Drive on Minsk

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).

Moderators: Joel Billings, Sabre21, elmo3

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Captain
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RE: Supply

Post by Captain »

beautiful game, nice screenshots.very nice.

This may be a silly question, but I see turn 1 is dated 6/22 and turn 2 is dated 6/26, a 4 day difference. I thought the turns were a week long. Am I missing something?
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Helpless
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RE: Supply

Post by Helpless »

This may be a silly question, but I see turn 1 is dated 6/22 and turn 2 is dated 6/26, a 4 day difference. I thought the turns were a week long. Am I missing something?

There is an exception for the first turn of 1941-45 Campaign.
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Hard Sarge
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RE: Supply

Post by Hard Sarge »

ORIGINAL: Joshuatree

@ Pyledriver

Ah yes ofcourse, thx for the answer. The place has already been taken, looks very nice too. I'm glad I went for a 24" a few months ago!

I got a 25.5, and it looks great on that
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latosusi
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RE: Supply

Post by latosusi »

Can we see screenshots of Russian units as well, please?
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Captain
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RE: Supply

Post by Captain »

ORIGINAL: Helpless
This may be a silly question, but I see turn 1 is dated 6/22 and turn 2 is dated 6/26, a 4 day difference. I thought the turns were a week long. Am I missing something?

There is an exception for the first turn of 1941-45 Campaign.

thanks.

I'm sure all OstFront grogs are looking forward to this game.
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Sabre21
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RE: Supply

Post by Sabre21 »

Ok..I guess since Rick started this with our game, here is a Soviet turn 4 taken down south. Here he has already taken Rovno and is about 160 miles west of Kiev. The reddish tinted hexes indicate those the Axis player has contol of. This is currently a hot key function. The dark grey indicates a hex that the current player (me) has taken control of this turn

He had one of my Tank divisions surrounded, but the Gross Deutschland unit was adjacent to it, so I attacked it with several waves of aircraft then followed that up with a combined attack from an infantry division and an anti-tank brigade. This attack forced the GD to retreat 1 hex back allowing my tank division to break out and regain supply.

This doesn't happen very often this early in the war for the Soviets, usually the pockets that the German can create are rock solid, but now and then you can slip someone thru.

Fog of War is active, that is why the Axis counters are only partially visible, some I am sure I don't even see. Air recon really helps in raising the detection level high enough so that I can make out what type of units are behind the front lines.

You also see a Partisan Cadre (PC) forming up in his rear area. Once it becomes a full Partisan unit (P), it will then go active and interdict his supply by blowing up rail lines. This is computer controlled and the player can only resupply them by air.

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Fred98
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RE: Supply

Post by Fred98 »

ORIGINAL: Sabre21

This attack forced the GD to retreat 1 hex......


Why did it retreat to that hex and not another hex?

Or: are there Retreat Priorities?

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Sabre21
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RE: Supply

Post by Sabre21 »

ORIGINAL: Joe 98

ORIGINAL: Sabre21

This attack forced the GD to retreat 1 hex......


Why did it retreat to that hex and not another hex?

Or: are there Retreat Priorities?

I couldn't answer that. From what it looks there were 3 possibilities..any of which would have suited me..as long as it did.
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Zovs
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RE: Supply

Post by Zovs »

I am guessing the first number is the combat strength and the second the movement factors?[/align]
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Fred98
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RE: Supply

Post by Fred98 »

ORIGINAL: Sabre21

I couldn't answer that......it looks there were 3 possibilities......


Perhaps you could ask?

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siRkid
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RE: Supply

Post by siRkid »

ORIGINAL: dlazov66

I am guessing the first number is the combat strength and the second the movement factors?[/align]

Correct
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PyleDriver
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RE: Supply

Post by PyleDriver »

If you look at the "5 zoom level" post I explained it there...
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Joshuatree
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RE: Supply

Post by Joshuatree »

Good question, if the retreat hex is randomly chosen than there's not much to be chosen... but if the retreat hex is the opposite hex from the mainattack force then you can sort of get the enemy unit into a hex you prefer.
ORIGINAL: Joe 98

ORIGINAL: Sabre21

This attack forced the GD to retreat 1 hex......


Why did it retreat to that hex and not another hex?

Or: are there Retreat Priorities?

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Joel Billings
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RE: Supply

Post by Joel Billings »

Retreat priorities (and some other info):

Defending units that have not shattered or routed, will then attempt to retreat to a friendly controlled hex using the following priorities. Retreating units will tend to retreat to hexes not adjacent to enemy units. They will try to avoid retreating into a stack that already has 3 friendly units, but if they do, they must continue to retreat and take additional retreat attrition losses for each additional hex that they retreat through. Retreating units tend to retreat to hexes that cost fewer MPs to reach, have rail, have forts and have fewer friendly combat units. Retreating over an unfrozen Minor river causes double retreat attrition, while retreating over an unfrozen Major river causes triple retreat attrition. At the conclusion of the retreat, the retreating unit suffers retreat attrition once for each adjacent hex that contains an enemy unit.
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Joshuatree
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RE: Supply

Post by Joshuatree »

Thx for the answer, that does sound like everyting has been covered.
I do however have another question if you don't mind, and I don't know if this has been asked before or not. Can you set the losses at which your unit will retreat from combat? (within certain parameters that is, a low morale unit will not fight till the last man). So for instance a high value high morale unit can be set to stand and fight till the last man standing (or ofcourse till morale breaks and they route), or retreat when the unit is at ... say, 25% loss. You would for example set an unit in a town that has to be defended at 100%, but an unit in the endless steppes at 25% loss before retreat.
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siRkid
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RE: Supply

Post by siRkid »

ORIGINAL: Joshuatree

Thx for the answer, that does sound like everyting has been covered.
I do however have another question if you don't mind, and I don't know if this has been asked before or not. Can you set the losses at which your unit will retreat from combat? (within certain parameters that is, a low morale unit will not fight till the last man). So for instance a high value high morale unit can be set to stand and fight till the last man standing (or ofcourse till morale breaks and they route), or retreat when the unit is at ... say, 25% loss. You would for example set an unit in a town that has to be defended at 100%, but an unit in the endless steppes at 25% loss before retreat.

No not in the game.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

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Skanvak
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RE: Supply

Post by Skanvak »

Is it possible to move the control buttons, which are now located on top of your screen, to the right hand side of your screen? I ask this because my 24" monitor has more space in the width than in the height, if you get my point.


If right side is taken, may be we can move them to left side? I think that this poster is right, Button on top for wide screen is not optimal as we need more hight for the map than width...

Best regards

Skanvak
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freeboy
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RE: Supply

Post by freeboy »

how much affect do leaders of units.. or some generic leadership rating of sides, affect combat?
 
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siRkid
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RE: Supply

Post by siRkid »

The rules section is very detailed about leaders but this is it in a nutshell. Leaders have several ratings that directly affect the outcome of a battle. They make an admin roll to see if they interject in the combat. If a lower HQ fails an admin roll, the next higher HQ tries and then the next. Leaders can be promoted by the AI or killed during battle. You can use admin points to move them around.

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Captain
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RE: Supply

Post by Captain »

ORIGINAL: Kid

The rules section is very detailed about leaders but this is it in a nutshell. Leaders have several ratings that directly affect the outcome of a battle. They make an admin roll to see if they interject in the combat. If a lower HQ fails an admin roll, the next higher HQ tries and then the next. Leaders can be promoted by the AI or killed during battle. You can use admin points to move them around.

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that raises an interesting issue. As we all know, Guderian and many other german officers were dismissed in December 41 and many other competent officers were dismissed by Hitler during the war. Is this addressed some way?
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