Soviet Unready Units

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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HardLuckYetAgain
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RE: Soviet Unready Units

Post by HardLuckYetAgain »

ORIGINAL: thedoctorking

If you push hard enough in blizzard, especially with the +1 attack advantage, you may either be able to pocket German infantry or force the Germans to commit panzer units to prevent it. Then, the panzers suffer heightened attrition just by being out of their winter quarters in cities and/or get shot up as you attack them with better CV units. This is especially true if you can force panzer units to retreat through your ZoC's or (best case) be surrounded entirely and force them to rout out through your units. With good management, you can end up with the historical outcome, which is a panzer force composed of divisions with a few dozen tanks each.

You are correct on having the Germans commit the Panzer's to defend during the Blizzard. Once that happens use the Soviet Armor brigades and do soak off attacks against the PZ divisions until the sun comes up in April. I do this in my games and has worked every time.
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HardLuckYetAgain
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RE: Soviet Unready Units

Post by HardLuckYetAgain »

ORIGINAL: 56ajax

ORIGINAL: thedoctorking

I generally keep most of my units at 80% and set only the guards or nearly guards guys at 100%, along with (later) corps-sized units. Moving units to the rear (at least 10 hexes from the nearest enemy) and setting them on refit will mean that they will increase morale and exp more rapidly. Also, if they are on or near rail lines, they will preferentially get replacements and fill up to their TOE max. Generally during mud, I move my better units - the 100% guys - back ten hexes and let them fill up for the blizzard turns. The Germans will have a couple turns of snow where they could launch offensives but they could also get screwed if they get too aggressive. Especially if you have a strategic reserve ready to throw in.

Are you playing the AI or a live opponent?
Refit can increase morale quicker but makes no difference to experience gain. Experience increase by 3 points up to when experience is half national morale then it is 1 point a turn...like watching paint dry...


The 1 point experience a turn is killer for sure and you sir are 100% correct. The extra MP's for attacking IMO has hurt the Soviets more than the Germans in 41 since after 1 attack on a hex the Soviets pretty much can not make another attack like they used to. This MP addition pretty much dictates the use of +1 attack even in full Blizzards now IMO.
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thedoctorking
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RE: Soviet Unready Units

Post by thedoctorking »

I think that the best balance, certainly at higher levels of play, is +1 attack and full blizzard. There is actually a +1 defense option available though I don't know what impact that would have.

So Nukxx, you are playing mild blizzard and no attack advantage? You have really given the Germans a huge edge in options.
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56ajax
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RE: Soviet Unready Units

Post by 56ajax »

ORIGINAL: HardLuckYetAgain

ORIGINAL: 56ajax

ORIGINAL: thedoctorking

I generally keep most of my units at 80% and set only the guards or nearly guards guys at 100%, along with (later) corps-sized units. Moving units to the rear (at least 10 hexes from the nearest enemy) and setting them on refit will mean that they will increase morale and exp more rapidly. Also, if they are on or near rail lines, they will preferentially get replacements and fill up to their TOE max. Generally during mud, I move my better units - the 100% guys - back ten hexes and let them fill up for the blizzard turns. The Germans will have a couple turns of snow where they could launch offensives but they could also get screwed if they get too aggressive. Especially if you have a strategic reserve ready to throw in.

Are you playing the AI or a live opponent?
Refit can increase morale quicker but makes no difference to experience gain. Experience increase by 3 points up to when experience is half national morale then it is 1 point a turn...like watching paint dry...


The 1 point experience a turn is killer for sure and you sir are 100% correct. The extra MP's for attacking IMO has hurt the Soviets more than the Germans in 41 since after 1 attack on a hex the Soviets pretty much can not make another attack like they used to. This MP addition pretty much dictates the use of +1 attack even in full Blizzards now IMO.

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RE: Soviet Unready Units

Post by nukkxx5058 »

ORIGINAL: thedoctorking

I think that the best balance, certainly at higher levels of play, is +1 attack and full blizzard. There is actually a +1 defense option available though I don't know what impact that would have.

So Nukxx, you are playing mild blizzard and no attack advantage? You have really given the Germans a huge edge in options.

I guess that this is you call 'full blizzard' ? These are the options of my current game.
And I'm also a beginner ;-)


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Telemecus
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RE: Soviet Unready Units

Post by Telemecus »

Yep full blizzard and no soviet combat bonus - for a period of time this has been considered one of the two standard option choices for the game.
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RE: Soviet Unready Units

Post by nukkxx5058 »

ORIGINAL: Telemecus

Yep full blizzard and no soviet combat bonus - for a period of time this has been considered one of the two standard option choices for the game.
Ah OK, because when I asked on the forum before I started my first PBEM , most answers recommended this setup for a realistic game.

I was wondering if "better maths" is favoring either axis or soviet player or if it's not relevant. It might depend on who's attacking, defending ?
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RE: Soviet Unready Units

Post by A21 »

I have seen others write it is pro-Axis in 1941. So probably a pro-attacker thing. But that seems to be an opinion rather than a consensus.
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thedoctorking
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RE: Soviet Unready Units

Post by thedoctorking »

ORIGINAL: nukkxx

ORIGINAL: thedoctorking

I think that the best balance, certainly at higher levels of play, is +1 attack and full blizzard. There is actually a +1 defense option available though I don't know what impact that would have.

So Nukxx, you are playing mild blizzard and no attack advantage? You have really given the Germans a huge edge in options.

I guess that this is you call 'full blizzard' ? These are the options of my current game.
And I'm also a beginner ;-)


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Yes, that's correct. You are playing full blizzard and no attack advantage. A good balanced option choice.
I don't think the "better maths" actually has an effect on the outcome of the battle, only on the CV that is displayed on the map.
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nukkxx5058
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RE: Soviet Unready Units

Post by nukkxx5058 »

Re "better maths" , my opinion is that as it gives a more accurate assessment of CVs, it should help the player with the initiative, so the attacker, because it probably prevents some mistakes when attacking.
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HardLuckYetAgain
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RE: Soviet Unready Units

Post by HardLuckYetAgain »

ORIGINAL: Armatrading

I have seen others write it is pro-Axis in 1941. So probably a pro-attacker thing. But that seems to be an opinion rather than a consensus.

I have better combat value as a German player I will rip you to shreds. I dont need a consensus from people to know it since I can read your defense and pretty much what leader you have where based on combat value. I wrote about this in my game with M60. Play with this when new to the game but I highly advise against it beyond that skill level.
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RE: Soviet Unready Units

Post by GamesaurusRex »

All the "Better math" option does is display a better estimation of the effective CV indicated on the units. It does a better job of informing a player of the actual strength of his units for possible combat. You must achieve a 2 to 1 one ratio for a victory. Unless I can see a 3 to 1 ratio displayed, my rule of thumb is to not even attempt an attack, unless there is some overriding reason to do so. Even then there is no guarantee, but it works for me.
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HardLuckYetAgain
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RE: Soviet Unready Units

Post by HardLuckYetAgain »

ORIGINAL: GamesaurusRex

All the "Better math" option does is display a better estimation of the effective CV indicated on the units. It does a better job of informing a player of the actual strength of his units for possible combat. You must achieve a 2 to 1 one ratio for a victory. Unless I can see a 3 to 1 ratio displayed, my rule of thumb is to not even attempt an attack, unless there is some overriding reason to do so. Even then there is no guarantee, but it works for me.

That is the whole point isnt it? To show a better estimate. I need not say more than it takes a great deal more guess work out of knowing a possible result. But I digress on the Alt CV.

You have a good rule of thumb if playing Germans. IMO the rule of thumb does not work for Soviets. But that is just me.
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nukkxx5058
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RE: Soviet Unready Units

Post by nukkxx5058 »

(as soviets january 42) All the reinforcements I receive are either depleted or unready. My manpower is very low ... What can I do ?
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RE: Soviet Unready Units

Post by A21 »

Raise their maximum ToE so that they get replacements and leave them on refit on rails.
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RE: Soviet Unready Units

Post by nukkxx5058 »

Thanks !!
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RE: Soviet Unready Units

Post by Crackaces »

ORIGINAL: GamesaurusRex

All the "Better math" option does is display a better estimation of the effective CV indicated on the units. It does a better job of informing a player of the actual strength of his units for possible combat. You must achieve a 2 to 1 one ratio for a victory. Unless I can see a 3 to 1 ratio displayed, my rule of thumb is to not even attempt an attack, unless there is some overriding reason to do so. Even then there is no guarantee, but it works for me.

The only problem is that even "Better Math" does not have an appreciation for firepower and it is the final CV after the smoke clears that determines held all they way to rout. Depending on multiple factors it is quite possible to have less than 1:1 CV ratio before the shooting starts and move units rearward and I have had 4:1 but armor vs a unit in a swamp hex and an expensive held. Mastery of the firepower gives an edge.
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thedoctorking
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RE: Soviet Unready Units

Post by thedoctorking »

Certainly"better CV is not a panacea. It is a useful guide, especially for a new player. You can easily tell where the good generals are from a few attacks though looking at reported CV avoids those initial scouting attacks.
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RE: Soviet Unready Units

Post by nukkxx5058 »

ORIGINAL: Armatrading

Raise their maximum ToE so that they get replacements and leave them on refit on rails.

Just thinking: Why on rail ? Does it make sense ???
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RE: Soviet Unready Units

Post by A21 »

Does not mean actually loaded on rail, just on a rail hex. Means they get the best supply and replacements. Further away they get less/take longer. I guess if you are training and exercising having a full meal every day and lots of bullets to practise with means you get better faster?
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