Quick Questions Thread

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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FranGuasch
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Re: Quick Questions Thread

Post by FranGuasch »

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Wiedrock wrote: Thu Jun 11, 2026 7:46 am
FranGuasch wrote: Thu Jun 11, 2026 6:25 am My attack wheel does not pop up.

I am attacking from 2 hexes. lets sat 4 mechanized type units, all with 25 MPS +, also, 2 infantry, perhaps 10 MPs

2 different armies involved, perhaps different fronts can not combine attacks?
They can.
River?
One Unit Unready/Depleted?
Perhaps one of them was unready, not depleted. I believe 1 of the 6 units was without MPs enough, so only 5 were "activated" . Can not see how to unselect one of the several divisions involved. Will try to find some other battle and post some image.


Another different question, regarding AIR groups with limited replacements. Im in DEC 1941. I have around 9 NBAP R-Z units (i.e 724 NBAP), and no one can change aircraft type, at least manually. I wanted to change to whatever other type "Tactical Bomber", lets say I153, IL-2, whatever.
As these are NBAP, seems they can not be changed to any other plane (even U.2, supposedly these are night bombers, got many in reserve) Same happens with Su-2 NBAP groups. So seems nly LBAP, BAP can be changed to IL-2 / I153

Is just disband the only option for these groups, as no R-Z are produced?
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

FranGuasch wrote: Thu Jun 11, 2026 4:32 pm
Perhaps one of them was unready, not depleted. I believe 1 of the 6 units was without MPs enough, so only 5 were "activated" . Can not see how to unselect one of the several divisions involved. Will try to find some other battle and post some image.
To deselect, click on the unit counter of the unit in list on the top right of the screen. You can click in this area repeatedly to select/deselect units (actually the entire area of the "button" that lists the unit as long as you don't click on the name of the unit on the button as that takes you to the unit's info screen).
All understanding comes after the fact.
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FranGuasch
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Re: Quick Questions Thread

Post by FranGuasch »

Cannot find some good guide to explain how freight works.

1.- Every depot picks "required supply" from the most nearby supply source with a "lower priority?

The question is... How can i pick the supply from i.e "Kazan" towards East Moscow, instead picking it from moscow? Is there some way? For instance, create a depot level 4 near kazan, then another...?
Adam1988
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Re: Quick Questions Thread

Post by Adam1988 »

I would like to ask whether the developers have considered revisiting several mechanics in War in the East 2 that, in my opinion, have a significant impact on realism and gameplay balance.

My first concern is the extreme concentration of Soviet combat power that can be brought against a single hex. It is possible to attack one defending hex from multiple adjacent hexes using several Guards Corps, all supported by large amounts of artillery. The result is that an enormous number of troops and supporting weapons can effectively be concentrated against a frontage represented by a single hex.

I understand that the game operates at the operational level and that a hex should not be interpreted literally. However, the scale of concentration often feels excessive. Three Guards Corps attacking from a single hex can already represent more than 100,000 men. When attacks are launched from multiple adjacent hexes, the numbers become even larger. Historically, such concentrations would have required a much wider frontage and extensive preparation.

The second issue is that this concentration of Guards Corps and artillery often leaves the German player feeling as if he has very little influence over the outcome of battles. Once sufficient Soviet combat power has been assembled, it can seem that terrain, fortifications, and operational decisions matter far less than the ability to stack overwhelming force against a single hex. The German player can sometimes feel more like a spectator waiting for the next breakthrough than a commander capable of influencing events through skillful play.

My third concern is the fortification system. As far as I understand, fortifications cannot be built beyond level 1 unless units are in contact with the enemy. I find this both strange and ahistorical. Historically, armies constructed major defensive positions and fallback lines months before enemy forces arrived. The current system makes it impossible to prepare realistic secondary defensive belts in advance and limits long-term defensive planning.

Finally, I would like to mention the Romanian surrender mechanics. While I understand the need to represent Romania's historical change of sides, the consequences can feel extremely abrupt. German formations can suddenly find themselves in situations resembling encirclement due to political events rather than operational developments on the battlefield.

Are any of these mechanics being considered for future revision, or is the current implementation regarded as final?

I would be very interested in hearing the views of both the developers and experienced players on these issues.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Adam1988 wrote: Wed Jun 17, 2026 10:39 am My first concern is the extreme concentration of Soviet combat power that can be brought against a single hex. It is possible to attack one defending hex from multiple adjacent hexes using several Guards Corps, all supported by large amounts of artillery. The result is that an enormous number of troops and supporting weapons can effectively be concentrated against a frontage represented by a single hex.

I understand that the game operates at the operational level and that a hex should not be interpreted literally. However, the scale of concentration often feels excessive. Three Guards Corps attacking from a single hex can already represent more than 100,000 men. When attacks are launched from multiple adjacent hexes, the numbers become even larger. Historically, such concentrations would have required a much wider frontage and extensive preparation.
You have not even looked at the miracle densities Rifle Brigades can do using them additionally. (if you use my interpretation of a Hex)
Adam1988 wrote: Wed Jun 17, 2026 10:39 am The second issue is that this concentration of Guards Corps and artillery often leaves the German player feeling as if he has very little influence over the outcome of battles. Once sufficient Soviet combat power has been assembled, it can seem that terrain, fortifications, and operational decisions matter far less than the ability to stack overwhelming force against a single hex. The German player can sometimes feel more like a spectator waiting for the next breakthrough than a commander capable of influencing events through skillful play.
You can build "Fortified Zones / Fortified Regions" (see the manual) which enable construction to lvl 3 but costs AP and is limited in its numbers.
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

The ability of the Soviet to attack with 120,000 men per hex is irksome but the fundamental question is that of the balance between playability and historicity. There are quite a few aspects which a Soviet is dismayed with against the Germans as well. I suspect it is impossible to iron them all out without drafting too many rules and sub-rules.

Besides, the main consequence of this concentration of forces is that most positions can be stormed by a well prepared attack, and I have my lot in the game with Q-Ball (about to enter 1944). But please bear in mind a few aspects:

- the huge expenditure of supply (mostly ammunition), as well as the strain on nearby depots, not all benefiting from a double rail line (I surmise yet this looks a fair assumption if I judge from what I expand for the Axis attacks);
- the number of units that lose CPPs and gain fatigue, plus a level of disruption, in the process:
- the limited number of occurrences per turn;
- the large casualty count as this concentration leads to higher losses;
- and of course the ability of the German to forestall some of these by counter-attacking Russian units in clear terrain and not entrenched.
FranGuasch
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Re: Quick Questions Thread

Post by FranGuasch »

1.- Level 3 Trenches dont decay? Nah, confirmed it decays. 3-4% droped to 2 - 98%.

2.- Can these (or level 2) be built in second line areas (not in contact with enemy, with regular troops, not with fortified regions)... I do have some of them in 4th or 5th line... but unsure if they were built while holding the enemy... Perhjaps only in cities, or hvy woods...?

In case yes... what is needed? i.e A railroad repair corps can do it? Seems i got also some cities with level 3 trench
Sammy5IsAlive
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Re: Quick Questions Thread

Post by Sammy5IsAlive »

FranGuasch wrote: Sun Jun 28, 2026 8:38 am 1.- Level 3 Trenches dont decay? Nah, confirmed it decays. 3-4% droped to 2 - 98%.

2.- Can these (or level 2) be built in second line areas (not in contact with enemy, with regular troops, not with fortified regions)... I do have some of them in 4th or 5th line... but unsure if they were built while holding the enemy... Perhjaps only in cities, or hvy woods...?

In case yes... what is needed? i.e A railroad repair corps can do it? Seems i got also some cities with level 3 trench
Only fortified regions can build higher than fort 1 in hexes that don't border an enemy hex.

Once they are built they can be maintained by units.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

FranGuasch wrote: Sun Jun 28, 2026 8:38 am 2.- Can these (or level 2) be built in second line areas (not in contact with enemy, with regular troops, not with fortified regions)... I do have some of them in 4th or 5th line... but unsure if they were built while holding the enemy... Perhjaps only in cities, or hvy woods...?

In case yes... what is needed? i.e A railroad repair corps can do it? Seems i got also some cities with level 3 trench
Fortification Levels 2 or 3: Must either be 1) adjacent to an enemy hex, or
2) a City/Urban/Heavy Urban terrain hex, or 3) contain a port (of any size),
or 4) contain a fortified zone unit in the hex. Once the level 3 is reached, the
condition does not have to continue to be met to keep the level 3
fortification.

Fortification Level 1: Must be within 20 hexes of an enemy controlled hex.
From what I know:
1) lvl 3 possible, as described no enemy CU needed inside the enemy Hex you are adjacent to
2) lvl 3 possible
3) Any Hex adjacent to a Sea hex can be built up to lvl 2 (afaik an old WitW rule) while actual Ports can be built up to lvl 3.
4) lvl 3 possible
Fortification Level 5: Cannot be built during the game.
Leningrad can be built up to lvl 5, so the rule is false and some combination of Port + Sea adjacent + Heavy Urban + Fort(Artillery) + City Fort enables it to go up to 5 (somehow?!).
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