Soviets historic OOB

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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Seminole
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RE: Soviets historic OOB

Post by Seminole »

No, there is no limit to how many units the Soviet side can build.
'Whaaaattt?' you say. Why doesn't a Soviet player build everything then, using up all the APs?
STAVKA's command limit gets overloaded in 1941; each unit that uses a command point makes it a little worse.

This gets addressed somewhat by consolidation into corps, but I was curious to hear what others experience through the course of a Soviet campaign.  Does Stavka stay severely overloaded during the whole campaign?

I've only completed one Soviet campaign (Sept '43), but I wasn't sure if my CP overload was due to preventing the pocketing of units by the Axis, or if the Soviet OOB is expected to stay in overload.  I think I made about 30 on map artillery units before the end of the game, but everything else on map was the result of scheduled reinforcement, not player creation.
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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Helpless
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RE: Soviets historic OOB

Post by Helpless »

There are many natural limits for the Red Army to become to big in unit count. Besides mentioned command limits of STAVKA (which is not that big), others would be stacking limit and most important logistical constraints - there will be not enough vehicles to provide supplies for too many units. So far I haven't seen any single save where Soviet player would have more (onmap) units than historically.

As for the historical OOB, personally I'm all for it. I did a lot of efforts to make 1941-42 arrivals as much historical as possible (it was much more random and automated initially). But even simplified historical OOB can be a real challenge to implement. Unit transformation path was very complex. I don't think that we have even half of OB for this. Perhaps, game could still be in development if we would try to make it on the same level as we did it for the Axis.

It doesn't mean that someone (with knowledge and lots of free time) could not make it done. It can be started as a mod for some shorter scenario and grow up to the alternative GC.
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Schmart
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RE: Soviets historic OOB

Post by Schmart »

ORIGINAL: Denniss

I'd like to see some sort of cap for inf/cav/mot/mountain divs/corps/brigades, that'll force a soviet player to build more support elements like AT or tank regiments.

This is a great idea. Probably one of the simplest, most straight forward solutions. Just cap on map and support units to say 5% above historical numbers. Allows for a little bit of wiggle room, but generally keeps things more or less historical.
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Flaviusx
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RE: Soviets historic OOB

Post by Flaviusx »

ORIGINAL: Denniss

I'd like to see some sort of cap for inf/cav/mot/mountain divs/corps/brigades, that'll force a soviet player to build more support elements like AT or tank regiments.

They should be doing this anyways. It's pointless to make corps unless they are stuffed with attachments up to their limits. I don't make corps unless I've got the SUs to fill them with. Indeed, I make the SUs well in advance of corps conversions.

If you follow this simple rule you'll have a huge number of support elements. Assuming 150 rifle corps and 40ish mobile corps, that's closing in on 600 SUs, not including those attached to HQs.


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Flaviusx
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RE: Soviets historic OOB

Post by Flaviusx »

ORIGINAL: Seminole
No, there is no limit to how many units the Soviet side can build.
'Whaaaattt?' you say. Why doesn't a Soviet player build everything then, using up all the APs?
STAVKA's command limit gets overloaded in 1941; each unit that uses a command point makes it a little worse.

This gets addressed somewhat by consolidation into corps, but I was curious to hear what others experience through the course of a Soviet campaign.  Does Stavka stay severely overloaded during the whole campaign?

I've only completed one Soviet campaign (Sept '43), but I wasn't sure if my CP overload was due to preventing the pocketing of units by the Axis, or if the Soviet OOB is expected to stay in overload.  I think I made about 30 on map artillery units before the end of the game, but everything else on map was the result of scheduled reinforcement, not player creation.

It doesn't merely stay overloaded, it gets even more overloaded. This happens even with historical OOBs. Load up the 44 scenario sometime and see for yourself. (It is at 1288/900.) STAVKA eventually gets hundreds of points over cap and becomes more or less worthless from a command standpoint. From 42 on it's just a glorified holding area for training SUs and freely transferring those to other HQs. No leader assigned to it, no matter how good, will matter very much when it is severely overloaded.

STAVKA caps need to go up, imo. A lot. As things presently stand the Soviet high command is at its most efficient in 1941, and gets worse as time goes on. This isn't an exactly obvious or sensible outcome.
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