Living Manual

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.

Moderator: Joel Billings

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Joel Billings
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Re: Living Manual

Post by Joel Billings »

As to the question re how units become Guards, Pavel did a check of the code and found that the WitE1 rules re what it takes in wins/losses to become a guard seems to still apply in WitE2. The WitE1 rules are below. Pavel can't 100% say that these are the same and there are no other changes that he missed that were not obvious when he looked at the code. Given that, I'm a bit reluctant to include this in the living manual, but I think I'll try to get it in, maybe with a caveat that we think these rules apply. Can anyone at this point say they don't apply (looking at you Wiedrock :D )

In order for a unit to become a guards unit, the three following conditions must be met:

Condition One:
For non-motorized units, the unit’s number of wins plus the year modifier must be greater or
equal to 8 plus random(8).(see glossary for definition of random(x))
For motorized units, the unit’s number of wins plus the year modifier must be greater or equal
to 12 plus random(12)
For Corps HQ units, the unit’s number of wins plus the year modifier must be greater or equal
to 15 plus random(15)
166
For Army HQ units, the unit’s number of wins plus the year modifier must be greater or equal
to 75 plus random(75)

Condition Two:
For all units, the unit’s number of wins plus the year modifier must be greater than 9

Condition Three:
For all units, the unit’s number of wins plus the year modifier must be greater than 2 plus the
unit’s number of losses

Year Modifier: The Year modifier is 3 in 1941, 2 in 1942 and 1 in 1943-45.
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Stamb
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Re: Living Manual

Post by Stamb »

IIRC rifle divisions with 7 wins can become guards
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K62_
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Re: Living Manual

Post by K62_ »

Stamb wrote: Fri Jan 10, 2025 11:37 pm IIRC rifle divisions with 7 wins can become guards
That fulfils Condition Two in '41 since 7 + 3 > 9. Condition Three says you can't have more losses than wins. Then Condition One says that in '41 a rifle division with 7 wins has a 3/8 = 37.5% chance every turn to become guards. The chance goes up if you get more wins.

In '42 you need at least 8 wins for rifle divisions to become guards and a greater number of wins than losses. In '43 - '45 you need 9 wins and two more wins than losses.
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Wiedrock
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Re: Living Manual

Post by Wiedrock »

Joel Billings wrote: Fri Jan 10, 2025 8:33 pm Can anyone at this point say they don't apply (looking at you Wiedrock :D )
I don't have the time right now to test each case individually, generally they seem alright. The Community will point out if there are oddities, now people know where to aim for when "farming" GUARDs and will quickly realize if they are encountering issues which you then get thrown at you! :lol:
FortTell
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Re: Living Manual

Post by FortTell »

Joel Billings wrote: Fri Jan 10, 2025 8:33 pm Can anyone at this point say they don't apply (looking at you Wiedrock :D )
I have used WitE1 rules for Guards promotions as a reference since early patches, they seem to work as written in the WitE1 manual (though no idea about planes, but that is a different story).
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Wiedrock
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Re: Living Manual

Post by Wiedrock »

Subject of Command Battle Modifiers. The manual states 10% for German example which actually is 6%.
LIving Manual 1.27, p.423 wrote:These penalties will vary according to how distant the respective commands are in
the overall Order of Battle. So units belonging to a different Axis Corps HQ but in the
same Army will have a 10% penalty (the equivalent for the Soviets is a different Army
HQ but in the same Front).
A unit that reports to a corps in a different army in a
different army group will face a more substantial penalty.
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Re: Living Manual

Post by Wiedrock »

Cross River DISruption is missing some rules regarding certain Ice Levels for minor rivers in combination with NON-MOT units attacking across.
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Re: Living Manual

Post by Wiedrock »

Recently, caused by this Debate in connection to 1st Winter Axis pre-battle DISruption in Heavy Snow Hexes leading to large CV increases, there was a new rule revealed.
living Manual 1.30, p.823 wrote: 43.5.2. 01.04.03

[...]

Undocumented rule (First Winter Disruption) – Non-Finnish and non-mountain Axis
units, in combat where the defending unit is in a heavy snow hex from December 1941
through February 1942, suffer significant disruption at the start of a battle. The amount
of disruption reduces each month and is higher for an attacker than a defender.

Support units and reserve units committed to battle, now suffer First Winter Disruption.
Also, the start of battle CV values now reflect the amount of disruption done by First
Winter Disruption for all units fighting in a heavy snow hex (used to only reflect this for
attacker on-map combat units).

Undocumented rule – Just prior to resolving the final odds for a battle, there is a
chance that up to ¾ of the ground elements disrupted will have their disruption
removed. The higher the experience of the elements, the greater the chance of
removal.
Somehow this last paragraph also made it into another section of the Manual:
living Manual 1.30, p.429f wrote:23.10. COMBAT RESULTS AND BATTLE LOSSES
23.10.1. Combat Result Effects
A ground element that is hit by enemy fire can suffer one of three adverse effects (or
can escape with no damage).
Disruption: Disrupted ground elements can no longer fire and they will not contribute
their combat value to the final CV computations. At the end of the battle they are set
to normal but with additional fatigue so will take part in subsequent battles that turn
but with progressively less effect (23.8.3).

[...]

Errata – undocumented rules: Just prior to resolving the final odds for a
battle, there is a chance that up to ¾ of the ground elements disrupted will
have their disruption removed. The higher the experience of the elements, the
greater the chance of removal.
Now my question is, is this rule applied to:
- all battles/instances/periods?
- all causes of DISruption? (Winter, River, GS-Planes, GA-HexInterdiction(planes), ArtilleryPhase, Ground)
...or is it an exclusive Winter 41 feature?

And what Leader Rating is being used?

Thanks.
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