Stopping the Lvov pocket, getting a better turn 1 and balancing the game

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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Panzer Meyer
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Panzer Meyer »

ORIGINAL: janh
ORIGINAL: Ron
In my experience the Lvov opening is only possible if sufficient forces from AGC are committed to AGS. Without them I don't think it is doable, and I don't recall seeing it done with AGS alone in any AAR. I don't see any reason why not historically if the Germans wanted to commit the required forces they couldn't have made it happen in WitE's timeframe - Minsk being the obvious example. It seems like a plausible what-if in my mind and a lot more believable than many other ahistoric 'features' in the game.

Especially against AI, but judging from Michaels experiments, you can do it off with a bare minimum of GD (1 Reg) and 1 division. Or send more if you want to make it a done deal.

The issue simple is not that it is doable in the game, Ron. I think most players on both sides see it as a plausible opening for Axis to try, and most would agree that this kind of "realistic" flexibility is the strength of a game versus a static replication of all actions. The origin of the debate is just how easy it is and how little can be done against it as opposed to the historic context that showed AGS being hard pressed by Soviet counterattacks and defenses and suffering comparably sizably, esp. in PzGr 1. Compare how far they got by late August in comparison to AGC, and how much it cost them.

My guess is that it would feel more reasonable that even in the case of one extra Panzercorps detached to AGS, Lvov should probably not always succeed, and if, the resistance should at least be noticeable and it should perhaps take more than 3.5 days, maybe sometimes even more than the initial 2 turns? Right now, Lvov feels rather uncontested because the Soviets never even get the chance to move or react while still in supply (or out even for <=3.5 days...).

You could say that this is just hindsight and that the Axis player would have to intentionally make huge mistakes and ignore Lvov in order for the AGS area to play out at an anywhere near historically slow pace, but I think this wouldn't do it justice.
ORIGINAL: invernomuto
It's really a pity that WITE use a fixed time scale for turns. I think it would have been interesting to have scenarios with 3.5 days per turn, halving MPs and combat cost for each units on map. A smaller turn lenght may have mitigated the distortions of a IGOYOUGO system.

+1, surely does since the lack of a chance to react depends on the time-frame you are looking at. 3.5 day turns would surely also favor AI performance. But then, with 3.5 day turns, the game might take a lot longer to play out. Or not? Perhaps not that much longer? Hard to say, but thinking about the time spend playing these monster games, it is already very time-consuming..
ORIGINAL: jaw
My own completely speculative solution to the Lvov gambit would be to remove all the first turn surprise benefits for moving and attacking south of the AGC -AGS boundary. This change might slow down 1st Panzer Group enough to make the gambit impossible.

Not sure this would be the right trick. Maybe an improvised solution, but I think the root is still the static behavoir of the non-phasing player that already plagued the naval intercepts in old PacWar.
In the actual war the 39. Panzerkorps of Panzergruppe 3 was 18 miles north of Minsk by June 26th even though it was subject to several counter attacks by the Russians while in route. Not far from the abbreviated opening turn time-frame. I think that the first turn is fine. We are lucky enough to have hindsight to see what mistakes the German's and Russians made and the game gives you the flexibility to try other options. The Lvov pocket opening came about because of the aHistorical decision of most Russian players to run for the hills instead of standing and fighting.

If a change is made to eliminate the Lvov opening, I think other changes need to be made to make the decision to run instead of fight have negative consequences for the Russian player.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by 76mm »

ORIGINAL: Panzer Meyer
The Lvov pocket opening came about because of the aHistorical decision of most Russian players to run for the hills instead of standing and fighting.

You of course realize that since the Lvov opening happens on Turn 1, the Sovs do not have any choice about whether to "run for the hills instead of standing and fighting"? [8|]
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Panzer Meyer »

ORIGINAL: 76mm

ORIGINAL: Panzer Meyer
The Lvov pocket opening came about because of the aHistorical decision of most Russian players to run for the hills instead of standing and fighting.

You of course realize that since the Lvov opening happens on Turn 1, the Sovs do not have any choice about whether to "run for the hills instead of standing and fighting"? [8|]
Of course I realize that. However, given the design of the game, it would still be the best strategy for Russia to run away even without the Lvov opening.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by 76mm »

ORIGINAL: Panzer Meyer

given the design of the game, it would still be the best strategy for Russia to run away even without the Lvov opening

Your logic is circular. Given the design of the game, it would still be the best strategy for Germany to do the Lvov opening, even if the Russians wanted to stand and fight. The problem is that if the German do the Lvov opening, the Russian cannot stand and fight because they don't have sufficient troops to do so. Do you recognize that as a problem?
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Panzer Meyer »

ORIGINAL: 76mm

ORIGINAL: Panzer Meyer

given the design of the game, it would still be the best strategy for Russia to run away even without the Lvov opening

Your logic is circular. Given the design of the game, it would still be the best strategy for Germany to do the Lvov opening, even if the Russians wanted to stand and fight. The problem is that if the German do the Lvov opening, the Russian cannot stand and fight because they don't have sufficient troops to do so. Do you recognize that as a problem?
Yes it is a problem. I'm just saying that solving this problem could possibly create another.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Flaviusx »

ORIGINAL: Panzer Meyer

Of course I realize that. However, given the design of the game, it would still be the best strategy for Russia to run away even without the Lvov opening.

No it would not. Why do people keep saying this?

Given a more or less intact SW Front fighting against a stock AGS, it is absolutely in the Soviet interest to fight it out down there and slow down AGS to a crawl...and force the Axis to do what they had to do historically, namely, divert 2. PG south to pocket Kiev.

Then, and only then, should you run in the south.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Ron »

ORIGINAL: Flaviusx

ORIGINAL: Panzer Meyer

Of course I realize that. However, given the design of the game, it would still be the best strategy for Russia to run away even without the Lvov opening.

No it would not. Why do people keep saying this?

Given a more or less intact SW Front fighting against a stock AGS, it is absolutely in the Soviet interest to fight it out down there and slow down AGS to a crawl...and force the Axis to do what they had to do historically, namely, divert 2. PG south to pocket Kiev.

Then, and only then, should you run in the south.


Because it is the truth... In spite of your continued agenda and your insistence otherwise.

The Russian has no reason to stand and fight, delay yes, but no reason to stand and fight, and the addition of Lvov forces will not suddenly change that. The issue is the combat engine, not the loss of the Lvov forces. Without any historical imperative to stand and fight, the Russian player simply needs to keep the bulk of his forces intact for Blizzard so he can then put the hurt on the German. Conversely the German is required now to eliminate the Lvov forces because he will rarely, if ever, have the opportunity to pocket such again except against a green opponent. If he doesn't take that opportunity he will be faced by the ahistorical Red monster in the Blizzard and suffer accordingly.

Some people cannot, or will not, see the forest for the trees. Eliminating the possibility of the Lvov pocket will not solve anything except add another nail in the German-on-rails coffin.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Flaviusx »

It's not propaganda. Look at Bob's recent game against Targunnas, for crying out loud.

SW Front against an unreinforced AGS can put up a very tough fight. No reason at all to run away. It is in the Soviet interest in these circumstances to fight it out. This gives you the time and space needed to raise more manpower, to prevent the panzer from roaming freely past the Dnepr, to conduct factory evacuations in a deliberate manner rather than as pure crisis management, and to prevent the Axis from concentrating on Moscow too early. (The very same reason why putting up a stiff fight by Leningrad is a good idea, btw.)

It's the Lvov opener which forces the stampede in the south.

Look, I will fight a forward defense in the Ukraine every time against a stock AGS.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Tarhunnas »

ORIGINAL: Panzer Meyer

If a change is made to eliminate the Lvov opening, I think other changes need to be made to make the decision to run instead of fight have negative consequences for the Russian player.

Did you read my original post? It contained suggestions to limit Soviet runaways as a balance.

I have repeatedly, in other threads, argumented for a better VP system that encouraged the holding of terrain for as long as possible.
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Panzer Meyer
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Panzer Meyer »

ORIGINAL: Tarhunnas

ORIGINAL: Panzer Meyer

If a change is made to eliminate the Lvov opening, I think other changes need to be made to make the decision to run instead of fight have negative consequences for the Russian player.

Did you read my original post? It contained suggestions to limit Soviet runaways as a balance.

I have repeatedly, in other threads, argumented for a better VP system that encouraged the holding of terrain for as long as possible.
Yes I did read the original post. I was responding to another member, because it seems that very few are concerned with the implications of just eliminating the Lvov opening and making no changes to the Soviet side. I didn't intend to imply that your suggestions were not a good option.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Aurelian »

I don't know why people think the best strategy for Russia is to run. In my first three games, I did exactly that. I lost all three.

Now, in my fourth game, I didn't run away. My opponent didn't do the Lvov, so I actually had units to fight with.

Running away gives the Axis lots of territory for nothing. Every hex Russia give away they have to fight to get back.

Running away does nothing to increase Russian experience.

It does nothing to help create Guards units.

But, if you have very little left after a Lvov, what choice do you have but to save what's left.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Rufus T. Firefly »

I am going to continue to beat the limited free setup drum.

The limited free setup can be thought of as a simulated reaction move as the Russians can place more units in the panzer's most likely lines of advance.

Of course this advantage needs to be offset by some house rules to limit running as well as the German limited free setup.

I think this gets us where we want to go without waiting for WITE 2.0 while at the same time allowing for more interesting variety in the game.

What's not to like??
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by 76mm »

ORIGINAL: Rufus T. Firefly
What's not to like??

I don't think it is as easy to define "running" as you think--what is "running" vs a "tactical withdrawal" vs "an advance in a rearward direction"? Tarhunnas' rules are too simplistic and don't work in my view. For instance to counter-attack or escape a pocket, Sov units would often have to move in directions other than East; it is hard enough to amass enough Sov units for a counter-attack as it is, if they have to pay double-MP to move any direction but east, forget it...

Plus, as others have pointed out, I'm not sure that the Germans should even complain if the Sovs run, it is not very clear if it is a winning Sov strategy in the first place.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Aurelian »

Trading space for time was a valid, and historical, Russian tactic.

I'm sure Napoleon and Charles XII ranted about it too.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Rufus T. Firefly »

Indeed, if you don't care about your citizens a strategic withdrawal is often an excellent strategy. Let the enemy wear himself out chasing you while his supply lines grow longer and ever more tenuous, while your army's supply chain gets shorter.

Unfortumately 20th century warfare is a lot harder on the populus than in Czar Alexander's time. Could it be politically tenible for even Stalin to pull a Kutusov and leave 10s of millions of citizens behind without trying to defend them?? I don't know.[&:]

Really, I'm personally not that upset about the Russian retreating issue. But I know others are, and by allowing the Russians a "better" setup, some balance has to be struck so to allow some significant possability of German outperformance in 1941. I agree that defining "Running" is very hard and not necessarily even desirable.

Personally, I would prefer some house rule to simulate Russian c&c chaos so that it is difficult for the Russians to put together a coherent defence for the first couple of turns.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Aurelian »

ORIGINAL: Rufus T. Firefly


Could it be politically tenible for even Stalin to pull a Kutusov and leave 10s of millions of citizens behind without trying to defend them?? I don't know.[&:]

As much as the destruction of the kulaks, forced collectivization, the purges, the number of those citizens in the gulags, the treatment of tens of thousands of returning POWs, the enactment of scorched earth, (yeah, like that benefited those citizens.) The deportation before, during, and after the war of about 3.3 million.

Yeah, I'm sure he was all broken up about them. He was far more brutal than any Tsar you know.

The Russians already suffer from the chaos of the first week. Why do you want to add to it.
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Rufus T. Firefly
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Rufus T. Firefly »

The Russians already suffer from the chaos of the first week. Why do you want to add to it.
Because a free setup will likely leave the Russians in a much better position at the end of the first German turn than they would be otherwise. I think this needs to be balanced out.

My primary objective is to add variety and the opportunity for greater creativity to game play, not to advance the fortunes of one side in preference to the other.

You could argue that the German free setup after seeing the Russian dispositions is enough to balance things, but I'm not so sure about that.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by randallw »

A free setup creates it's own problems, changing conditions from how things actually played out. It would give a free reign to the Soviets near the border, which they didn't have leading up to the first day of the war.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by Rufus T. Firefly »

A free setup creates it's own problems

Well, I guess any change is going to create other problems, its a matter of choosing you poison.
changing conditions from how things actually played out
Yes, that's exactly my point -why play the exact same opening over and over again? I like variety and a new challenge. Obviously if your preference is to try to recreate history as closely as possible this idea is not for you.
It would give a free reign to the Soviets near the border, which they didn't have leading up to the first day of the war.
Sorry, I'm not following you here. Is there some reason Stavka could not have stationed their army pretty much where they liked? Also don't forget that the Russians don't have any ability at all to react to the huge first turn German movement because of the nature of IGOUGO. A free set up partially makes up for that. "free reign" is a bit of an overstatement if you go back and look at the draft rules I offered up for this.
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RE: Stopping the Lvov pocket, getting a better turn 1 and balancing the game

Post by 76mm »

ORIGINAL: Rufus T. Firefly
Personally, I would prefer some house rule to simulate Russian c&c chaos so that it is difficult for the Russians to put together a coherent defence for the first couple of turns.

I agree that the C&C chaos should be simulated, but think it would be very difficult to do with a house rule, it's got to be programmed...
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