Temporary motorization

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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eskuche
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Temporary motorization

Post by eskuche »

Has anyone ever used this? Cost is about 25 AP for a full German division. I can find only one comment (by timmyab) on this mechanic, ever, in WitE. The cost is 25-30 AP for a full German division. Can this be halved or one-thirded to open up new strategies?

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14.1.3
 Any non-motorized unit that is in supply may double its movement points for the current turn by clicking on 'motorize unit' from the
 combat unit detail screen (5.4.13), but at a cost in damaged vehicles and administrative points. Additional vehicles required to fully
 mobilize the unit will be taken from the vehicle pool, but will be damaged at the end of the turn. The admin cost to motorize the unit is
 based on the number of vehicles required from the vehicle pool and is equal to the number of vehicles damaged divided by 50. The
 number of vehicles damaged and the number of admin points required for temporary motorization will be displayed next to the Motorize
 Unit text in the unit detail screen. Only units that have not yet expended any MPs during that turn may temporarily motorize. The unit
 will show as Motorized for the rest of the player's turn and will pay motorized unit costs. Units that have been temporarily motorized
 may not attack, enter an enemy controlled hex, or move adjacent to an enemy unit. This simulates the unit being in column formation.
 As a reminder, when a temporarily motorized unit is selected, its unit bar will display "MOTORIZED NO ATTACK."
 Temporarily motorized or entrained units will not be eligible for air transport. Motorized (also temporarily) para units will not be eligible
 for para drop.
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mrchuck
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RE: Temporary motorization

Post by mrchuck »

In view of the restrictions, I do not see the use. I would also be interested to hear if someone knows a worthwhile employment for this rule.
I can possibly see it for late-war use by the Russians if there are loads of lend-lease trucks lying around, but if the game goes long enough to make it feasible, again, there will probably be no shortage of real motorised units. Your trucks would probably be better employed keeping them supplied.
timmyab
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Joined: Tue Dec 14, 2010 7:48 pm
Location: Bristol, UK

RE: Temporary motorization

Post by timmyab »

Apparently I am the authority on this subject [:D]
I may just be repeating my previous comment, but the only good use I can think of for this mechanic is if you have a crucial hole in your defense somewhere and nothing with sufficient MPs to plug it.
Incidentally I don't remember ever using it myself although I might have had reason to do so if I'd thought about it at the time.
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Seminole
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RE: Temporary motorization

Post by Seminole »

I used it in WitW once, but apparently the mechanics are different because I was allowed to move into enemy territory.
"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
eskuche
Posts: 1156
Joined: Tue Mar 27, 2018 2:29 am
Location: OH, USA

RE: Temporary motorization

Post by eskuche »

Any change would probably be German-favored, but what I’m looking at for example is spending turn 2-3 AP motorizing infantry to follow armor in AGN/AGC. If made reasonably affordable in terms of AP, Soviets can likewise use extra AP to replace or add on to limited rail movement.
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