Leader Stats Summary

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CaedusZ
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Leader Stats Summary

Post by CaedusZ »

Dear all,

I took a deep dive into the manual to understand and summarize which parts of the game are influenced by leaders stats. In brackets you can find the corresponding section of the manual to easily find the sources of information.
I hope this helps newer and experienced players as well.

This is my conclusion about what the values influence:

Political
costs to replace a leader (4.13.1., 15.3.1.)
probability of promotion/dismissal/execution (4.13.1, 4.13.2., 15.3.1.)

Morale
Movement (4.8.1.)
Resupply (4.10.13.)
retreat morale losses (12.1., 23.10.4.)
fatigue morale losses (12.1.)
CV in battles (15.3.1, 23.8.5.?)
win/loss credits for leaders after battles (15.3.1., 15.7.)
morale gains for a unit after a won battle (23.12.4.)
rallying of units after a rout (23.12.5.)

Initiative
MPs a unit will have during the turn (4.13.1.)
Ability of ground elements to fire and hit during combat (4.13.1.)
Ability of units in reserve status to commit to a battle (4.13.1.),
Probability to turn a hasty attack into scouting (4.13.1., 15.3.3., 23.4.2.)
Reserve activations (23.7.1.)
Determines which ground elements will be able to fire (23.8.1.)

Admin
Movement (4.8.1.)
MPs a unit will have during its turn (4.13.1.),
Checking for repair of damaged aircraft and ground elements and determining wastage and resupply (4.13.1, 15.3.4.).
Admin checks are also affected by the actual number of support squad (21.2.2.) ground elements in the leader’s HQ (4.13.1.)
Fort level construction (20.2)
Support units construction values (20.2.2.)
Supplies drawn (25.1.3.)

Mech/Inf
Overall combat value (4.13.1, 15.3.5.)
Ability of the ground elements in the units under their command to be able to fire and to hit opposing ground elements (4.13.1.)
Might halve/double CV of a combat unit in battles (23.8.5.)

Range from attached HQs
Leader checks except morale (15.5.4.)
Reserve commitment (23.7.3., 23.7.4.)
Rallying of units after a rout (23.12.5.)
Last edited by CaedusZ on Wed Jan 17, 2024 3:52 pm, edited 1 time in total.
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Wiedrock
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Re: Leader Stats Summary

Post by Wiedrock »

CaedusZ wrote: Wed Jan 17, 2024 10:07 am Admin checks are also affected by the actual number of support squad (21.2.2.) ground elements in the leader’s HQ (4.13.1.)
This part is one of the most enjoyable in the manual. :D
You know the Asterix & Obelix Movie where they are being sent all around that administrative building to get some certificate? :lol:
Initially it says "fewer than NEED" (21.2.2.). Check, makes sense.
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Here it says again it has an impact "to conduct administarative checks" (21.2.3.). Okay, copy.
But suddenly the statement becomes "total number of Support Squads" (21.11.7.). Erm,....okay?!
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Now here it is....what... Total? TOE-%? % of NEED? Potato? :mrgreen:
If you interpret it like "more = better" then a HQ with 1000 Support Squads in TOE would make betetr rolls than a HQ with only 250.
If you interpret it related to TOE percentage then things would be clear, but it is not talking about percentages, nor TOE
If you interpret it as "fullfillment of need" then it would be like initially mentioned.
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Now here it is....erm..??? What are "missing Squads"? Those sent out to units, are they "missing"? Is the ones below "NEED" missing? At 50/50TOE, are 50% "missing"? At 70/90 TOE but fullfilled NEED, are there any "missing"?
...and anyway, what are "actual squads"? :mrgreen:
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Almost certain there are several other places in the manual where this is elaborated, not sure if they make it more clear.
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CaedusZ
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Re: Leader Stats Summary

Post by CaedusZ »

Wiedrock wrote: Wed Jan 17, 2024 3:37 pm
CaedusZ wrote: Wed Jan 17, 2024 10:07 am Admin checks are also affected by the actual number of support squad (21.2.2.) ground elements in the leader’s HQ (4.13.1.)
This part is one of the most enjoyable in the manual. :D
Perfect example of better not diving to deep into the manual to not question your understanding of the game.
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