shattered unit mechanic

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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DeepBlack
Posts: 98
Joined: Sun Sep 13, 2020 8:59 pm

shattered unit mechanic

Post by DeepBlack »

It has been ages since I played this game so
forgive me if my memory is fuzzy.

I formed a good opinion of the game overall.

The only notable peeve I had was the way units
would shatter and teleport through enemy controlled
hexes to reach safety. It just felt "fishy"
for lack of better way to describe it.

Did any of the later patches overhaul the way this
shatter mechanic worked?
Light4bettor
Posts: 172
Joined: Fri Jan 03, 2020 1:45 am

RE: shattered unit mechanic

Post by Light4bettor »

Yah, the latest patches (e.g., 1.12.06 beta and prior I think) address this (among other things). When you play now, you will notice that routed units retreat paths are much shorter and this will surrender if caught in a pocket.
eskuche
Posts: 1152
Joined: Tue Mar 27, 2018 2:29 am
Location: OH, USA

RE: shattered unit mechanic

Post by eskuche »

The IGOUGO nature of the game means that “surrounded” units aren’t guaranteed to be actually surrounded until your opponent had a turn to rebut your 3.5 days worth of turn time. Imagine a rifle division frozen in time watching German infantry plodding around setting up a perfect pocket. If a unit starts its turn isolated it will not teleport out, as would make sense.
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DeepBlack
Posts: 98
Joined: Sun Sep 13, 2020 8:59 pm

RE: shattered unit mechanic

Post by DeepBlack »

Ok. thanks for the replies. The fact the later patches
changed the way shattered units behave certainly
increases my desire to revisit playing it again.

I understand why it was done that way originally,
but it just felt like an inelegant
abstraction at odds with the rest of the game's design.

Glad to hear changes were made.
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Hanny
Posts: 422
Joined: Tue Jul 05, 2011 3:29 pm

RE: shattered unit mechanic

Post by Hanny »

ORIGINAL: DeepBlack

It has been ages since I played this game so
forgive me if my memory is fuzzy.

I formed a good opinion of the game overall.

The only notable peeve I had was the way units
would shatter and teleport through enemy controlled
hexes to reach safety. It just felt "fishy"
for lack of better way to describe it.

Did any of the later patches overhaul the way this
shatter mechanic worked?
Updated mechanics for shatter are here, pages 145 etc
https://btcloud.bt.com/web/app/share/vi ... 0c8bec211c
To strive, to seek, to find, and not to yield.
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Seminole
Posts: 2240
Joined: Thu Jul 28, 2011 12:56 am

RE: shattered unit mechanic

Post by Seminole »

Clarification, “shattered” means the unit has been destroyed and it is removed from the map when that occurs.

A “rout” is a displacement move that occurs under certain circumstances (TOE+morale< X, if memory serves).

When a unit is surrounded without an avenue of retreat, but did not start the turn isolated from supply, it will automatically rout and use the displacement move to relocate if forced to retreat.

This is when units noticeably warp around the map. As described above it’s a game mechanic to handle the turn based nature of the game.

If you want to force a unit to surrender you need to hold it in a pocket (isolated from supply) for one turn. If it is forced to retreat while isolated and has nowhere to go it will surrender.

Latest patches have changed how HQs displacement move from pockets, which should make them deadlier.
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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