HQ Question

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

Post Reply
Mudmag99
Posts: 54
Joined: Tue Jul 25, 2006 6:02 pm

HQ Question

Post by Mudmag99 »

Is there a need to move the OKH North, Center, South units?

or is it recommended to leave them where they are?

Thanks!!!
User avatar
cmunson
Posts: 7285
Joined: Sat Sep 15, 2007 2:34 pm
Location: Austin, Texas

RE: HQ Question

Post by cmunson »

Yes, you definitely need to move at least the army groups forward. I put OKH in Warsaw but move forward if doing well. Command range for Army Groups HQ's is 45 hexes or less (90 for OKH) so subordinate units not in that range negatively affected. Also, you should attach your construction units to them or OKH so they can repair rail hexes over much more of the map. The range of repair for those units in armies and corps is only a few hexes.
Chris
User avatar
heliodorus04
Posts: 1653
Joined: Sat Nov 01, 2008 5:11 pm
Location: Nashville TN

RE: HQ Question

Post by heliodorus04 »

There's complexity to anything in WitE.
Straight-forward, by rule, the closer to any 'activity' (any action by any unit requiring a die roll) a relevant HQ is to the activity, the better the chance that the leader can influence the die roll.
But there's a tradeoff, such that there's not any use in having AGN or AGS within a few hexes of activity.

As a rule of thumb, Corps/Army HQs should be closer than Front/Army Group
Also it is worth remembering that German HQs caught in the open in first winter get hit by the same first-winter rules, so it's a VERY bad idea to have OKH/army group HQs out of cities at all in that time frame.

I move AGN/AGC/AGS(AGA/AGB) withing about 15 hexes of the action.
Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Mudmag99
Posts: 54
Joined: Tue Jul 25, 2006 6:02 pm

RE: HQ Question

Post by Mudmag99 »

Thanks for the help guys!
Tuhhodge
Posts: 61
Joined: Thu Oct 21, 2004 12:19 pm

RE: HQ Question

Post by Tuhhodge »

I move them but always do so reluctantly because I was under the impression that they use so much of your transport (truck) capacity? No?
User avatar
cmunson
Posts: 7285
Joined: Sat Sep 15, 2007 2:34 pm
Location: Austin, Texas

RE: HQ Question

Post by cmunson »

Others may disagree but the higher level hq's I only move by rail. They are already motorized so the trucks are organic in the unit. Any movement of large (motorized) units like that destroys or damages trucks that will be replaced from the pool leaving less for supply and other uses.
Chris
Post Reply

Return to “Gary Grigsby's War in the East Series”