Soviet New Unit Production should have more build-ups

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AlbertN
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Location: Italy

Re: Soviet New Unit Production should have more build-ups

Post by AlbertN »

For instance about the 'Ski' business - both Battallions and Brigades - they take men, but not guns. And still offer in proportion similar CV to a Rifle Brigade.
I get the Ski troops and tuck in the North and keep in the North. (Also because it's excess of hassle and micro to go find them 1 by 1 and see if they can be transferred and migrate them back to Stavka first and whatnot).

But that is part of the learning 'oh this thing requires only 6 mortars and no real guns, woah, let's!' - depending on what you have in shortage or abundance. But I've learned that myself. I've not read it somewhere (and I posted it in my Soviet AAR. Potentially any AAR can give you tricks and tips.)
Saelon1
Posts: 18
Joined: Tue Jun 01, 2021 10:32 am

Re: Soviet New Unit Production should have more build-ups

Post by Saelon1 »

Tom_ wrote: Tue Jun 21, 2022 7:58 pm AlbertN thank you for your response - I was looking for guides or examples, not answers or a golden bible.
Learning in isolation only goes so far, both in games and real life.
Further to that what's the point of a forum if not to share experience and combine it with your own?
Anyway I digress and thanks again for sharing your points of view.
Yeah, wasn't trying to avoid giving you suggestions, though maybe it seemed like that. :)

From my experience, in 1941 it's generally not good to build anything, as all your producible units cost a lot more admin points, and you're short on basically all equipment all the time, so you may as well just fill out the units which you are reinforced with automatically.

The exceptions for 1941 are Cavalry corps and guards rifle corps, which you would want to build as many as you can ASAP (and the game gives you AP to do it, so...), and the ski battalions, which you can build 102 in 1941, and 30 in 1942, you definitely want all 100 for the 1941 winter campaign. I also like to build the engineer sapper regiments and engineer sapper brigades because they have a large build limit in 1941 and lower in subsequent years. (And for my own sanity, I would rather have 1 engineer sapper brigade per army than 6 engineer sapper battalions).

In 1942, I basically like to build everything you have equipment for. I build some extra rifle divisions or brigades, but you have more manpower than you can really use in combat units (while staying under your front command limits), so I just build everything that you can field equipment for. In particular:
The army artillery regiment (36x ML-20s) and Cannon regiments (48x A-19s) are particularly good IMO
I found that in 1942 you have a lot of howitzers (122 mm) available, so the howitzer brigade is a good way to make use of them
The guards heavy tank regiments are the only unit you will build until 1945 that make use of heavy tanks, so you may as well build all of the heavy tank regiments.

In 1943, things change for you because your manpower modifier halves from 1942 - 1943 (and halves again in 1944 I think?), so it's best to start trimming down on support units. Not right away, but over time, I generally delete all the engineer sapper battalions, all the artillery regiments except the army artillery rgts and cannon rgts, as well as the anti-tank regiments. The separate tank battalions/rgts/brigades get trimmed as well. The gear is used to build more artillery brigades, tank corps, etc.

Generally, in 1943 you want to delete all the smallest support units you have and replace them with the largest support units you can build that use that equipment.

And, just see what units you find useful to build. :)

The only units in particular I found notably good were the ski units as described above, and B-4 203 mms tend to be about 2x as effective on a per-element basis than ML-20s (and I hope the Br-5 is similarly effective, though I haven't tried it yet).
Russellsea
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Re: Soviet New Unit Production should have more build-ups

Post by Russellsea »

So,it means that you can't combine tank regiment to brigade?
aMaschina
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Joined: Tue Jun 15, 2021 2:27 am

Re: Soviet New Unit Production should have more build-ups

Post by aMaschina »

What exactly is the idea behind the soviets being able to create units while the germans cant?
Aurelian
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Re: Soviet New Unit Production should have more build-ups

Post by Aurelian »

aMaschina wrote: Wed Jul 06, 2022 5:18 am What exactly is the idea behind the soviets being able to create units while the germans cant?
Because OKH didn't make any, (this came up in WiTE1)

Don't all the German dead come back throughout the game?
Building a new PC.
AlbertN
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Location: Italy

Re: Soviet New Unit Production should have more build-ups

Post by AlbertN »

Aurelian wrote: Wed Jul 06, 2022 11:03 am
aMaschina wrote: Wed Jul 06, 2022 5:18 am What exactly is the idea behind the soviets being able to create units while the germans cant?
Because OKH didn't make any, (this came up in WiTE1)

Don't all the German dead come back throughout the game?
That's bollocks.

OKH created a bucket of units.
Just they're scheduled and planned as per strictly historical, as if the game is a precise mirror of what happened historically - denying player agenda or simply 'player gameplay'.

It is a deliberate design choice (poor one from my perspective) to have a double standard treatment.

Either both sides have their strictly enforced 'arrival and departure' of units; or both sides havea rubber band in which they can toy with unit creations.

Right now there is the Axis that has to make do with what was, and the Soviets can simply disband nilly willy anything that is sub-par and create in abundance / til cap / beyond cap depending on how it flows what works the best.

PS: Yes destroyed German units will return - that's not the same as creating new ENG units on need or more ART units on need.
Saelon1
Posts: 18
Joined: Tue Jun 01, 2021 10:32 am

Re: Soviet New Unit Production should have more build-ups

Post by Saelon1 »

AlbertN wrote: Wed Jul 06, 2022 3:46 pm
Aurelian wrote: Wed Jul 06, 2022 11:03 am
aMaschina wrote: Wed Jul 06, 2022 5:18 am What exactly is the idea behind the soviets being able to create units while the germans cant?
Because OKH didn't make any, (this came up in WiTE1)

Don't all the German dead come back throughout the game?
That's bollocks.

OKH created a bucket of units.
Just they're scheduled and planned as per strictly historical, as if the game is a precise mirror of what happened historically - denying player agenda or simply 'player gameplay'.

It is a deliberate design choice (poor one from my perspective) to have a double standard treatment.

Either both sides have their strictly enforced 'arrival and departure' of units; or both sides havea rubber band in which they can toy with unit creations.

Right now there is the Axis that has to make do with what was, and the Soviets can simply disband nilly willy anything that is sub-par and create in abundance / til cap / beyond cap depending on how it flows what works the best.

PS: Yes destroyed German units will return - that's not the same as creating new ENG units on need or more ART units on need.
I thought the (kind of goofy) justification was that OKW created all the units and OKH just had whatever OKW gave it.

That said, I think it would be good if the Germans also were able to create units just as the Soviets do. Both sides are ultimately constrained by their equipment production, which is roughly historical anyway, so I'm not sure what the problem would be with the German player having more options as to how to distribute that equipment. Set maximum formation limits as makes sense based on history, and let people enjoy tinkering.
aMaschina
Posts: 76
Joined: Tue Jun 15, 2021 2:27 am

Re: Soviet New Unit Production should have more build-ups

Post by aMaschina »

Saelon1 wrote: Thu Jul 07, 2022 4:47 pm
AlbertN wrote: Wed Jul 06, 2022 3:46 pm
Aurelian wrote: Wed Jul 06, 2022 11:03 am

Because OKH didn't make any, (this came up in WiTE1)

Don't all the German dead come back throughout the game?
That's bollocks.

OKH created a bucket of units.
Just they're scheduled and planned as per strictly historical, as if the game is a precise mirror of what happened historically - denying player agenda or simply 'player gameplay'.

It is a deliberate design choice (poor one from my perspective) to have a double standard treatment.

Either both sides have their strictly enforced 'arrival and departure' of units; or both sides havea rubber band in which they can toy with unit creations.

Right now there is the Axis that has to make do with what was, and the Soviets can simply disband nilly willy anything that is sub-par and create in abundance / til cap / beyond cap depending on how it flows what works the best.

PS: Yes destroyed German units will return - that's not the same as creating new ENG units on need or more ART units on need.
I thought the (kind of goofy) justification was that OKW created all the units and OKH just had whatever OKW gave it.

That said, I think it would be good if the Germans also were able to create units just as the Soviets do. Both sides are ultimately constrained by their equipment production, which is roughly historical anyway, so I'm not sure what the problem would be with the German player having more options as to how to distribute that equipment. Set maximum formation limits as makes sense based on history, and let people enjoy tinkering.
+1

I think this game sometimes is too historically accurate. Theater movements and for example the manpower boost after stalingrad happen without the historical circumstances being reproduced in game.
AlbertN
Posts: 4275
Joined: Tue Oct 05, 2010 3:44 pm
Location: Italy

Re: Soviet New Unit Production should have more build-ups

Post by AlbertN »

aMaschina wrote: Thu Jul 07, 2022 8:31 pm
Saelon1 wrote: Thu Jul 07, 2022 4:47 pm
AlbertN wrote: Wed Jul 06, 2022 3:46 pm

That's bollocks.

OKH created a bucket of units.
Just they're scheduled and planned as per strictly historical, as if the game is a precise mirror of what happened historically - denying player agenda or simply 'player gameplay'.

It is a deliberate design choice (poor one from my perspective) to have a double standard treatment.

Either both sides have their strictly enforced 'arrival and departure' of units; or both sides havea rubber band in which they can toy with unit creations.

Right now there is the Axis that has to make do with what was, and the Soviets can simply disband nilly willy anything that is sub-par and create in abundance / til cap / beyond cap depending on how it flows what works the best.

PS: Yes destroyed German units will return - that's not the same as creating new ENG units on need or more ART units on need.
I thought the (kind of goofy) justification was that OKW created all the units and OKH just had whatever OKW gave it.

That said, I think it would be good if the Germans also were able to create units just as the Soviets do. Both sides are ultimately constrained by their equipment production, which is roughly historical anyway, so I'm not sure what the problem would be with the German player having more options as to how to distribute that equipment. Set maximum formation limits as makes sense based on history, and let people enjoy tinkering.
+1

I think this game sometimes is too historically accurate. Theater movements and for example the manpower boost after stalingrad happen without the historical circumstances being reproduced in game.
Things are relative.

Manpower boost happened because of Stalingrad?
Truly?
Pretty sure that is about the Totaler Krieg proclaimation. But it is a subjective and arbitrary matter - I just do not think it's out of place a manpower boost following that.

The disbands though, some changes of ToE, yes.

In general there is a better approach that goes through 'Decisions'.
Example. -5 National Morale for Germany, +5 Manpower Production per factory.
German player enables that when they want. The changes are permanent. Depending on their situation they can start producing more men, but they're levying lesser quality personnel. This is an example as numbers.
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