Supply query

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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cato12
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Supply query

Post by cato12 »

How does supply over major rivers work? im playing the road to Smolensk scenario and am finding it impossible to supply units of major rivers.

The units that are over the major river are showing in supply (49mp) and the units on my side are showing in supply (29) so im assuming that has something to do with it. The units are all within 5 hexes of their hqs.

interestingly the units on the far side of the river aren't drawing supply from their hq and are shaded red no matter how close I move the hq to the units. Im sure this question has been asked somewhere on the forums over the years but I couldn't find anything or in the manual that would explain this.

Help.

ps

I should've mentioned that my units are adjacent to a bridge crossing. I couldn't find anything in the manual regarding bridge so dunno if that's part of the problem.
Oshawott
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RE: Supply query

Post by Oshawott »

What is a "bridge crossing" and could you provide a screenshot please?
cato12
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RE: Supply query

Post by cato12 »

ORIGINAL: Oshawott

What is a "bridge crossing" and could you provide a screenshot please?

thought that bit was pretty self explanatory. The lines on the map that cross rivers which I assume to be rail/bridge crossings.
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pompack
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RE: Supply query

Post by pompack »

need a screenshot showing the river and "crossing", the red units and the supply detail of their HQ
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RedLancer
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RE: Supply query

Post by RedLancer »

There are no bridges in WitE. 
 
Where the rail lines cross a river hexside this just shows where the rail goes.  The crossing of any hex side whilst in rail mode (F2) has no impact on movement costs.
 
For normal supply the impact of river hex sides is the additional MP cost of crossing that feature.  For optimum Supply your units need to be within 20MPs/5 Hexes of their HQ.  You remain in supply up to 100MPs/25 Hexes but you'll receive very very little. 
 
 
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cato12
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RE: Supply query

Post by cato12 »

ok here are the screenshots

does the red outlines also mean that these units are out of command range? the screenshot of the unit in question also suggests it cant trace a path to its hq?

im at a loss as to how to keep these units supplied. an explanation to what all the various numbers on the supply screen would also be great.

I bought the game last week and have been having a lot of fun with but this is the 1st time ive been really stumped so any advice would be great.


ps

hmm, any ideas why these screenshots haven't posted?

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Oshawott
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RE: Supply query

Post by Oshawott »

hmm, any ideas why these screenshots haven't posted?

No idea. Why don't you just post the pictures one by one in this thread without using photobucket. The URL doesn't work.
cato12
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RE: Supply query

Post by cato12 »

and here are the other 2.



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cato12
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RE: Supply query

Post by cato12 »

one more

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morvael
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RE: Supply query

Post by morvael »

The 18th Panzer is too far away from the HQ in terms of MP (movement points), not hexes. Usually when going behind a major river the HQ has to be next to the unit.
Oshawott
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RE: Supply query

Post by Oshawott »

Two requirements:

"Units must be able to trace a path a certain number of hexes and movement points to either the headquarters unit to which they are attached or directly to a railhead. Both the hex and the movement point requirement must be met, not one or the other."

hex range = 5 or lower
MP range = 20 or lower

The first one is OK but the second is not because of major river.
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morvael
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RE: Supply query

Post by morvael »

When you cross a river you must free the hex where the rail crosses the river (bridge) of enemy ZOC (no enemy units next to it), and repair it. Only then will the supply cross the river at minimal MP cost of 1. In WitE friendly units on hex do not reduce the penalty from moving through ZOC, and costs of moving through river into ZOC are terrible.
cato12
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RE: Supply query

Post by cato12 »

right so its a combination or ezoc and the unrepaired crossing, understood.[:)]

cheers
cato12
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RE: Supply query

Post by cato12 »

got another question. lets say I have a combat unit 5 hexes from its corp hq and the corps army hq 15 hexes from the corp hq. does the army hqs support units along with the corps support units have a chance of supporting the combat unit?

also,

does distance in hexes affect the amount of supply and chances of support? If the combat unit is within 2 hexes as opposed to 5 hexes from the corp hq does it get more supply and have a greater chance of support?
Maximeba
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RE: Supply query

Post by Maximeba »

To your first questions, combat units get supply and support from the HQ the unit is directly attached to. To the second questions, distance and mp's do effect supply, leader checks and support. A matter of fact, HQ's need to be adjacent to the combat unit for artillery support, I believe 3 hexes for all other support.
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loki100
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RE: Supply query

Post by loki100 »

ORIGINAL: Maximeba

To your first questions, combat units get supply and support from the HQ the unit is directly attached to. To the second questions, distance and mp's do effect supply, leader checks and support. A matter of fact, HQ's need to be adjacent to the combat unit for artillery support, I believe 3 hexes for all other support.

I'm not sure the second part of this is correct? The HQ needs to be in range and the closer the better for SU activiation, but its likely to happen if you are within command range. The one hex range is applied to specialist (on-map) artillery divisions and brigades.

Less important with the corps/army level commands, but you can use proximity of HQ at Front/Army Group level to some advantage. In effect place the next command level on the sector of front that you wish to prioritise as its more likely that the various command checks will pass if you do that.
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