Trying To Like The Game But...

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, Sabre21, elmo3

User avatar
GamesaurusRex
Posts: 505
Joined: Sun Oct 13, 2013 3:10 pm

RE: Trying To Like The Game But...

Post by GamesaurusRex »

ORIGINAL: Flaviusx

Grex, the trick to doing this is imposing static conditions on a sector of the front, and forcing meeting engagements on unfortified and probably fatigued Axis units inadequately supported by defensive reserves.

This can be done, and we have several AARs showing how. Not just Pelton's, btw.

The Soviet has to plan things out from the getgo to make it happen and understand exactly what his line will look like 4-5 turns in advance. And build a wall on at least a portion of the front -- basically from the Smolensk corridor up north, or north of Vitebsk, depending on how much emphasis you put on Leningrad. Once you build that wall, then you can start launching counterattacks in significant numbers and with some security. The south gets by with odds and sods and zocs and the supply problems that arise once the Axis crosses the Dnepr and is deemphasized in favor of this northern concentration.

Try this in your next game.




Sorry Flav:

That might work against the AI... but it is useless against a competent human player because he is not going to leave his troops out on a limb in vulnerable positions. Against reasonably secure positions, a Russian player will have to reroll each battle numerous times to achieve a "continuous string of 10 to 20 retreat results".

I am on turn 69 now with Wheat and even with multiple stacks of Corps I get "holds" at least half the time on 2:1 and above attacks. The last one I recall showed 2.7:1... so I can only conclude that when players claim achieving "strings of retreat results" 20 times in a row, somebody isn't giving all the details.
"Real Life" is a game... THIS is war !
rmonical
Posts: 2474
Joined: Fri Apr 01, 2011 8:05 pm
Location: United States

RE: Trying To Like The Game But...

Post by rmonical »

For reasons that remain murky to my, there is much more certainty on the German side in the defense. My results as Soviet against German are very consistent. My results as German against Soviet are all over the map.
Toidi
Posts: 200
Joined: Wed Aug 31, 2011 4:55 am

RE: Trying To Like The Game But...

Post by Toidi »

ORIGINAL: GamesaurusRex

Sorry Flav:

That might work against the AI... but it is useless against a competent human player because he is not going to leave his troops out on a limb in vulnerable positions. Against reasonably secure positions, a Russian player will have to reroll each battle numerous times to achieve a "continuous string of 10 to 20 retreat results".

I am on turn 69 now with Wheat and even with multiple stacks of Corps I get "holds" at least half the time on 2:1 and above attacks. The last one I recall showed 2.7:1... so I can only conclude that when players claim achieving "strings of retreat results" 20 times in a row, somebody isn't giving all the details.


Gamesaurus,

I did have such retreat results as Soviets, and I have seen them when playing Axis a lot. I guess you just do mistakes at the very basic composition of your forces.

1. You need to have a lot of sappers (think engineering value 10 or more in each attack). 20 is better.
2. You need to have lots of grunts (5:1 at least, 10:1 preferable)
3. You need to have lots of artillery (10:1 preferable).
4. Preferable air superiority, some 200-300 bombers are needed in each attack.

In such case, no matter what the cv says, Germans will retreat. 1:1 will guarantee retreat.

On the other hand if you have units close to 100% TOE (that inflates CV), no engineer support, no extra artillery (artillery has 0 cv) and air support off, you need much higher initial odds to retreat Germans than 1:1. As I am a master of reinforcing Soviets units, I usually need higher CV to cause retreat than 1:1. But also I routinely have divisions in '42 which are 3cv+. Still, if enemy is in trenches, sappers make wonders. Trenches mean little when you have 20 eng value.

T.

SigUp
Posts: 1064
Joined: Thu Nov 29, 2012 4:14 am

RE: Trying To Like The Game But...

Post by SigUp »

Gamesaurus, once again, it's not about leaving divisions out to get trampled on. It's mathematics. German units, even 2 stacked in a light woods hex can be moved if the Soviet side brings enough units to bear. It is not about the German side leaving his units in vulnerable positions (which in the advance phase of 1941 sometimes cannot be avoided), but rather about the Soviet side planning exactly where he wants to fight and what forces he needs. Not talking about Pelton, sapper himself playing the Germans is subject of heavy counterattacks by mktours. It is funny how you simply call everybody who experiences things that are inconsistent with your world view incompetent or BS. You call out Flav despite him being one of the most experienced players out there. How about you take the German side and play against a good Soviet player? Perhaps it is you who lacks the experience to maximize Soviet defence in 1941. I remember you calling defending impossible as the Soviets in 1941-42, yet there are AARs showing the opposite. Ignoring Pelton's game, sapper is stifled by mktours, the lines DV got to against A-Game wasn't outrageous either, smokindave is stopped by Callistrid. There are many more examples, yet it surely is because the German is incompetent or the Soviet is cheating, right?
User avatar
loki100
Posts: 11708
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Trying To Like The Game But...

Post by loki100 »

As SigUp's opponent, here is my take on how I am reading the situation.

For a start I am only putting in 4-5 real attacks a turn (ie where I'd rather win and can't risk losing), I do others for attrition, esp if there are exposed tanks to kill.

Here's my take on how I read the situation.

You need a displayed CV of at least 1-2, preferably close to 1-1 but it can be a bit below.

Its then about manpower. If I have around 2-1 I get the real odds to around 1-1 and then the +1 kicks in. I'm not defending the +1, merely it seems to make a difference at that particular instance.

If I have around 3-1 then the final odds will come out over 2-1 (& as high as 7-1). Now I don't know German numbers pre-battle but I can make a guess of around 15,000 per division and my average division has around 8,000.

Now because I am using this game to learn, I am keeping both the original that is sent to me and the copy of the turn just before sending it off. So if you have any doubts, you're welcome to the entire set. You'll find a number of failed attacks in there too, some of which hurt as it left units depleted, low on MP and exposed.

However, I have been going over (when I have the time) some of those turns again re-doing some key combats as I am trying to work out which were luck - there was one in the last turn that I've redone twice, once it failed, once it worked as the original (SigUp even has the video!) which tells me quite a lot as to when I am skating on the edge and when I am judging this matter properly.

Now I do not like the idea of a game mechanic that makes 1941 'WW1 in the East' (copyright for Pelton) which is one reason why I am agnostic about the +1 (I'd give it up if its optional), so again I want to understand as much about how the relationship between cv and combat works. 1941 should see localised Soviet attacks and over-extended Germans should be vulnerable. It shouldn't see solid walls of Soviet rifle divisions munching up the Wehrmacht like so many slavic pac-men.

Remember we are testing a couple of propositions. Lower logistics to see if that stops the idiocy of Pzrs in Stalingrad or behind Moscow on T14, as well as the frictionless late war Soviet offensives. No Lvov, so the war in the Ukraine is more contested. I've decided (this was my choice) to see if this allows a more active defense and less willingness to ahistorically give up key cities. The price I have paid for that is a lot lost in encirclements but also a lot of vicious battles to open up pockets and so on. Finally we chucked in a Soviet morale malus to 95% - that was so the slower moving German isn't blocked by a solid wall (with my morale I can't build solid walls).
Gabriel B.
Posts: 501
Joined: Mon Jun 24, 2013 9:44 am

RE: Trying To Like The Game But...

Post by Gabriel B. »

TURN 5 AT PSKOV

I had no choice not to stack my atacking units (playing the germans as well ) because anything alone in clear open terain be it panzer or infantry will get blasted .

Image
Attachments
2ndAK.gif
2ndAK.gif (189.48 KiB) Viewed 292 times
User avatar
Michael T
Posts: 4445
Joined: Sat Oct 21, 2006 9:35 pm
Location: Queensland, Australia.

RE: Trying To Like The Game But...

Post by Michael T »

BS

[:-]
User avatar
Tarhunnas
Posts: 2997
Joined: Thu Jan 27, 2011 10:19 am
Location: Hex X37, Y15

RE: Trying To Like The Game But...

Post by Tarhunnas »

The trick as the Germans is to keep moving. Imagine yourself as an agile lightweight boxer facing a sluggish heavyweight. Anytime you stop and the Soviets have masses of divisions nearby and you have no protective belt of flipped hexes around your units you are vulnerable to counterattacks.
Panzers on the move in places where the nearest Soviet units are a couple of hexes away and where you have a protective belt of flipped hexes will be relatively safe from counterattacks.
------------------------------
RTW3 Designer
User avatar
loki100
Posts: 11708
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Trying To Like The Game But...

Post by loki100 »

ORIGINAL: GamesaurusRex

Flav:

I'm not disputing the fact that the Soviet can find an occasional battle that will net him a German retreat... but neither you, nor any of the snake oil salesman, can show me any legitimate evidence that a Soviet player can achieve "10 to 20 1:1 once-rolled battles that sequentially result in retreats per turn" against a reasonably competent German player who is cognizant of the potential and does not leave his troops hung out in vulnerable positions at the end of moves.

It is statistically impossible to legitimately achieve this. It could only be achieved by rerolling combat results until the string of retreats was arrived at. That is illegitimate.

The 1:1 = 2:1 rule can be manipulated to do this very thing (and apparently it is being exploited), but it is still an illegitimate exploit of the rule.

GamesaurusRex, laying aside the needless accusation of cheating, I really think you are not grasping the key issue here.

If WITE has a conventional CRT its something like 1-1 = 100% hold; 2-1 = 100% defender retreat. Its not the old SPI Napoleon at War where 1-1 was the classic 50/50 AR/DR.

Where there is a random element is in terms of reserve activation, allocation of SUs and of course the individual fire exchanges - I can give you a video of a combat resolution around this.

Now if in NAW I got 10 1-1s generating DRs that is statistically exceptionally unlikely. But that is not what goes on here.

I am only making very limited attacks, where to the best of my slowly developing knowledge, I have stacked the odds. Most of the combats SigUp has shown are going on around Moscow - look at our respective AAR treatments. On my side I have unit density (the price is my Ukrainian armies are on the point of collapse) and am operating from good defense lines (I've been digging some since about T4). I have the best Soviet commanders in the armies and the fronts and have moved SUs from other sectors to the Moscow battles.

So I have optimised things, but I think in the spirit of the game? I'm certainly paying the price elsewhere.

Having done all that I am slowly learning what then takes all that preparation into a successful attack. Ideally I want 4 more units than my opponent (ie manpower odds of 2-1+). I do think that, plus the operational preparations above give something ilke an 80/90% of a 1-1 becoming 2-1 (the +1 rule) or a 2-1 escalating to 3/4-1.

Now this is hard to get, I need to pick my spots with care, and I also need to think about the sense of such a commitment. So while MichealT will no doubt be screaming about game balance this relative certainty of a given outcome (think of the 2-1 in the old Advanced Third Reich) has to be set into context.

That context is that in most games, in 1941 a typical Soviet player (I excluded Sapper here) is struggling to muster a defense line so to get a good attack in takes some hard choices. You also need to decide if attacking is the best thing to do (fatigue etc) or are you better sitting still?

I'll happily send you saves - SigUp's as it came to me, mine before I did the end of turn routine. Rerun the attacks, both those that worked and those that failed (which is what I have done myself as part of trying to understand this) and see if you come to a really different set outcomes. There will be some variance, but not a lot, most of what worked, works every time.

But its all pretty limited and set into the context of a lot of preparation.

I realise this won't stop you chucking allegations of cheating around, but hopefully it may give you a different way to frame your understanding of why limited, dangerous, Soviet counterstrokes are possible in 1941.
User avatar
Flaviusx
Posts: 7732
Joined: Wed Sep 09, 2009 3:55 pm
Location: Southern California

RE: Trying To Like The Game But...

Post by Flaviusx »

Once you really understand the combat model, it is in fact fairly predictable and you can indeed set things up such that with the aid of the 2-1 rule you can attack with very high probability of success as the Sovs. In excess of 90%. You might suffer a very occasional hold, but that's it. There's a few things the defender can do to throw a spanner on this, like defensive reserves or as Gabriel B. shows staking very high with the Germans, but these measures themselves force compromises on the Germans.

Just match the defender's displayed defensive CV (which takes into account terrain and forts,) and use reasonably good leaders and absent reserves you're just about guaranteed to win with the 2-1 rule in place. You can in fact win with even less than that with excellent leaders. Infantry in my experience also seems more vulnerable on the defense than panzers. This is not a particularly complicated heuristic. Other good rules of thumb can be made with respect to raw numbers and elements, but you don't need to trouble yourself too much on that account until the 2-1 rule goes away. (And this is necessarily a less precise and more uncertain heuristic.)

That's what makes the 2-1 rule so strong: it reduces all the uncertainty of the combat model to a minimum.

Once again, anybody can test this for themselves.



WitE Alpha Tester
swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: Trying To Like The Game But...

Post by swkuh »

Where do all the claims of cheating come from? Can't imagine wasting my time in a game like this while cheating. Guess some gamers have had lived in a world of (gaming) hurt.

The analysis by others than G-rex seem definitive and decisive. Let's get past this.

BTW, G-rex's suggestion on map edits that might shut down the Lvov pocket stuff is worth testing (but I'm an editor idiot.)
User avatar
Michael T
Posts: 4445
Joined: Sat Oct 21, 2006 9:35 pm
Location: Queensland, Australia.

RE: Trying To Like The Game But...

Post by Michael T »

in PBEM you can re-load your turn as many times as you like from any saved point. Use the server. I have advocated for a PBEM -no save- option in future titles. This would also help.
User avatar
GamesaurusRex
Posts: 505
Joined: Sun Oct 13, 2013 3:10 pm

RE: Trying To Like The Game But...

Post by GamesaurusRex »

Gentlemen:

My apologies, if my opinion offends. That is not my intention... BUT... until I can discover what the magical "SU combination bug" is that you gentlemen are apparently utilizing to achieve the results you insist are 90% guaranteed... I remain unconvinced.

Please note it wouldn't be the first time I missed some important aspect of a game to gain an "I win" button.

"Real Life" is a game... THIS is war !
User avatar
loki100
Posts: 11708
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Trying To Like The Game But...

Post by loki100 »

ORIGINAL: GamesaurusRex

Gentlemen:

My apologies, if my opinion offends. That is not my intention... BUT... until I can discover what the magical "SU combination bug" is that you gentlemen are apparently utilizing to achieve the results you insist are 90% guaranteed... I remain unconvinced.

Please note it wouldn't be the first time I missed some important aspect of a game to gain an "I win" button.


Here's my simple minded understanding - I'm sure there are far more elegant interpretations.

a) bring a lot of artillery, so this works best with armies well equipped with artillery SUs and a command chain that means you will pass random rolls. If you have a 2-4 army commander and a 3-5 front commander, things will go wrong;
b) bring a lot of men. I reckon you want 2-1 in numbers (ie 4 times the divisions the Germans have);
c) even a small river returns this to random but it seems as if light woods are no more protection than clear;
d) in the period when the +1 rule applies, try to get the displayed CV between 1-1 and 1-2 (closer to 1-1 the safer). I guess when the +1 rule is removed, then this had better be at least 1-1 and probably around 1.5-1 (thats a guess).
e) it never hurts to bomb the Germans first;
f) all this will go wrong if your opponent gets a reserve reaction but as with their other safety net (stack high) this will slow them in 1941 and they can't cope with that.

Remember its not a 'I win' (unless you are Sapper222), its a 'I will most likely win this battle'. As ever with the Soviets in the defensive phase don't attack if you can't cope with the consequences of defeat - I've just unhinged a vital part of my defense line this way.

Equally since you really need to concentrate (see - b) then almost by definition you've weakened somewhere else. So its a tool that fits into the overall situation. The advantage is you can contest key sectors and make your opponent move very cautiously. I've noticed that SigUp's renewed offensive at Moscow is keeping his infantry divisions stacked 3 high. I can't hit back, but of course its going to take him a long time to golden domes of the Kremlin that way.

In my limited opinion, a good Soviet defense in 1941 is about indirect tactics. So putting effort into the partisan war is one aspect, this is another. The pay off isn't really the wins, its making the German player adopt a set of tactics that play to your strength.
ORIGINAL: rrbill

BTW, G-rex's suggestion on map edits that might shut down the Lvov pocket stuff is worth testing (but I'm an editor idiot.)

one that is worth looking at as it has a real impact on the Leningrad sector is the hex where the Neva exits Lake Ladoga. Here's a 1950s map (courtesy of the CIA) which I think indicates that hex should be a swamp not light woods:

Image
hfarrish
Posts: 731
Joined: Mon Jan 03, 2011 1:52 pm

RE: Trying To Like The Game But...

Post by hfarrish »

ORIGINAL: GamesaurusRex

Gentlemen:

My apologies, if my opinion offends. That is not my intention... BUT... until I can discover what the magical "SU combination bug" is that you gentlemen are apparently utilizing to achieve the results you insist are 90% guaranteed... I remain unconvinced.

Please note it wouldn't be the first time I missed some important aspect of a game to gain an "I win" button.


I would keep in mind as well that there is often some exaggeration in this. It is true that the Soviets can attack with very high degrees of success (in 1942 as well, quite frankly, even without the rule)...10-20 successful attacks per turn over multiple turns in 41 would require a pretty high combination of Soviet skill and a lack of any German attention whatsoever to exposed units (and probably a lot of luck as well). 5-10 or so is a different story and pretty doable, and in a single turn can happen.
User avatar
GamesaurusRex
Posts: 505
Joined: Sun Oct 13, 2013 3:10 pm

RE: Trying To Like The Game But...

Post by GamesaurusRex »

For the question of the missing rivers.. even simple maps like this show them.

http://stayinkiev.com/uploaded/mapukraine.jpg
"Real Life" is a game... THIS is war !
darbycmcd
Posts: 405
Joined: Tue Dec 06, 2005 8:47 am

RE: Trying To Like The Game But...

Post by darbycmcd »

ah, so let me see if I understand.... there is some problem in the game, and we know it is there because all you have to do is have
1) numerical superiority
2) lavish artillery support
3) preferable air support
4) engineering support

and suddenly even the Soviets can successfully attack.... so... what is the problem here? I look over the combat reports that were posted and none of them seemed egregious to me. Part of the problem is that we only have 1 hex chunks, so forcing units out of their forward positions can look like 10 miles of retreat. I do think that attacker attrition is too low, but that goes for both sides. I guess I just don't see a big problem that 90% of attacks that meet those conditions work....
User avatar
Joel Billings
Posts: 33611
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

RE: Trying To Like The Game But...

Post by Joel Billings »

FYI, in our new War in Europe map, the hex where the Neva meets the Lake is a swamp hex. However, there are now 5 hexes on both sides of the river. I just looked up the river and it is 46 miles long, so I guess it could have gone either way, but our map designer ended up with a 5 hex length. The terrain in the north in general is much worse, and so is the terrain near the border in the south. This should make the Lvov pocket harder in WitE 2.0.
All understanding comes after the fact.
-- Soren Kierkegaard
User avatar
GamesaurusRex
Posts: 505
Joined: Sun Oct 13, 2013 3:10 pm

RE: Trying To Like The Game But...

Post by GamesaurusRex »

ORIGINAL: Joel Billings

FYI, in our new War in Europe map, the hex where the Neva meets the Lake is a swamp hex. However, there are now 5 hexes on both sides of the river. I just looked up the river and it is 46 miles long, so I guess it could have gone either way, but our map designer ended up with a 5 hex length. The terrain in the north in general is much worse, and so is the terrain near the border in the south. This should make the Lvov pocket harder in WitE 2.0.

I don't think you understand the factual situation of the war. The Lvov Pocket wasn't a "hard" thing to achieve... it was an impossible thing to achieve...
If it had been possible, it would have been done, and the war would have ended in 1942.
"Real Life" is a game... THIS is war !
User avatar
GamesaurusRex
Posts: 505
Joined: Sun Oct 13, 2013 3:10 pm

RE: Trying To Like The Game But...

Post by GamesaurusRex »

(This is just an update on this thread's comments as a result of reaching turn 106 (6/24/43) in the PBEM with Wheat using patch .11, standard settings, but with reduced blizzard effects, and a Lvov HR.)

Playing the Russian side, I have just now (turn 106) finally reached a point where the Russian side is beginning to have sufficient CV to attempt pushing back against the German side. Prior to this, real pushback capability has been near non-existent due to low CV and low unit numbers. (Assault was possible, but counterproductive and suicidal in the long term, if indulged in.) The game variables that have increased the CV levels and made pushback possible are the direct result of 4 things:

1) The addition of new combat units by expenditure of AP.
2) The formation of Corps level units which allow direct attachment of SUs.
3) The slowly increasing NM level which has resulted in units reaching a morale of 45 to 51 (or higher in a very few cases). and
4) The very slow process of adding 3 SU to each Corps .
(These 4 variables are working.)

Other factors that were intended by the designers to have a "multiplier" effect over time on the Russian CV that are not working properly are:

A) The decline in German NM level after 1942. (This is bugged and does not decline.) and
B) The formation of "Guard Status" units. (This is functioning, but I am fully convinced that it's effect as a balancing variable in the game was assessed by the play testers at a time when there was a bug that doubled the rate of recorded "wins" for their formation. This bug was recently fixed by Morvael and the formation of Guards units is now extremely low by comparison, especially if the German opponent actively guards against overextending his troops in 41-42. I cannot yet judge whether this bug repair will have a detrimental effect on the game balance, but I can positively state that the original game balance decisions that were made prior to the fix are now "out of the window". In the current game with Wheat, due to his excellent defense capability and the fact that Russian offense has been essentially pointless up until this turn, I have exactly only 5 Guards units, all initial OB divisions, and no Guards Corps by 6/24/43... This is the new norm you can expect against good German opponents.)

Due to the improving CV situation in this game, I have this very turn managed 6 multiple Corp level attacks resulting in 5 retreats and 1 hold. This is an improvement which, if repeated each turn, will eventually yield some Guards and inflict damage, but this is no where near the repeated claims of "10 to 20 attacks per turn yielding retreats"... I'm still unconvinced.

My opinion is that a lot of posted "balance comments" are tainted by outdated impressions of the game gained under earlier patches. I want to emphasize, however, that I can't make any final judgement until the entire game is played out. Several posters have reported other problems that hamper the German side in the later years of the game. I need to see things play out to know. Fortunately, the process is entertaining and that is, after all, the point of a game. [:)]
"Real Life" is a game... THIS is war !
Post Reply

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