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).
it picked the bad choice, it backed off, and screened, it needed to cut the gap, now it is weaker along the whole line, has more area to cover, and have opened the flood gates
and the gates are open, got to rush in, and push as much across as I can, and push the GE back and apart
my goals now, are Tallin, and the little island crossing (if the AI pulls back, and not down, smart play would be to abandon the whole area and back up, don't think the AI or a player will ever do it, but that is the smart move
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I have I said, I hate mud, well, if not, I hate mud
I got getting slaugthered on the attack, in the deep south, my line got out of supply, and the Ge Counterattacked, along the middle line, the Ge is either falling back, or doing little sneak raids
far north and south, where I want to keep the pressure on, I am just burning up troops and supplies, pretty much have put out a stop order all along the line, lose too many men, to make a opening, only to not be able to do anything with it
Sun is up early, or at least up north, think I still got mud in the south
the arrows are the key targets to complete the pocket
only part of the General attack that worked
lost 58,000 men and 251 planes to kill 15,000 Axis and 8 planes
but, it going to take a week or two, of good weather to get my supply lines back in gear, once I start getting supplies and replacements, it should get better
of, the Ge is going to try and get his Summer Off going too
What was the purpose of the paradrop? The Kriegsmarine hopefully can't supply/move a force of that size?
not worried about them moving them out, I worried about them getting supplies, that is the last port that can land supplies, so the pocket is complete, while the para's live
the number of troops that can move, will be based on the transport level, plus, they would have to move to the port, to be pulled out
-The Kriegsmarine has little to no experience with amphibious operations, aside from operations in Norway and the invasion of islands in the Baltic Sea. In both cases, limited forces were used.
There are up to 28 divisions in that pocket, depending on the size of the stacked units we can't see.
-As a result of the minimal experience with amphibious operations, the Kriegsmarine also has only a small amount of specialized landing craft for operations on a beach and those are only suitable for a small amount of forces. Artificial harbours which were supposed to be used during Sealion never left prototype stage.
-No access to most of the ports in the area, as Paldiski and Tallinn are in Soviet hands.
-The capture of the southern bank of the Gulf of Finland allows Baltic Fleet sub activity to expand significantly.
-All ports/supply zones on beaches would be in range of the VVS.
During Overlord, the Allies, with specialized landing craft, Mulberry harbours and near total air supremacy were hard pressed to keep the 19 divisions that landed in the first week, including airbourne divisions, supplied on beaches that were more or less right next to several of the major ports in the UK.
I really doubt the Kriegsmarine could've pulled off an operation like supplying the trapped units in Hard Sarge's game.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer