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.

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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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Wiedrock
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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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