1.12.0 Problems/Bugs

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).

Moderators: Joel Billings, elmo3, Sabre21

chuckfourth
Posts: 253
Joined: Wed Oct 26, 2011 5:25 am

RE: 1.12.0 Problems/Bugs

Post by chuckfourth »

Just lucky I guess Chaos45
Well the rate of fire might be slow but have you looked at Gustav's record? everything it shot at was hit and completely destroyed. It destroyed an ammunition magazine under 30m of water and 10m of concrete. It is exactly the same thing as a magic wand
Wave tap aaaaaaaaaaaaaaaaand disappeared.
Best Regards Chuck
ADB_Iceman
Posts: 116
Joined: Thu Sep 19, 2019 6:07 pm

RE: 1.12.0 Problems/Bugs

Post by ADB_Iceman »

Would being able to attach artillery to combat units like to fort units help to solve that issue?

I think attaching artillery like say a MG unit or Panzer bn directly to a unit is a balanced play. The cost is 1 AP to detach, the art unit will only effect that units battle for the advantage of ensuring the SU will be engaged. The alternative of assigning a SU to an HQ is that it can participate in multiple battles as long as criteria is met. So the player has decisions with trade-offs.

Also the smallest unit for SU direct attachment is the division, and thus scaling problems is not a consideration. Abstractly, this is as if the Corp commander directly supports one of the divisions, even though the game shows a direct attachment. This direct attachment has to be thought of as an abstraction as I can see the "purest" arguing that a 600mm siege gun would never be attached to a division.
AKA "Crackaces"
User avatar
thedoctorking
Posts: 2958
Joined: Sat Apr 29, 2017 12:00 am

RE: 1.12.0 Problems/Bugs

Post by thedoctorking »

I can't reassign a corps to an army. In this save game, the 21st Mech Corps is assigned to NW Front. I'm trying to reassign him to 8th Army, and although the link is present for reassignment on his unit detail panel, clicking on it does not open the choose new headquarters window.

I think what's going on is that if you don't have enough AP to reassign the unit to a different HQ, it won't let you get in even if you are going to reassign within the chain of command where it would cost 0.
User avatar
thedoctorking
Posts: 2958
Joined: Sat Apr 29, 2017 12:00 am

RE: 1.12.0 Problems/Bugs

Post by thedoctorking »

What happened to the Northern Front/Leningrad Front Armies (Neva Operational Group and Coastal Operational Group)? Turn 3 and the Germans are attacking Pskov and every Northern Front unit is directly attached to Front HQ except for the (still frozen) armies along the Finnish frontier. With effectively no rail capacity we can't even bring in STAVKA armies from the Moscow region in a timely fashion.
User avatar
56ajax
Posts: 2254
Joined: Mon Dec 03, 2007 3:43 am
Location: Cairns, Australia

RE: 1.12.0 Problems/Bugs

Post by 56ajax »

What else is there apart from the 23rd and 7th independent Army? Has the 1st mech Corps shattered?
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
User avatar
thedoctorking
Posts: 2958
Joined: Sat Apr 29, 2017 12:00 am

RE: 1.12.0 Problems/Bugs

Post by thedoctorking »

ORIGINAL: 56ajax

What else is there apart from the 23rd and 7th independent Army? Has the 1st mech Corps shattered?
Yes, I lost 1st Mech, but it seems like at some point the Neva and Luga and Coastal armies were around. Maybe contamination from the 42GC?
User avatar
thedoctorking
Posts: 2958
Joined: Sat Apr 29, 2017 12:00 am

RE: 1.12.0 Problems/Bugs

Post by thedoctorking »

The big issue is not having any rail capacity. Honestly, I think this patch is broken, at this point. Lot of good ideas here, worth pursuing, but not fully playable yet. They never claimed it was, I guess.
Dreamslayer
Posts: 453
Joined: Sat Oct 31, 2015 1:37 pm
Location: St.Petersburg

RE: 1.12.0 Problems/Bugs

Post by Dreamslayer »

ORIGINAL: thedoctorking
but it seems like at some point the Neva and Luga and Coastal armies were around. Maybe contamination from the 42GC?
There are no Soviet HQs like Operational Groups in the GC41.
Historically in Leningrad area in July was formed Luga Op.Group that was later divided to 3 sectors. Then Neva Op.Group near Neva river and Ladoga lake, then Coastal Op.Group in the area of Oranienbaum - coastal forts.
Something can be found here (in Russian) - http://www.teatrskazka.com/Raznoe/Perec ... _01.html#2
Coastal Army it's the Army HQ in Odessa area that arrives in the GC41 in July.
User avatar
thedoctorking
Posts: 2958
Joined: Sat Apr 29, 2017 12:00 am

RE: 1.12.0 Problems/Bugs

Post by thedoctorking »

Yes, I'm thinking that since I'm in a game of the 1942 campaign, where all three Operational Group HQ's appear, I was thinking those headquarters were going to appear in the 1941 campaign too.
User avatar
56ajax
Posts: 2254
Joined: Mon Dec 03, 2007 3:43 am
Location: Cairns, Australia

RE: 1.12.0 Problems/Bugs

Post by 56ajax »

ORIGINAL: thedoctorking

The big issue is not having any rail capacity. Honestly, I think this patch is broken, at this point. Lot of good ideas here, worth pursuing, but not fully playable yet. They never claimed it was, I guess.

Totally agree, unfair to pass judgement as it is work in progress, but the Soviet players shouldn't bother getting out of bed....
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
User avatar
morvael
Posts: 11763
Joined: Fri Sep 08, 2006 9:19 am
Location: Poland

RE: 1.12.0 Problems/Bugs

Post by morvael »

I want to wrap up the next hotfix, and it's possible to raise rail totals. Is the problem connected only to factory evac? This will be solved by a separate evac rail total equal to 3/4 of rail total available for resupply. IMHO previously rail totals were too high and too many troops could be moved at once (since resupply didn't use any rail total). A 10%-25% increase could be made, so that more could be reserved for unit movement without affecting resupply efficiency.
User avatar
thedoctorking
Posts: 2958
Joined: Sat Apr 29, 2017 12:00 am

RE: 1.12.0 Problems/Bugs

Post by thedoctorking »

@Moravel, I hope that the issue of not being able to transfer HQ's is on your bug fix list as well. I also noticed that if you have all your AP spent, you can't even transfer normal units. What's going on is that if you don't have enough AP's to transfer the unit/HQ at full price, it won't open the transfer window even if you have some 0 AP cost options. This is new in this version (don't know if it came in with 1.12.0 or 1.12.01).
User avatar
morvael
Posts: 11763
Joined: Fri Sep 08, 2006 9:19 am
Location: Poland

RE: 1.12.0 Problems/Bugs

Post by morvael »

It was reported previously and I think it was fixed for 1.12.
User avatar
thedoctorking
Posts: 2958
Joined: Sat Apr 29, 2017 12:00 am

RE: 1.12.0 Problems/Bugs

Post by thedoctorking »

It was not a problem before 1.12 but is present in 1.12.01.
User avatar
morvael
Posts: 11763
Joined: Fri Sep 08, 2006 9:19 am
Location: Poland

RE: 1.12.0 Problems/Bugs

Post by morvael »

I think it may be unrelated to AP remaining, this check is disabled. But you can't change HHQ of units that are frozen or have 0 MP left.
User avatar
morvael
Posts: 11763
Joined: Fri Sep 08, 2006 9:19 am
Location: Poland

RE: 1.12.0 Problems/Bugs

Post by morvael »

Ok, I think I have it. There was another check, GUI would show as change was possible, but window would not come up.
User avatar
56ajax
Posts: 2254
Joined: Mon Dec 03, 2007 3:43 am
Location: Cairns, Australia

RE: 1.12.0 Problems/Bugs

Post by 56ajax »

I haven't got that far in my game but rail for the Sov = 15k on T2/3 and more units are shattering and now appear on the Eastern edge - HQs and airbases
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
User avatar
thedoctorking
Posts: 2958
Joined: Sat Apr 29, 2017 12:00 am

RE: 1.12.0 Problems/Bugs

Post by thedoctorking »

I've gotten two German units to surrender even though they weren't isolated (surrounded on this turn and then attacked). This seems unusual. It will certainly be a deterrent to aggressive German tank tactics.

Tried to attach a file but the system is not liking a 600mb .jpeg. I can send a save file if anybody is interested.

These were guys who had supply path reported as -1 even though they were within 50 of their railhead.


Ridgeway
Posts: 139
Joined: Sun Feb 20, 2011 11:36 pm

RE: 1.12.0 Problems/Bugs

Post by Ridgeway »

I am running 1.12.01, and have noticed the following:

1) Multi-hex retreats are happening when there is no valid retreat path. I see these in particular when reducing pockets after T1 -- I even saw an NKVD Regiment retreat over 5 fully-stacked hexes, coming to rest next to one of my unguarded HQs, which promptly displaced.

2) HQ displacement seems wrong. The HQ retains all its MP and support units after being force-displaced. Is that WAD?

3) Retreat mechanics still seem off. I saw an enemy unit retreat adjacent to one of my units, even though there were other available hexes (toward its own lines).

4) HQs are now "shattering" rather than simply displacing.

5) Isolated units are now routing out of pockets where they used to surrender (I know this has been brought up in another thread).
User avatar
thedoctorking
Posts: 2958
Joined: Sat Apr 29, 2017 12:00 am

RE: 1.12.0 Problems/Bugs

Post by thedoctorking »

ORIGINAL: 56ajax

I haven't got that far in my game but rail for the Sov = 15k on T2/3 and more units are shattering and now appear on the Eastern edge - HQs and airbases
Annoying to not be able to move my reinforcements up but maybe more realistic. The real annoyance is to not be able to evacuate my factories.
Post Reply

Return to “Gary Grigsby's War in the East Series”