Lvov Pocket exploit - Q for developers

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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janh
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RE: Lvov Pocket exploit - Q for developers

Post by janh »

Yes, it did. It was a mix of I-Go-U-Go for administrative moves through friendly territory, as Herwin calls them, and WeGo otherwise. Was fine, but even with only 5 hexes to plan ahead you could be busy organizing each turn. Now imagine a system like that for a much small hex size... Perhaps some kind of preview phase feature allowing to plot phase-wise could have helped that, but likely the decision attempt a much simpler, more game-like approach like this turns out to be a good one.  Though it still might benefit from some refinement to avoid too static a look during the turns. ;-)

Lava, no worries, I have been following your suggestions -- it can be to an advantage to ignore something without having it thought over.  I do agree with the basic routing mechanics although the distance could be argued about (but otherwise, imagine being broken, defeated, out of contact and command, hungry, cold... where are you going to run? into the woods, or to a settlement?) However, at the present, waiting is the order of the day.  Anything else is for the wishlist...

There is one more thought about the phenomenon now famously known as the Lvov pocket: about the general issue of static opponent units i.e. having "reserves on stand-by" not react to anything but a direct battle. As B-G also pointed out, such a rule would benefit the Germans during all phases of the war, as their leadership and unit quality are great. It would make breakthrus and pocketing late war more complicated for both sides. But early, Lvov or Minsk wouldn't be interfered much, at worst causing a 1 turn delay and see the pockets closed nearer to historical timelines, and may at a cost in men and vehicles. This benefit the Germans have presently with their 1st turn opening might come back at them in 44+, if the Soviets are ready for the steamroller. With many more mobile formations packing a big punch, they might achieve a similarly high op-tempo as the Axis in 7-9/41, and might rush faster and create bigger pockets than they could if the German reserves, notably the armored "firebrigades", would react.  Probably accepting Lvov and similar pockets for the Soviet players could actually be a nice bargain and a fair balance, so if you don't care so much about this being more a basic shortcoming, discussion resolved...
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*Lava*
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RE: Lvov Pocket exploit - Q for developers

Post by *Lava* »

ORIGINAL: gradenko_2000

With regards to the whole reaction/IGOUGO discussion, didn't the original War in Russia use a WEGO system? I didn't really get into it (not my time), but I remember you would Plot your moves first, then execute them afterwards.

[:D]
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