Forts

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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GPT55
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RE: Forts

Post by GPT55 »

Fort at level 4 or better will not prevent defender's retreat if there will be no town, city or urban terrain in hex.
Maybe. Currently the level 4 forts have two huge advantages over level 3--no retreat, and very slow degradation. The no retreat rule is ridiculous when the fort is practically undefended and huge odds still force no retreat and little degredation. I think maybe somewhat higher odds to force retreat, depending on the terrain, and faster degredation might be a better compromise.
Bonus fort destruction in combat will be rounded up, so at least 0.02 of fort level will be removed at all times.
This seems fine to me as long as low-odds attacks don't force degradation--that would invite gamey tactics.

Something else regarding forts that might be looked at is how fast level 3 forts can sometimes degrade. I sometimes see 1:1 attacks result in compete destruction of level 3 forts (while other times the fort degrades just a little). This extreme difference between level 3 and level 4 fort degradation is a "game changer".
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tyronec
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RE: Forts

Post by tyronec »

What about this:
quote:

Fort at level 4 or better will not prevent defender's retreat if there will be no town, city or urban terrain in hex.

Also:
quote:

Bonus fort destruction in combat will be rounded up, so at least 0.02 of fort level will be removed at all times.

The no retreat rule just for cities looks to be a good change.
Not sure about the change to fort reduction, doesn't seem right to get reduction for a weak failed attack but maybe .02 doesn't make much difference. If it were at 4.1 you could do 6 weak attacks and then it is vulnerable...
oranienbaum fort

I can confirm this fort is now tough nut to crack.

now 3 and 0 in battles

just survived a 20:1 German attack, fort dropped from 4.22 to 4.12.

I now advise never disbanding it!!!
Yes I tried a couple of attacks this turn just to see what would happen, clearly an ungarissoned fort unit can hold out for a long time and a weak garrison unit would be clocking up a lot of wins.
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morvael
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RE: Forts

Post by morvael »

I would be happy to use odds (and have in the past), but final random odds are not reliable, the numbers vary greatly between 1/256 and 512 of the non-random value. So they are not reliable enough to determine cut-off point for fort protection.
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morvael
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RE: Forts

Post by morvael »

In the past I have also used combat size ratios or manpower ratios to determine various combat modifiers. Perhaps these could be used here. Never wanted lone forts to keep dozens of divisions from advancing.
eskuche
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RE: Forts

Post by eskuche »

Isn't engineering CV multiplied by sqrt(CV ratio) currently? Would it make sense just to have it multiplied by final CV ratio period?

Edit: I think this and the hex-specific no retreat rules for high fort values should probably solve most of the problems of overpowered fort lines and overpowered undermanned single high forts.
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Bozo_the_Clown
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RE: Forts

Post by Bozo_the_Clown »

Good to hear it. I would like to see longer battles for key cities, but not a Great Wall all along the front.

Two thumbs up!
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mrhuggles
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RE: Forts

Post by mrhuggles »

ORIGINAL: morvael

Good to hear it. I would like to see longer battles for key cities, but not a Great Wall all along the front.

+1 I think changing no-retreat to the cities and big towns change would be a great compromise.
Karri
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RE: Forts

Post by Karri »

ORIGINAL: morvael

In the past I have also used combat size ratios or manpower ratios to determine various combat modifiers. Perhaps these could be used here. Never wanted lone forts to keep dozens of divisions from advancing.

Wouldn't it be easiest to add 0.01 fort degrade for every X odds above certain level. Ie. if final odds are 5 to 1, every one extra step above will degrade the fort with 0.01 points. So 20 to 1 odds would degrade 0.15 extra points. This way a single fort would be taken down quite fast, whereas a single division in the same hex would already make it impossible to get those odds.
eskuche
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RE: Forts

Post by eskuche »

I think the issue with that is that then pioneers are moot. As long as you bring enough of any type of SUs then you'd be good to go disregarding Eng/Art points.
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joelmar
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RE: Forts

Post by joelmar »

I don't think pioneers would be moot. You would still need to bring in some pioneers to destroy completely the fort level in an acceptable time frame if the fort is well manned with divisions. Let's say there is over 100 def CV in the fort... to even get to odds over 2:1, you will need to bring in very serious firepower and work very hard to take the hex. I think by that point, the fort level 4 will already have done it's intended job.


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