resources to preparation points & killer HQs

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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Moss Orleni
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Joined: Mon Nov 03, 2008 8:36 am

resources to preparation points & killer HQs

Post by Moss Orleni »

As a long-time fan of WiR, I've been checking the 2by3 site since two years, hoping, no craving for that newest update...
Seems that I can finally begin to plan lots of free time for 2009/2010 [:)]

Two questions that I didn't see answered yet on this forum:

1. I very much liked how WiR linked the grand scale economics to the tactical level (ie by converting oil/resource levels to HQ preparation points and ultimately to combat readiness). Via which game mechanics will grand economics (so not equipment production, but economic resources) impact the battlefield in WitE?

2. Veteran WiR players will no doubt remember the killer HQ unit strategy, where you could mass units in a HQ, put it in the frontline and smash your way through. Obviously not the way it was intended. How will the subordinate unit limitations be handled in WitE?

Cheers,

Moss
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Helpless
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RE: resources to preparation points & killer HQs

Post by Helpless »

1. I very much liked how WiR linked the grand scale economics to the tactical level (ie by converting oil/resource levels to HQ preparation points and ultimately to combat readiness). Via which game mechanics will grand economics (so not equipment production, but economic resources) impact the battlefield in WitE?

There is no readiness points as in classic WIR. HI&Resources are converted to the supplies which together with fuel and ammo drives the combat effectiveness of the units. HQs help to distribute supplies and fuel. So if you want to launch effective offensive, you should better wait until all participating units have accumulated enough supplies.
2. Veteran WiR players will no doubt remember the killer HQ unit strategy, where you could mass units in a HQ, put it in the frontline and smash your way through. Obviously not the way it was intended. How will the subordinate unit limitations be handled in WitE?

As said, there is no "preparation" bonus provided by HQ, so there is no killer HQ strategy similar to one in WIR. You still can make very powerful formation, by attaching a lot of support units to HQ. But there is a limitation of how many Combat and Support units HQ can handle without a penalty. This values depends on HQ type and nationality.
Pavel Zagzin
WITE/WITW/WITE-2/CS-2 Development
Moss Orleni
Posts: 201
Joined: Mon Nov 03, 2008 8:36 am

RE: resources to preparation points & killer HQs

Post by Moss Orleni »

ORIGINAL: Helpless

There is no readiness points as in classic WIR. HI&Resources are converted to the supplies which together with fuel and ammo drives the combat effectiveness of the units. HQs help to distribute supplies and fuel. So if you want to launch effective offensive, you should better wait until all participating units have accumulated enough supplies.

Sounds good; I suppose this means that you can control the allocation of fuel/supplies by setting some kind of supply priority attribute for your HQ units?
Will troop/equipment reinforcements be controlled by a similar allocation system, ie can you prioritize certain units to receive equipment/troops first and/or at a higher rate than other units?
As said, there is no "preparation" bonus provided by HQ, so there is no killer HQ strategy similar to one in WIR. You still can make very powerful formation, by attaching a lot of support units to HQ. But there is a limitation of how many Combat and Support units HQ can handle without a penalty. This values depends on HQ type and nationality.

IIRC, the disorganization penalties already existed in WiR. The problem was that this was not a hard constraint, merely a readiness penalty that was in many cases offset by not having a stacking limit within the HQ unit and thus being able to concentrate huge forces.

Cheers,

Moss
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Helpless
Posts: 15788
Joined: Fri Aug 27, 2004 3:12 pm

RE: resources to preparation points & killer HQs

Post by Helpless »

Sounds good; I suppose this means that you can control the allocation of fuel/supplies by setting some kind of supply priority attribute for your HQ units?
Will troop/equipment reinforcements be controlled by a similar allocation system, ie can you prioritize certain units to receive equipment/troops first and/or at a higher rate than other units?

Yes, there is a refit flag for every unit. Also HQ/unit placement makes difference - the closer to the rial is better.

Pavel Zagzin
WITE/WITW/WITE-2/CS-2 Development
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