Can someone explain these results

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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Location: Poland

RE: Can someone explain these results

Post by morvael »

There is extra pre-combat attrition (causing initial CV drop) for the Germans during first blizzard.

Axis hasty attacks during first blizzard = recipe for disaster. You'll end up fighting with 20-25% of your CV AND penalties to fire accuracy (meaning you will damage/destroy less enemy elements, which in turn will damage/destroy more of your elements).
Asberdies
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Joined: Sat Jun 20, 2009 1:40 pm

RE: Can someone explain these results

Post by Asberdies »

ORIGINAL: morvael

There is extra pre-combat attrition (causing initial CV drop) for the Germans during first blizzard.

Axis hasty attacks during first blizzard = recipe for disaster. You'll end up fighting with 20-25% of your CV AND penalties to fire accuracy (meaning you will damage/destroy less enemy elements, which in turn will damage/destroy more of your elements).
Thanks Morvael, but the discussion is about RU final CV not German [:D]
Kantti
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Joined: Fri Jun 10, 2016 3:57 am

RE: Can someone explain these results

Post by Kantti »

Asberdies, there have been already plethora of people giving you possible explanations. :) Foremost is the disparity in number of elements in fights concerning tank brigades. They should be taken separately and not as a trend in combination with other fights. Other fights may or may not be isolated occurrences where fatigue, supply, ammunition, bad luck, leader rolls etc. might play a part. And as said in general defensive cv tends to get halved easier than attacking cv.
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morvael
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Location: Poland

RE: Can someone explain these results

Post by morvael »

Small units with high CV per element tend to be brittle, disable a few elements and their power to take/hold terrain is gone.

A unit with 3x3CV elements will be more resilient than a unit with 1x9CV element.
Asberdies
Posts: 45
Joined: Sat Jun 20, 2009 1:40 pm

RE: Can someone explain these results

Post by Asberdies »

ok, so i guess the 2 fights with Tanks bgd was not good examples, but when i chose the fights to show, i was mainly looking for heavily reduced final cv with good leaders. For the cv i think experience, fatigue and moral are all counted in initial cv. I must also specify my units were all in supply, and the ammuniton level were > 150% for the tank bgd and >80% for the inf div.
The best explanation for me comes from crackaces about failed check, which is the main reason of those final cv for me.

I take advantage of this to ask one more question :)
Is it intended that the calculation of the final cv is not detailled with each factor affecting it, or was it just made like that and it would have been too much work, or didnt designer wanted player been able to decipher each part of combat resolution?
Nuklearius
Posts: 18
Joined: Mon Sep 04, 2017 7:53 pm

RE: Can someone explain these results

Post by Nuklearius »

One thing I suspect are the Blizzard rules. If I remember right they add a flat x2 modifier in displayed combat value to all Soviet Units and a bad modifier to the Germans. But this is purely visual, to show that Soviet Units operate at higher efficiency, it doesn't reflect the actual combat power that is being calculated and used by the game engine (which in Blizzard is affected by a lot of modifiers that you cannot just reduce to a flat x2).

My assumption is that the initial combat power, that is displayed in the battle screen, uses this distorted number and then is brought back to the real number by the ingame calculations. And as you can see with the casualties, your units are definitely overperforming, its just that their combat value gets inflated by the game rules.

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