Leader Rating Questions

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Q-Ball
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Leader Rating Questions

Post by Q-Ball »

I am curious what the most important leader traits are at the various levels of command. This question is important to determining where to slot leaders of course.

I know that generally ADMIN is desireable at High Command levels, and at High Command it's less important that you have good Infantry or Armor or other tactical skills; these positions are ideal for guys like Halder or Shaposhnikov, who have high ADMIN ratings but fairly low everything else

But generally, how would each category rank? Is it something like below?

HIGH COMMAND
Prioritize: ADMIN

ARMY GROUP
Prioritze: Admin, maybe Morale?

FRONT/AXIS ARMY:
Prioritize: Morale, Initiative

ARMY/AXIS CORPS:
Prioritize: Infantry/Armor, Initiative....how important is Morale here?

Is that about right? Some help would be great!
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Wiedrock
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Re: Leader Rating Questions

Post by Wiedrock »

Afaik all rolls work the same and each roll if failed is passed to the higher HQ.
Only difference I can think off right now are some +1 Admin for certain types of HQs. EDIT: Same for MOT units in "Panzer Corps/Armies" IIRC).
(Not sure if any rolls are actually "single HQ rolls", the manual does not mention anything in this direction afaik....what I could imagine being stuff like Moarle checks for ROUTED units (since it depends on distance) - if anything.)

I think a general thought of some/many players is:
With Soviets, good leaders in STAVKA/Front have more value than in German OKH/Army Group (since you have one full roll more as Germans for most units/most of the time, due to having the Corps). So you want good Leaders at STAVKA and Front.

While on German side you want all the best leaders rather directly commanding the Corps (Model, Manstein) where it matters.

I think for Soviets you have to decide whether you want one Army to have +20% Rating X or if you want to have the whole Front to have +4% Rating X.

I think most players look at Inf/Mech ratings to win battles and Initiative to get SUs/RESERVE (and afaik it also decides whether an attack is halted early or not or if an Hasty gets converted to a SCOUT). Not sure if players look at Morale or Admin and make it a deciding factor over the other ratings to decide a leader in Front/STAVKA .....maybe in OKH it makes some sense (if you have the supplies in Depots to begin with).
Inf/Mech and Initiative can directly be seen impacting combats while Morale/Admin is impacting units indirectly with lots of randomness inbetween. So it stands "to see a change" in the 30attacks you do or to see a miniscule change (if you look) at the supplies/fatigue levels. I think only few do the latter. Maybe someone made some math on that would be nice to hear about.

For the math:
You can try my sheet for rating chances, not sure if it is 100% correct, made it with help of the examples in the manual. (I think it may be missing to account for "draws"...stochastics is by far the weirdest of all of math! :D )
https://docs.google.com/spreadsheets/d/ ... sp=sharing
I am also not sure how an Army directly attached to OKH/STAVKA is calculated....
If you find issues or have suggestions for improvements let me know.
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56ajax
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Re: Leader Rating Questions

Post by 56ajax »

In terms of combat the important factors are Morale, Experience and CPP.

I am not certain of the importance of leaders combat ratings in the current version of the game.
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Wiedrock
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Re: Leader Rating Questions

Post by Wiedrock »

56ajax wrote: Sat Aug 02, 2025 5:08 am In terms of combat the important factors are Morale, Experience and CPP.

I am not certain of the importance of leaders combat ratings in the current version of the game.
For final CV calculation, each slot/block of leftover elements (e.g. 20 PzIV are a slot, 120 Rifle Squads are a slot...) are being rolled twice for the Mech/Inf rating (Mech for MOT units and Inf for NON-MOT). Each roll can either succeed, giving a "x1.25" or fail giving a "/1.25". Since this can happen twice it is smth like x1.56 or /1.56 max.
Now, I am somewhat sure that a "draw" is a neutral roll (e.g. the PC rolls 6 and your leader(s) roll 6....but this would need confirmation by the devs since its just a feeling I have from some test's results which wouldn't make sense without a neutral roll being possible (x1.25 + /1.25 is not the explanation meant as "neutral").

Then you have a roll which adds the chance that if you fail, a whole Division's FinalCV will be divided by 2 after the previously mentioned rolls.

Some Leader ratings are used to decide if attacks are Halted earlier, not exactly sure, but I think this is the Initiative Rating.

Initiative is (further) used for SUs and RESERVES commitments and if Hasty Attacks may become a SCOUT.

I also have the feeling from testings that both, 1.retreat Attrition and 2.retreat distance (X amount of/multiple hexes) is influenced more by (failed) Leader rolls than what the manual may suggest them being related to (not exclusively probably, but at least additionally to what the manual mentions), but I can't state if for a fact yet.
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HardLuckYetAgain
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Re: Leader Rating Questions

Post by HardLuckYetAgain »

Q-Ball wrote: Fri Aug 01, 2025 2:41 pm I am curious what the most important leader traits are at the various levels of command. This question is important to determining where to slot leaders of course.

I know that generally ADMIN is desireable at High Command levels, and at High Command it's less important that you have good Infantry or Armor or other tactical skills; these positions are ideal for guys like Halder or Shaposhnikov, who have high ADMIN ratings but fairly low everything else

But generally, how would each category rank? Is it something like below?

HIGH COMMAND
Prioritize: ADMIN

ARMY GROUP
Prioritze: Admin, maybe Morale?

FRONT/AXIS ARMY:
Prioritize: Morale, Initiative

ARMY/AXIS CORPS:
Prioritize: Infantry/Armor, Initiative....how important is Morale here?

Is that about right? Some help would be great!
For the most part yes, the attributes above at each level is a good rule of thumb.
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loki100
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Re: Leader Rating Questions

Post by loki100 »

Q-Ball wrote: Fri Aug 01, 2025 2:41 pm ...
I know that generally ADMIN is desireable at High Command levels, and at High Command it's less important that you have good Infantry or Armor or other tactical skills; these positions are ideal for guys like Halder or Shaposhnikov, who have high ADMIN ratings but fairly low everything else

...
the other variable is that morale is the one rating that doesn't have a distance modifier, so a good morale at OKH/Stavka level will have a more effective range than good admin, where you might need to reposition to best effect - and being off a NSS will in turn lessen the refit value of the SHQ - prob more important for the Soviets
FriedrichII
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Re: Leader Rating Questions

Post by FriedrichII »

How close has the OKH to be to help with admin rolls? On the map it shows 90 hexes to be in command range, but I am not sure if this is correct?
For example the Army command range is 15 hexes, but I think to help with rolls it has to be within 10 hexes.
Is that correct, or do I miss something?
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Wiedrock
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Re: Leader Rating Questions

Post by Wiedrock »

FriedrichII wrote: Sun Aug 10, 2025 1:12 pm How close has the OKH to be to help with admin rolls? On the map it shows 90 hexes to be in command range, but I am not sure if this is correct?
For example the Army command range is 15 hexes, but I think to help with rolls it has to be within 10 hexes.
Is that correct, or do I miss something?
Especially on German side I would not bother with OKH since there's 3 rolls before with usually good leaders. Leave it in Berlin(any NSS) and it's fine. The 90 Hex for OKH are somewhat missleading when it comes to Admin rolls for your CUs, since the distance OKH to CU are usually much larger than those 90hexes.

Afaik(how I read the manual) rolls are done on a HQ - CU distance basis, so you want your Army Groups and Armies somewhat "close" to their subordinate units but there is no "all or nothing barrier" I know off, so the efficiency just slowly changes with distance. Each type of HQ has some "range modifier" which substracts a certain range from its actual range, so you have a some leeway/wiggle room/distance which does not give any negative range modifier, but as said the "negative effects" only slowly change.

I am absolutely not sure about all the fundamental things related to the "breaking of the HQ chain", so the range shown as the "HQ-distance"/chain of command (what happens if it is "broken") between two HQs.
One thing I am aware off (I hope) is the ASSAULT HQ special rules which need an intact chain Army-Corps-CU of all units in the ASSAULT HQ to give all the benefits of being ASSAULT.
Maybe someone can add more?
FriedrichII
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Re: Leader Rating Questions

Post by FriedrichII »

Hello Wiedrock,

thanks for the reply! I have not been very active in this forum, but I have noticed that you are very active here. I have read many helpful post from you here in the forum.
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