'High Intensity' Combat and T1

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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loki100
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'High Intensity' Combat and T1

Post by loki100 »

Was just messing around with T1 and had a couple of holds that I haven't seen in a long time. So be careful with the implication of this rule. In this instance that closed off Riga for any further attempts (deliberate attack), in theory I could have tried again at Lviv (as it was a hasty attack)

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Riga may have been one of those times that the Soviet NKVD division was generated with high enough experience to take the losses without flipping to depleted
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Re: 'High Intensity' Combat and T1

Post by Stamb »

how much delay is there in case of a hasty attack?
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Re: 'High Intensity' Combat and T1

Post by loki100 »

in the patch notes ... 5 so not enough to stop a second attack

note there are other related rules changes around combat delay
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Re: 'High Intensity' Combat and T1

Post by gingerbread »

Didn't think it was possible to reach Riga with foot infantry on T1. Did you motorize the regiments?
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Re: 'High Intensity' Combat and T1

Post by Joel Billings »

Good point about Riga. There is a lot of variability in the morale/experience of the Soviet units on June 22. It can make the difference between an easy win and a hold result given the changes in the high intensity combat routine.
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Re: 'High Intensity' Combat and T1

Post by Zovs »

gingerbread wrote: Tue Mar 22, 2022 7:50 pm Didn't think it was possible to reach Riga with foot infantry on T1. Did you motorize the regiments?
You can reach it with Motorized Divisions (36.Mot).
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Re: 'High Intensity' Combat and T1

Post by AlbertN »

Not that fond of a Riga that may endure as Soviet in T1 as it can be turned into a nest of potential resistance in T2 maybe - and it will simply snowball from there already delaying Axis logistics toward Pskov and all...
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Re: 'High Intensity' Combat and T1

Post by loki100 »

AlbertN wrote: Thu Mar 24, 2022 1:14 am Not that fond of a Riga that may endure as Soviet in T1 as it can be turned into a nest of potential resistance in T2 maybe - and it will simply snowball from there already delaying Axis logistics toward Pskov and all...
you do know that historically it fell on T2?
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Re: 'High Intensity' Combat and T1

Post by AlbertN »

I am looking at it from the gaming perspective. If to rail in 2 divisions into Riga can help it hold better, damage structures further, etcetera, and maybe fall on T3 or T4, it's all snowballing to already slow down the advance of the Axis toward Leningrad.

My care for 'historically' is under the rug, when there can be a manifest gameplay issue.
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Re: 'High Intensity' Combat and T1

Post by Jango32 »

I am sure you will be able to take it with ground support, ground attacks in the air phase, Totenkopf with the RFSS brigade or some other combination on turn 1.
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Re: 'High Intensity' Combat and T1

Post by loki100 »

AlbertN wrote: Thu Mar 24, 2022 3:19 pm I am looking at it from the gaming perspective. If to rail in 2 divisions into Riga can help it hold better, damage structures further, etcetera, and maybe fall on T3 or T4, it's all snowballing to already slow down the advance of the Axis toward Leningrad.

My care for 'historically' is under the rug, when there can be a manifest gameplay issue.
there are plenty of solutions to all that. I blocked any means to reinforce and the survivors must have left by sea in the next turn.

The really good thing is this was far too easy to set up, often a hasty regimental attack would deplete the Soviet division.

All this does is make it harder for the Axis player to set up a 'paint by numbers' T1
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Re: 'High Intensity' Combat and T1

Post by Zovs »

The simple solution is use both a motorized and panzer division to move the units out of Riga.
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Re: 'High Intensity' Combat and T1

Post by Stamb »

this is across a river, NKVD retreated or routed
should it still happening?
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Re: 'High Intensity' Combat and T1

Post by Zovs »

I don’t see why not, there are a lot of random rolls and varied unit strengths on t1.
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Re: 'High Intensity' Combat and T1

Post by loki100 »

I think that particular action is going to see a lot of variable outcomes. Not just the usual variance in the combat engine but the Soviets will have different morale/exp/cv from game start to game start. In most places you don't really see this as the differences get lost in the overall flow of the turn but that is a stand out choice by the Axis player and thus something that gets noticed

So its feasible to get an under 2-1 result that pushes their TOE below the point where a shatter occurs or see it sit there and absorb the attack.

Not tested this, but I suspect the safety net is to set it up as 2 hasty attacks but that is quite a commitment. Or simply to ensure there is no easy rail to the hex and take it on T2?
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