Routing warp?

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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kg_1007
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Routing warp?

Post by kg_1007 »

Have meant to ask this earlier...but just had it happen again for the ..well, countless time.
Situation..Soviet troops isolated/encircled, but part of the "encirclement" is actually water on one flank..no town, no port, however, so should still be a flank with no exit(this time as my own side, but have seen it happen against me when I am the Axis side, many times... Axis unit attacks, this time, 3 turns after the encirclement is complete..my unit routes out of the encirclement, and back to friendly lines 6 hexes away. I have never seen this when one of the flanks is not water, it will always surrender..but should not water be a wing of the "encirclement" if it does not include a port? Even if they manage to pull a "Dunkirk" should the unit really be suddenly back behind friendly lines, even in a routed state?
glvaca
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RE: Routing warp?

Post by glvaca »

Correct, that should not happen.
I know they had some problems with the AI for that but I thought it was reported fixed.
Perhaps you should post a bug report?
kg_1007
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RE: Routing warp?

Post by kg_1007 »

Thanks glvaca, I will then..I assumed that since it still happens, and is not the old magical exit from the pocket, only occurring in this specific type of instance, that there was some reason for it that I had not yet understood.
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Joel Billings
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RE: Routing warp?

Post by Joel Billings »

I assume these are routed units that are not yet isolated (i.e. pocket was just made on the current turn). The rout rules allow routing by non-isolated units and it doesn't trace and restrict routs over water. Remember that this is all happening simultaneously to some degree, so the units that are routing are assumed to have left the area before the pocket was closed (or the available port was taken). If an isolated routed unit is warp moving than this is a bug and should be reported, ideally with a save.
All understanding comes after the fact.
-- Soren Kierkegaard
kg_1007
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RE: Routing warp?

Post by kg_1007 »

ORIGINAL: Joel Billings

I assume these are routed units that are not yet isolated (i.e. pocket was just made on the current turn). The rout rules allow routing by non-isolated units and it doesn't trace and restrict routs over water. Remember that this is all happening simultaneously to some degree, so the units that are routing are assumed to have left the area before the pocket was closed (or the available port was taken). If an isolated routed unit is warp moving than this is a bug and should be reported, ideally with a save.
It was a couple of turns after the isolation was complete.
As I wrote above, I have never seen it happen when there is ground there, but have seen it several times when one flank is water, so not sure if there is some method it is using to "escape" over water even with no port in the pocket, or if water will not count to make it fully isolated perhaps even?
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Joel Billings
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RE: Routing warp?

Post by Joel Billings »

Warping can always go over water. I think supplies can be traced over small lakes, but not major water areas. If the unit is isolated, it shouldn't rout move. I'd need to see a save to see if it's isolated or not. Rout moves can always go over water, so that's not the issue.
All understanding comes after the fact.
-- Soren Kierkegaard
kg_1007
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RE: Routing warp?

Post by kg_1007 »

So...a rookie question as this one I have not done before..
How do you send a save from something like this..if I send a save before it happened, it is pretty much luck of getting it to rout, as to whether it happens again, and "after" it happens, wont actually show what happened [:D]
elmo3
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RE: Routing warp?

Post by elmo3 »

Zip it and upload it here as an attachment.
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Joel Billings
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RE: Routing warp?

Post by Joel Billings »

Or you can mail it to 2by3@2by3games.com if you can't attach it. If you get us a save and can tell us what unit is warping away, we can confirm whether the unit is isolated at the point we load the save.
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csarebel
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RE: Routing warp?

Post by csarebel »

I am also seeing these units warp out of a pocket near Odessa. I can send my saves if you would like me to.
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Joel Billings
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RE: Routing warp?

Post by Joel Billings »

Please email or post saves if you think "isolated" units are warping. If not isolated (cannot trace to rail/port for one turn), then they can warp.
All understanding comes after the fact.
-- Soren Kierkegaard
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csarebel
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RE: Routing warp?

Post by csarebel »

I have emailed my save game. It is the beggining of turn 3.

Is it possible that the town in hex 82,107 is really a port? (the town east of Odessa)
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Joel Billings
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RE: Routing warp?

Post by Joel Billings »

There's a port under one of the Soviet units, so the units aren't isolated and can rout move.
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Redmarkus5
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RE: Routing warp?

Post by Redmarkus5 »

ORIGINAL: csarebel

I have emailed my save game. It is the beggining of turn 3.

Is it possible that the town in hex 82,107 is really a port? (the town east of Odessa)

If you use my map mod, ports are marked on the map with an anchor symbol, so you avoid this problem of hidden towns/ports lying under enemy units.

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