TB`s and garrison levels

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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tiger111
Posts: 508
Joined: Fri Nov 25, 2005 7:19 pm

TB`s and garrison levels

Post by tiger111 »

Starting a new game as gremany and using TB player control for first time.

Where in the manual- physical- does it show the garrison level of each TB that does not incur penalties? cant find it anywhere....

thank you
exalted
Posts: 151
Joined: Thu Feb 03, 2022 11:07 am

Re: TB`s and garrison levels

Post by exalted »

Basically anything below 100% may trigger bad events. You can usually go below 100% for a while without a problem but I have gotten -1 vp for being 99% for a single turn :D You benefit from having units of all types that that TB wants you can see it by clicking on the arrow at the % display, this also means that 1 cv isn't one cv in most TB's even if it can sometimes be close.

Anything above makes it more likely to trigger positive events.

Negative events are much much more likely.

Balkans, Norway and Finland seems to be more forgiving but that may just be my "luck". They also don't seem to do much when you in more than required.

Positive and negative events are mostly vp in all areas but the "active" fight with the allies so North Africa -> Italy -> Western Europe, where you can delay or speed up the Allied invasion of Europe. It is very hard to delay it by a meaningful amount.

I like playing with TB control there are some choice units to pick from other TB's rail repair units from Norway are gold for one.

Some of the mechanized assets in the west, north africa and italy are also nice. Even italian armor is great once something else has punched a hole in the line.

Mountain units from balkans and finland are nice.

Usually trade them for security divisions (those you start 41 with basically belongs somewhere else exchanged for inf divs or other useful stuff.), flak and construction units from east front while putting axis allies in the soviet garrison.
Karri
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Re: TB`s and garrison levels

Post by Karri »

The negative and positive events have different set of requirements. Though there's no proper editor manual, as far as I can tell it goes as follows:

Negative events roll for dice(100), and if the dice is greater than the degree to which you have fulfilled the garrison requirements it fires the event. If you have filled the requirements over 100%, these events wont fire. These events change the date of the subsequent invasion events. For example, Axis Ground Setback in N. Africa subtracts 3 days, plus a die roll of 1-4 days.

The positive effects roll for dice(percentage of fulfilled requirements), and if the dice roll is over 100 the event fires. However, these events also have a probability, so they wont check every turn. For example, Axis Ground Success in N. Africa has a probability of 25%, so roughly once every four turns. If the check is successful it adds 1 day + 1-3 days as per dice roll.

So, in order to gain 50% to pass the checks you have to have filled the garrison requirements 200%. This would mean you add 2 to 5 days to the N- African and Italian events every 8 turns on average. In General, no matter what you do you won't delay the historical dates more than a week or two.
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