Noob's questions

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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Crackaces
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RE: Noob's questions

Post by Crackaces »

Artillery. There is a spreadsheet around of the CVs of different units. A good rule of thumb is to go by the manpower, more men means more strike power,

I just want to clarify what you mean by "strike power". I might propose There are two separate concepts of CV or the calculations made to determine should I stay or should I go (retreat, rout, held results),and firepower, which is the result of the combat cycle.
For example, the Stuka Dive Bombers are zero CV and contribute nothing to the CV calculation, but at a antisoft of over 3175 per bomb (per Stuka plus the lighter bombs) -- this platform reduces the enemy CV (manpower as pointed out above) through disruption and destruction. (Using Alt CV calculations) On the other hand, a flamm Panzer flamethrower tank at 100 antisoft rof 4 and 8 SU brings 8CV, and firepower in a dense package.

Besides range, effect, antisoft, ROF .. Let's compare a 150mm L10 Gun with 150mm sFH18 Howitzer. the howitzers have 1 less ROF and lower range, but for example have HEAT rounds .. might be handy as Soviets use more tanks in 1942 ...[8D]

I might contend that two players that are simply pusing cardbaord pieces on the game board will have an enjoyable game; however, if one player has a keen eye for multiple details and the other player is not micromanaging small odds advantages .. there will be frustration and the game might seem unbalanced when it is the player skill is unbalanced.
I will say there are players in this forum that have a sense of intuition and do not use spreadsheets as an example .. but these players are keen on details ..[:'(]
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jediael
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RE: Noob's questions

Post by jediael »

Another quick question:

I read somewhere that HE 111-H4 are supposed to be better than JU 88A.

Is that true?
From the stats though, it does not really appear this way.

Or are they better for certain purposes such as factory bombing etc? They have different bomb loads, but how do 8 250 kg bombs compare to 2 1000kg ones?
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Telemecus
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RE: Noob's questions

Post by Telemecus »

Without having gone in to the stats, but just from repeated experience of bombing using the two types it certainly gives the repeated impression that He111-H4 is better than Ju88A.

However the Ju88A is also a good level bomber - and if you are rotating airgroups in and out of reserve and using them extensively you will find you need to use all of your Ju88A and He111H-4 interchangeably.

The He111H-4 also has a slightly longer range which can often be very useful.
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Dreamslayer
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RE: Noob's questions

Post by Dreamslayer »

ORIGINAL: jediael

Another quick question:

I read somewhere that HE 111-H4 are supposed to be better than JU 88A.

Is that true?
From the stats though, it does not really appear this way.

Or are they better for certain purposes such as factory bombing etc? They have different bomb loads, but how do 8 250 kg bombs compare to 2 1000kg ones?
Imho, in the game HE 111-H4 much better than Ju 88A because of bomb loadout.
HE 111-H4 have 8x250kg bombs , Ju 88A have 2x2000kg bombs.
So, He 111-H4 can hits more targets than Ju 88A.
Perhaps in air-to-air actions or against AA fire or for Strategic bombing Ju 88A can performs better.
jediael
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RE: Noob's questions

Post by jediael »

I have a few more noob questions, I could not find anything in the manual.

1. When I run a bomb unit mission (or ground support), how does the terrain in the defenders hex impact performance of that mission? What modifiers are at work here?

2. Airfields have to be in clear, light wood or city hexes to be able to launch missions. Is there a difference in mission performance based on the terrain type that they are in?

3. Do air group fatigue levels recover faster when they are in the national reserve? The manual only mentions morale afaik.

4. Do cavalry units count as Mech or Inf when it comes to leader skill?

5. How does factory damage of less than 50% impact production of that factory? Manual says that it will completely shut down at > 50%, but what happens at, say, 10% damage?
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Telemecus
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RE: Noob's questions

Post by Telemecus »

ORIGINAL: jediael
1. When I run a bomb unit mission (or ground support), how does the terrain in the defenders hex impact performance of that mission? What modifiers are at work here?
I know bombing a unit in clear terrain has a different effect from covered terrain. Others will need to say exactly what they are
ORIGINAL: jediael
2. Airfields have to be in clear, light wood or city hexes to be able to launch missions. Is there a difference in mission performance based on the terrain type that they are in?
No
ORIGINAL: jediael
4. Do cavalry units count as Mech or Inf when it comes to leader skill?
Depends on if the unit is motorised on not - which can be found in the unit card details
ORIGINAL: jediael
5. How does factory damage of less than 50% impact production of that factory? Manual says that it will completely shut down at > 50%, but what happens at, say, 10% damage?
It has a 2 times the damage level chance of shutting down completely that turn, otherwise will produce normally. Any damage though will mean the factory cannot expand.
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56ajax
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RE: Noob's questions

Post by 56ajax »

ORIGINAL: jediael



4. Do cavalry units count as Mech or Inf when it comes to leader skill?


Go into Commanders Report and search for all units of the type Mech - I assume they use mech for leader skill.
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

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56ajax
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RE: Noob's questions

Post by 56ajax »

ORIGINAL: Dreamslayer

ORIGINAL: jediael

Another quick question:

I read somewhere that HE 111-H4 are supposed to be better than JU 88A.

Is that true?
From the stats though, it does not really appear this way.

Or are they better for certain purposes such as factory bombing etc? They have different bomb loads, but how do 8 250 kg bombs compare to 2 1000kg ones?
Imho, in the game HE 111-H4 much better than Ju 88A because of bomb loadout.
HE 111-H4 have 8x250kg bombs , Ju 88A have 2x2000kg bombs.
So, He 111-H4 can hits more targets than Ju 88A.
Perhaps in air-to-air actions or against AA fire or for Strategic bombing Ju 88A can performs better.

If you really like the HE 111-H4 make sure you use up all your H3's as they have identical specifications in the game.
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
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Dinglir
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RE: Noob's questions

Post by Dinglir »

ORIGINAL: Dreamslayer
Imho, in the game HE 111-H4 much better than Ju 88A because of bomb loadout.

For ground support and airfield bombing, I would always prefer the He-111 (note that the H3 and the H4 versions are practically identical, so no need to swap types there). Four 250kg bombs will do a lot more damage than one 1000kg bomb.

So I concur with your assessment. Use Ju88's for port and industrial bombings (if you do that sort of thing) and use your He 111's for tactical support.

Just don't fly daylight bombing runs unless escorted.
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Telemecus
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RE: Noob's questions

Post by Telemecus »

ORIGINAL: 56ajax
If you really like the HE 111-H4 make sure you use up all your H3's as they have identical specifications in the game.
The 4 is actually the same as the 3 with a fuel tank added. And the 3s do get converted to 4s as the game goes on, and for no arms cost. So I would say leave them in the pool until they are converted to a 4.
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56ajax
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RE: Noob's questions

Post by 56ajax »

ORIGINAL: Telemecus
ORIGINAL: 56ajax
If you really like the HE 111-H4 make sure you use up all your H3's as they have identical specifications in the game.
The 4 is actually the same as the 3 with a fuel tank added. And the 3s do get converted to 4s as the game goes on, and for no arms cost. So I would say leave them in the pool until they are converted to a 4.
Well historically they may have had an extra fuel tank but in the game they are identical. You can wait for the system to convert 3's to 4's or you can use them up quickly by aircraft change.
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
jediael
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RE: Noob's questions

Post by jediael »

I have a question about the logistics phase refit/replacement log. The table there uses the following terms:

Pool
Ready
Damaged
Wanted
Built
Conv
Added
Back
Lost

What exactly do these mean? My take (please tell me where I am wrong)


Pool = In reserve, so not inside of units
Ready = Number inside of units and not damaged
Damaged = Number inside of units that is damaged
Wanted = Number requested by units during last term (hence, the number that was taken from the pool last term assuming that the pool was large enough? Otherwise, how could wanted by > 0 if the pool is full?)
Built = Number produced by your factories
Conv = Number converted from other units
Added = Number gotten otherwise (from another front, etc)
Back = Number removed otherwise, sent to another front, etc
Lost = Destroyed in combat last turn? Or lost to attrition???
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morvael
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RE: Noob's questions

Post by morvael »

Pool - in the active pool at start of this replacement segment (at start)
Ready - in units (and not damaged) selected for this replacement segment (at start)
Damaged - in units (and damaged) selected for this replacement segment (at start)
Wanted - missing in units selected for this replacement segment (at start); actual # of requested may be lower (based on MP from working railhead)
Built - number of auto-produced elements built during this replacement segment to fulfill unit needs (at end)
Conv - number of elements converted inside units during this replacement segment (at end); negative values for "converted from", positive values for "converted to"
Added - number of elements added (from pool & built) to units to fulfill their needs (at end)
Back - number of ready & damaged elements removed from units and added to transfer pool (at end); those elements will become available (move to active pool) on the next turn;
Lost - number of damaged elements lost when trying to remove them from units (at end)
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morvael
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RE: Noob's questions

Post by morvael »

Also remember that element in unit is equipment paired with manpower, while when it's removed from units manpower is unpaired from equipment (that's why manpower has it's own pool/added/back/lost values)
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