Soviet HQ Building

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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cookie monster
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Soviet HQ Building

Post by cookie monster »

At what date can I build a Soviet HQ.

I cannot find this in the manual. Plus forum search function didnt work.

Page 313 lists two HQs which can be buit.

Page 244 only says that HQs & CUs can be built.

So the question is at what date can I build a HQ?

My current game date is Jan 43.

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usecase
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RE: Soviet HQ Building

Post by usecase »

You'll be able to build them once the patch is out.
bwheatley
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RE: Soviet HQ Building

Post by bwheatley »

Also from what i hear you won't need to build them anyway since you get a metric crap ton of them. I'm at turn 16 and i have more hq's then i need right now by probably 8.
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amatteucci
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RE: Soviet HQ Building

Post by amatteucci »

ORIGINAL: bwheatley

Also from what i hear you won't need to build them anyway since you get a metric crap ton of them. I'm at turn 16 and i have more hq's then i need right now by probably 8.
Yes, with the exception of Tank Army HQs. You'll want to be able to built them ASAP.
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TulliusDetritus
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RE: Soviet HQ Building

Post by TulliusDetritus »

ORIGINAL: bwheatley

Also from what i hear you won't need to build them anyway since you get a metric crap ton of them. I'm at turn 16 and i have more hq's then i need right now by probably 8.

If these HQs existed in real life, I want them [:)] Humm, soon or late you will need them. Think about the Command Points. The more HQs = the more units you can command. Right now on my game (mere turn 8) some of my fronts (if not all) are overloaded (I know there is a solution: the Armies which are arriving). On 1943 these HQs will not be irrelevant, I suspect. And even if they were chrome (which I very much doubt) I would want them anyway, I'm a history freak.
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Flaviusx
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RE: Soviet HQ Building

Post by Flaviusx »

If you like to stuff armies to their limits, you'll have more HQs than you know what to do with by early 42. I personally am disbanding HQs by the middle of 42, and keep maybe a half dozen uncommitted ones at most.

Sovs don't have enough quality leaders to go around, and running around with a bunch of half filled armies means you're using a lot of trash generals. And disbanding excess armies frees up a lot of manpower, send those REMFs to the front.

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TulliusDetritus
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RE: Soviet HQ Building

Post by TulliusDetritus »

I stick to history: incompetent people are part of the events, although wargamers want to have a fictitious, perfect world (impossible task in the real world). Gimme all those HQs [:D]

But of course I play for FUN. Win or lose, it's not my goal [:)]
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cookie monster
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RE: Soviet HQ Building

Post by cookie monster »

In the new beta patch v103 in the members section you can now build Combined Arms and Tank HQ's.

They cost 25 AP each.

I have yet to build one, I will probably streamline my static lines Command and Control first to free up Army HQ's.
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Flaviusx
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RE: Soviet HQ Building

Post by Flaviusx »

You'll want to build the tank armies at least, as your mobile forces allow.
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randallw
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RE: Soviet HQ Building

Post by randallw »

Tank and Mech Corps Fun!
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