noob RR repair

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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cyberwop36
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noob RR repair

Post by cyberwop36 »

Love the game so far. Doing road to Smolensk as Germans. I'm using the 2 rr repair units to try and keep up with my advance. The problem is the auto repair battalions detach and want to repair little spurs that don't lead to the front. I send the ones that are off course back to their HQ sometimes they come back to the same hex.

Any rr repair tips are appreciated.
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CarnageINC
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RE: noob RR repair

Post by CarnageINC »

You won't have any control over all the other rail repair units except the 5 FBD units you can control.  Thats just the way it goes, it was discussed a lot in the beginning and I don't know if it will be changed, but I wouldn't hold my breath on it.
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Mynok
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RE: noob RR repair

Post by Mynok »


I'm trying to test putting more const bns into Army rather than Army Group HQs to see if I can get those Stooge-commanded units to work on meaningful RRs. So far...not much luck.
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Magnum88
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RE: noob RR repair

Post by Magnum88 »

I had been thinking about trying to attach construction battalions to the RHG Army Groups, that are useless for the most part. I could park them where I want the repairs and far from any of their security units (no possiblility of the battalions being diverted to fort construction) and hopefully the construction battalions will concentrate their repairs around the RHG. PyleDriver had once said in a post that if you return a construction unit to its HQ it will prioritze subsequent repairs around the HQ location. Have not spent the time trying it yet.
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76mm
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RE: noob RR repair

Post by 76mm »

I think someone said that the put some RR repair units in corps HQs in the areas that they want fixed...haven't tried it yet but might work? Someone else recommended putting the HQs to which they've assigned RR repair on "crossroads" (crossrails?) hexes so that they have more track to work on.
Magnum88
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RE: noob RR repair

Post by Magnum88 »

That would work because the construction units will then only go out 5 hexes (corps command distance) but, as the Axis, I have no corps to spare for this.
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2ndACR
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RE: noob RR repair

Post by 2ndACR »

Use Army HQ's. I place Army HQ's on crossroads and the repair dudes spread out from there after a turn or 2. Does not matter if they have any assigned, the little guys will just show up on their own. That is what seems to work for me anyway.
timmyab
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RE: noob RR repair

Post by timmyab »

I think this part of the game needs fixing.What's the point of having all those unit counters spread all over the map when you've no control over them.They're just an unnecessary distraction.Either make them invisible or allow players to direct them to where they're most needed, preferably the latter.
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76mm
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RE: noob RR repair

Post by 76mm »

ORIGINAL: timmyab

I think this part of the game needs fixing.What's the point of having all those unit counters spread all over the map when you've no control over them.They're just an unnecessary distraction.Either make them invisible or allow players to direct them to where they're most needed, preferably the latter.

I agree, they really clutter up the board. I don't think I want to control every one, but the ability to designate a "priority route" would be pretty cool and help them focus on where I want them.
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