against the top 3 SS PZ divisions (I have destroyed the Tots 3 times :D) My units had no problem against them as there is not a much single division can do against 8 Armoured and Mech Corps. My infantry stacks are sitting at 50-70 CV backed by artillery which hits anyting pretty hard.

The fatigue is relative the Germans have been pushed back 300 miles. The operation of fatigue should be better to encourage more realistic and interesting play like pronouced advantages for rotating units and disadvantages for letting units fight till they drop
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RE: Couple of criticisms

Post by Flaviusx »

Smirfy, try a 43 scenario in PBEM. I think you might just be getting a little jaded on the AI. It plays an adequate defensive game. But it's not von Manstein.

A game against a human is far more gripping and free wheeling (on both sides.)

All my playtesting efforts at present are in this late war period, btw, I've got a second 43 campaign going with Bob and some new late war scenarios.

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