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).
I was looking at the TOE tables for GWITE (it has been a minute since I installed it and I am not sure if the excel files come with the game or if somebody put them together). I have a couple of questions that I hope somebody can answer...
a German 41a Infantry division has a "Max CV" of 18.17 but an Exp CV of 8.68 (with a Morale of 75, the typical experience of a 41a division is 80)
My understanding is that this the initial CV before terrain, supply leadership etc etc are included in combat resolution.
-How does experience drive the difference between the two CV values?
- How does Morale drive the CV value of a unit? Does it? Is it a linear relation?
TOE.png (28.04 KiB) Viewed 1048 times
If you are wondering....I got curious about how GWITE models the CV ratio between different units/sides compared to other games...
Combat values in this game are very complicated and cannot be compared with any other games. It is not a fixed value being very fluid and can change from turn to turn and intant to instant during the turn depending upon the situation.
I don't know were this table came from, I've never seen it before but I guess Exp CV is 'expected CV' but why it's lists is odd as it is not visible in the game. It is calculated by the game to determine Recon in force (Hasty attacks), support unit commitment and reserve commitment. From these I suggest the value in the table has more to do with hasty attacks.
There are three CV value used in the game:
Counter CV, what's on the counter is a complex formula that takes into account the type of unit (e.g. Ski), different ground elements making up the unit as well as unit morale, experience, fatigue, leadership, supply, defensive modifiers (terrain/forts), vehicle shortages and weather. It is a guide only as to how it will perform.
Initial CV is calculated at the beginning of any battle and takes into account many factors and appears on the on the combat resolution screen. (E.G. CV:84->808.2 where 84 is the intial value and 808.2 is the modified). The initial combat values are basically the unit counter CV adjusted the type of attack, vehicle shortages, dense terrain, weather, commanding HQ, unready units, river crossings and any added support or committed reserves.
Modified CV is the CV value actually used in the battle and takes into account the initial CV plus the random element all combats have and also appears on the CRS. It not only reflects losses suffered during the battle but the result and subsequently the effects of the result (15.7).
The modified CVs are compared to determine the result of the battle. If the attacker has a ratio >= 2:1 it forces the the defender to retreat otherwise they hold.