Southern Strategy

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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GabrielBora
Posts: 48
Joined: Fri Oct 14, 2016 4:09 am

RE: Southern Strategy

Post by GabrielBora »

Manpower is a non isuee, by 1942 any good soviet player has a 8 milion to 4 million advantage in manpower .

Actually even artificialy reducing the soviet rifle strenght by 10 % TOE each year ( 90% in 1942 ,80% IN 1943, 70% IN 1944 AND 60% IN 45 , you barely get historical frontline strenghts ).

You only need 40,000 recruits per turn to cover normal frontline atrition, because combat losses would hurt the germans far worse .



swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: Southern Strategy

Post by swkuh »

@theOne: KUDOS your elegant presentation; 4 main attack lines speaks for 4 AGs. Building late turns defense lines w/FZs will take many AdmPts, though.

Can you refer an AAR that demonstrates your approach?
TheOne
Posts: 52
Joined: Wed Oct 26, 2016 7:50 am

RE: Southern Strategy

Post by TheOne »

ORIGINAL: GabrielBora

Manpower is a non isuee, by 1942 any good soviet player has a 8 milion to 4 million advantage in manpower .

Actually even artificialy reducing the soviet rifle strenght by 10 % TOE each year ( 90% in 1942 ,80% IN 1943, 70% IN 1944 AND 60% IN 45 , you barely get historical frontline strenghts ).

You only need 40,000 recruits per turn to cover normal frontline atrition, because combat losses would hurt the germans far worse .




You need to read this ARR

tm.asp?m=4148240&mpage=11

ORIGINAL: Stelteck

The cost of having units destroyed is huge as i have to find manpower to fill them, then retrain them from nearly zero which take a long time.My manpower production is only 70K men per turn. With people returning from hospital, 100K per turn. I'am lacking men everywhere.
(But i'am swimming in armement currently). Not enough men despite looses below historical at this point, too much weapons. i'am not sûre i'am leading the soviet union currently [:'(])

if you take the time to read some of the AAR's it is clear manpower is one of several issue that get the Russian Army far behind the curve.
Stelteck's manpower issue will be worse Jan 43.He will be stuck in the 7-8 million range and only able to do a few dozen attacks per turn because attrition and combat losses effect both sides not just one.

BrianG V Sillyflower AAR shows the same issue.
At some point morale flips the CV by -20 for Germany and The USSR +20 and things start moving West.
As Germany your slowing the building of The Red Steam Roller to the point it is way behind the curve.

There are dozens of other AAR's that show this and simply understanding the ruleset.


Viva México
TheOne
Posts: 52
Joined: Wed Oct 26, 2016 7:50 am

RE: Southern Strategy

Post by TheOne »

ORIGINAL: rrbill

@theOne: KUDOS your elegant presentation; 4 main attack lines speaks for 4 AGs. Building late turns defense lines w/FZs will take many AdmPts, though.

Can you refer an AAR that demonstrates your approach?

There are allot of AAR's showing this appoarch.

Its really only 2 lines of attack.

1. Leningrad first then Moscow.
2. Southern drive for industry.

You have to have a solid turn 1 there are several posted.

Phase 1: Turns 2 -7 the Land Grab and Industry Destruction - You need to know how logistics work if you don't have a great turn 1-7 the game is over.
Everything going forward is all about turns 1-7. Russia can have a horrible turn 1-7 and recover, Germany can not.

Phase 2: Turns 8-17 Destruction of the Red Army + more land in the south.

Phase 3: Turns 18-24 Prepairing for the Blizzard

Phase 4: Turns 25-37 The Blizzard

Phase 5 Turns 38-53 Spring 1942

Phase 6 1942 Offensive.

Phase 7 Defending 43-45

Viva México
swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: Southern Strategy

Post by swkuh »

Thank you.
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