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).
Yes this Soviet runaway strategy needs to be rubbed out.
Am I correct in understanding that the soviet player doesn't receive historical numbers (in men and divisions) of reinforcements in '41?
I thought I'd read that somewhere on this forum, but I don't know the actual numbers.
"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
I have also seen such comments. Also, Soviet player is unable to rebuild his army (post-41) if lots of his units are destroyed due to unreasonably high AP costs (so-called AP crunch). And they were set to high, probably because there is too much men and armaments produced, so if the Soviet runs away and saves units, he could build ahistorically large army. This is all connected, so if you will make Soviets fight forward, the AP costs need to go down. And if they go down, then manpower and armaments need a fix too. Which means balancing has to start from scratch, which at this late point is undoable.