Exploit through early activation of German allies

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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stevie
Posts: 24
Joined: Wed Aug 10, 2005 6:08 am

Exploit through early activation of German allies

Post by stevie »

Hi,

in my last 1941-campaign, all german allies activated in turn 3 because I had moved the southernmost rumanian division to the north and left an unsignificant border town unguarded. Next turn, the presence of a russian border unit changed the possession of the hex and caused the activation.

I abandoned the campaign, because it became thus completely ahistorical in regard to the allies. This event reminded me of the scrupulous plundering of the western and southern HQ's in the old WIR or Second Front games, which led to the turning up of "Italian Über-Panzerkorps".

In a game, where so much effort has been made to provide historical accurateness, this unintended activation shouldn't be possible. Ok, I could simply let the rumanian division were it is, but depending on the difficulty settings, the soviet AI sometimes makes strong attacks in the southern area, which could lead to retreats of allied divisions.

In this way, I had the 11th army and the Rumanian front divisions (which were intended to participate in the campaign) activated in turn 2. This isn't very clever from the AI, but agreeable and could have happenend historically. But the garrison units in Yugoslavia, Bulgaria etc. should definitely be prevented from activating in this way, at least so early in the campaign. Instead of major changings to the activation rules, simply setting the earliest trigger date to 01.01.42 could be a solution.

In human against human games, I see a major rules exploit when the german player lures the unexperienced Soviet player forward to get more than 30 allied divisions at once.

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PyleDriver
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RE: Exploit through early activation of German allies

Post by PyleDriver »

Send the save to Joel, I thought we had fixed that bug...
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Garth Vader
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RE: Exploit through early activation of German allies

Post by Garth Vader »

When do they normally activate? I am on turn 6 of the campaign and I remember having a lot more axis allied support in the Road to Kiev scenario.
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karonagames
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RE: Exploit through early activation of German allies

Post by karonagames »

This is a specific situation where if a hex in Hungary changes to soviet control, all the frozen forces in Hungary and Yugoslavia are activated. I am not 100% sure it is a bug. If it happens accidentally, I have heard of people using house rules, and not moving the activated forces.
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Q-Ball
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RE: Exploit through early activation of German allies

Post by Q-Ball »

That happened in my game vs. Von Beanie (first one); he sent isolated units into Hungary to tear up rail, not realizing that activates units. We agreed, via house rule, to leave everyone alone. That changes the game too much.

Soviet players should NOT send units into Hungary from the Lvov pocket for that reason. I wouldn't send anyone into Romania either, because I think the same thing happens.

It was tempting to use the Italian Armored Units, which would have been fun, but......
Aussiematto
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RE: Exploit through early activation of German allies

Post by Aussiematto »

Yep - my opponent just amphibbed into Constanza around Turn 8 -- nasty surprise, scramble the defences, rail German inf and a corps HQ to the trouble spot. Voila, all of Hungary and Italy activates (not, amusingly, the Rumanians -- they can't be bothered defending their own country). I will use the Italians to throw him out of Constanza or, at least, bottle it up, but not do anything more with them or Hungarians.

I also think the Rumanian surrender rule is too harsh in 1942 as well.
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stevie
Posts: 24
Joined: Wed Aug 10, 2005 6:08 am

RE: Exploit through early activation of German allies

Post by stevie »

ORIGINAL: Q-Ball

That happened in my game vs. Von Beanie (first one); he sent isolated units into Hungary to tear up rail, not realizing that activates units. We agreed, via house rule, to leave everyone alone. That changes the game too much.

Soviet players should NOT send units into Hungary from the Lvov pocket for that reason. I wouldn't send anyone into Romania either, because I think the same thing happens.

It was tempting to use the Italian Armored Units, which would have been fun, but......

The problem is, some of them are scheduled to activate after some turns (e.g. the Italian Expeditionary Corps). When all are activated at the same time you will never know which ones and when they were supposed to. There are many ways to circumvent the problem, but with more or less effort.
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