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).
You have a lot of positions in the south, where you hold on to FZ and where even the AI is going to cut your units of. You have to abandon a fortified line that has been broken already. In the flat land of the south you have to trade space for time. A HI would make short wood out of your HGS till March 42. In the North with the wood and hill hexes you may be able to fortify and defend but in the south never. Keep in mind that a FZ works as well in all neighboring hexes.
Your chances. 3 mio Germans against 6 mio Sowjet playing AI on normal at Jan 42 is not promising. The game is so complex that you can play it hundreds of hours finding still mistakes in your gameplay.
The game is designed that if your destroy 4.5 Mio Sowjet by end of 41 by keeping your own forces by 3.5 mio. you will win the war in 42 even playing for 290 VP. The historical losses inflicted on the SA by the Wehrmacht were 3.5 mio and that was not enough. Compare your kills and losses with that numbers and you see what chances you have.