Combined arms

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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blazingPanzer
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Combined arms

Post by blazingPanzer »

I've been playing the 1943 campaign start as the germans and have noticed 2 turns in that almost all of the motorized inf/panzergrenadiers in some of my mechanized formations have been destroyed, with a sizeable proportion of their tanks remaining functional. Is there any disadvantage to having so few infantry in a division proportional to other unit types (does combat engine account for combined arms effect)?
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sillyflower
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RE: Combined arms

Post by sillyflower »

I believe the base combat values of a unit are the sum of the values of its elements. I expect, therefore that those units will have relatively higher attack than defense values than if losses were equally spread. You would see it clearly if you use the ALT CV variant, but you can probably get that with GC'41
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blazingPanzer
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Joined: Mon Dec 28, 2015 9:30 am

RE: Combined arms

Post by blazingPanzer »

I tried deleting all the infantry from a unit in the editor (with ALT CV) and comparing the ratio of offensive CV:defensive CV before and after this; the resulting ratios were basically the same. Is there a specific characteristic of inf squads that makes them better at defense than armoured ones?
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morvael
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RE: Combined arms

Post by morvael »

Infantry is harder to replace as there are manpower shortages. Also damaged tanks are easier to repair than damaged infantry squads (a damaged infantry squad is simply a squad where a few men were killed so no "fixing" them), thus after prolonged combat you'll retain more tanks from the starting number than infantry. There may be some emergent combined arms effects in the engine, but nothing specifically giving bonus from having both types of elements (soft and hard) in a unit.

I think CV didn't properly refresh (this happens in the editor) in your test. Infantry is responsible for a lot of unit's CV (think 3 infantry squads = 1 medium tank).

Also, tanks have their CV halved when fighting in dense terrain and infantry have their CV doubled. For such hexes you need infantry units, not tank units.
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