1.08 Discussion

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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morvael
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RE: 1.08 Discussion

Post by morvael »

ORIGINAL: IronDuke

Would any of these fixes require a restart to take effect?

They are relatively minor changes in the code, so in this sense no. But there may be harm that was already done when having frontline units understrength. In 1941 this affects the Soviets, so with the change they would offer slightly stronger resistance (especially in late 1941). If you're ok with that (it can't be measured in absolute numbers), you don't have to restart.
Oshawott
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RE: 1.08 Discussion

Post by Oshawott »

There is some strange behavior regarding beachhead supply. The two rifle divisions southwest of Riga should not be in beachhead supply. What makes this even stranger is that both divisions show as isolated during the following Russian turn.


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morvael
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RE: 1.08 Discussion

Post by morvael »

Maybe there were on the coast on their previous turn, got beachhead supply, then moved inland retaining it for the duration of enemy turn?
Mehring
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RE: 1.08 Discussion

Post by Mehring »

Turn one in my new game I isolated some Russian units in Lithuania, capturing but not occupying all ports. Next turn they showed as having a supply route but did surrender to an attack.
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Banzan
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RE: 1.08 Discussion

Post by Banzan »

I noticed a strange creation of guard units. As an example, a tank brigade with 3 victorys and 5 loses got guard status. Some inf. divisions got guards status where i was wondering from what fighting/wins, but i havn't checked their win count, yet. I'll check them complete when back home.
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morvael
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RE: 1.08 Discussion

Post by morvael »

3V+5L should not grant Gds status. Are you sure it wasn't a unit that started the game marked as guards?
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RE: 1.08 Discussion

Post by Oshawott »

Maybe there were on the coast on their previous turn, got beachhead supply, then moved inland retaining it for the duration of enemy turn?

True, didn't take this into consideration. But I have another test game were a unit is isolated away from the coast and has beachhead supply. This is T1 before Russians move.

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morvael
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RE: 1.08 Discussion

Post by morvael »

Could you send me a save from the end of the previous German turn so I could run the logistics phase?
Oshawott
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RE: 1.08 Discussion

Post by Oshawott »

Yeah, just PM me your email.
Banzan
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RE: 1.08 Discussion

Post by Banzan »

ORIGINAL: morvael

3V+5L should not grant Gds status. Are you sure it wasn't a unit that started the game marked as guards?

I will check the entire case when back home this evening and add some screenshots, or tell you i was too tired/stupid yesterday night, whatever fits better. :)
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RE: 1.08 Discussion

Post by Denniss »

Is the armor unit attached to the HQ which is in BH supply?
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Oshawott
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RE: 1.08 Discussion

Post by Oshawott »

Is the armor unit attached to the HQ which is in BH supply?

Yes indeed. Didn't know that beachhead supply works like this.
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morvael
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RE: 1.08 Discussion

Post by morvael »

Yeah, I think this is possible in current version.
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morvael
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RE: 1.08 Discussion

Post by morvael »

You can easily test it using GC 42 and giving some space to Soviet beachhead near Oranienbaum.
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RE: 1.08 Discussion

Post by Denniss »

AFAIR this also worked in 1.07 if the unit is able to trace a route to its HQ within a MP limit.
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swkuh
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RE: 1.08 Discussion

Post by swkuh »

Must say that this discussion is deep and useful. Thanks all.

My 2 cents, have seen two minor surprises:

1. starting "multiplayer" feature gets message "earlier version available 1.07.15" and seems to wait. Punch the tab again and off it goes. Am using 1.08 and that's what plays.

2. selecting manual aircraft upgrade, info panel misstates range. If selected, but range is correct when aircraft is accepted.

And a biggie that I'm not sure about, have had to restart several times vs. AI due to freezing. Goes away after restart.
Banzan
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RE: 1.08 Discussion

Post by Banzan »

I just checked, its unit 2837 (was 8th Tank Divison). Is it possible that victorys as Tank divison are counting, but it only shows victorys as Tank Brigade in the CR?

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Grungar
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RE: 1.08 Discussion

Post by Grungar »

anything that reduces the micro managment aspect of the game is welcome for me! perhaps in a future update you could say ummm ad a powerful ai stavka staff officer assistant! I mean one that is truly usful. I predict mass volume depletions and or busy mirror sites![:D]
ORIGINAL: morvael

loki100, aside from the problem described above there are also things to consider for ongoing games switching from 1.07 to 1.08:
a) previously some losses were not visible in the statictics, they appear now, causing an artificial increase (if you have written down one set of data using 1.07 and one using 1.08 - as I did, due to external tracking in Excel).
b) some ground element classes belong to different category now: SPA counts as artillery and is included in those numbers, previously they counted as AFV; in the new generic data Assault Guns are AFV not SPA, but when you retain old data, the change is significant, and there are other side effects (unfortunately this can't be avoided).
c) units having squads with less than 10 men will be weaker, units with squads of over 10 men will be stronger in CV terms, hence 1941 Rumanians with 17-men squads get an increase in CV, mid-war Soviet squads see a decrease in CV, as do the late-war German squads. As rifle squad is major contributor to an infantry unit CV, the change is significant and visible on the counter (a 1-2 CV difference on-counter).

Perhaps there are also some other changes that affect your game, but most likely it's c) and refit blocking/max 60% CV. No longer the Soviet player can play having all his front-line units on refit (as I did). But as I said above I'm willing to reduce the problem and micromanagement by disabling the 60/70 rule.
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morvael
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RE: 1.08 Discussion

Post by morvael »

ORIGINAL: Oshawott
Is the armor unit attached to the HQ which is in BH supply?

Yes indeed. Didn't know that beachhead supply works like this.

Beachhead through HQs work this way and this is correct. What is not correct is that unit was marked as being in beachhead supply even if 0 tons of supplies were recieved from HQ. I changed that. This leaves me with a problem as to why the HQ requested much less supplies for phase 2 than 1 (and that's why not enough was left for the Tank Division).
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morvael
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RE: 1.08 Discussion

Post by morvael »

Ok, I fixed the problem with beachhead supply. When I added beachhead supply for HQ units (which wasn't working) I didn't add a failsafe for combat units and there was interference, when they were in supply range from a HQ that had beachhead supply.
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