Games 1943 +

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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Cavalry Corp
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Games 1943 +

Post by Cavalry Corp »

Well I play the games for the long term feel. Sorry if this is a bit rambling.

Axis Point of view

I have a new game 43 Scn ( from July 43) - I did not do a Kursk but have held the Soviets for a while. BUT alas I am back to the same story in mid 44 with axis units unable to do anything other than vaporise with no prospects of refits etc.

The Russians are attacking almost every hex along the front and just killing us by getting retreats everywhere - this is more much more than Bagration and remember I did not do a Kursk in fact nothing happened in this scn until late 43. Now by summer 44 almost all my inf are now 20% or similar TOE and falling rapidly.

I am playing on... as I think come 45, there will be no Axis army left at all.

The game needs some bigger adjustments than the tinkering we have seen.

The game seems fine to end 42, then things go haywire - you cant attack in 43, and if you don't do anything, it's no benefit. Most players seem to be playing the campaign with it ending in 42 - and the design of the game works well until that point.

------------------- AXIS POV

The national reserve does not seem to work. I see no value in it other than its a turn faster than the TB but as nothing seems to really refit there it has no value. It would be better to have an on map replacement system. an get rid of the delays caused by the NR system. With XXX HQ getting a replacement priority as well as the supply priority after all air units do. Replacements and equipment are too slow in getting into units or does not happen at all.
German NM 43+ is too low. German units should also get a NM boost when on German territory including East Prussia.
Attrition on major river hex contact should be very low.
Winter 43-44 needs some more mud turns.
Remove the max dig in 1 level for attack armies and make it 2.
The Soviets are attacking almost every hex it seems all along the front from spring 44. No need to build up they just keep going.
Leader loss is now too high, for displacement moves it should be less.
XXX HQ units only should be able to stack in excess of the SL - I cannot see the rationale for not letting that happen, these units are pretty small and it means the SU can be more concentrated esp in defence.
Fort units should be able to merge with any unit they are stacked with. And when a unit with them retreats they should auto merge rather than get destroyed Germany losses to many men like this.
You get a lot more SU in the new versions but you cannot get them fitted out and once they go to NR they never really fit out fully. You find yourself shuffling them around the TB to do that. Why?
Basic 1 hex retreats cause too many losses IMO... And once your CPP go, you're dead meat.
We need to be able to choose what units get what ( tanks esp.) in refitting ( that would help a lot) . I have hundreds and hundreds of good tanks unused and units still using PZIII. And I think 600 Tigers in the pools - its mental. I complained about Tiger II before, when we are in AUG44 they come on stream but will any of them get into units - I doubt it.
Its in for planes it needs to be in for tanks.
Not sure if the garrison really matters or not in most of the TB, the benefit for exceeding it seems to small and irrelevant - how about excess garrison in WE and Italy in 44+ adds 1 to German NM? that's worth risking if for.

So just now, by late 43 with the kind of hard-coded events Germans are not worth playing ( in terms of getting an historical feel I am not talking about the auto victory - which is a very annoying). I have no Normandy, did no Kursk and we are now in July 44. I am carrying on with this game to see what is left by autumn.

Cav
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Sammy5IsAlive
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Re: Games 1943 +

Post by Sammy5IsAlive »

It looks to me like you are 'suffering from success'. You are well ahead of the historical front lines in both North and South. So you have plenty of space to fall back into to give your armies the chance to reinforce and to take the Soviets away from their logistical comfort zone.

If you stand in place and go toe to toe with the Soviets for too long you will get badly worn down as you describe and holding the line becomes a pyrrhic victory.

Unfortunately it looks like this advice might be a bit late for AGN - hopefully you can fall back with them and get them reconnected with your main front so you don't end up with the historical Courland pocket.

I'm not an expert with the supply system but it looks to me like you need to set your depot priorities higher to draw more supply to the front. This might be why you are struggling for replacements.

Did you start this game with the updated OOBs/TOEs? As I believe that these give more scope to use the tanks that used to sit in the pools with the original setup.
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Re: Games 1943 +

Post by Cavalry Corp »

Sammy

Supply is at 4 on most of the front- TBH I never see how they can get higher.

I will come back on the other points after a few turns.

My view, though, is not attacking at all. In 43, we should be in reasonable shape.

yes, we started under, I think, the new OOB, but it does not make much difference, and the new units, once depleted, stay depleted unless you hop around all the TB, which seems silly as NR should take absolute priority; please see my other comments.

Most of the units you see on the map are TOE 40 at best and many are around 15-20. All he has to do is to be able to march to Berlin.

Cav
Sammy5IsAlive
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Re: Games 1943 +

Post by Sammy5IsAlive »

Cavalry Corp wrote: Thu Jul 25, 2024 12:47 pm Sammy

Supply is at 4 on most of the front- TBH I never see how they can get higher.
I was talking more of the lack of priority 3s anywhere, you definitely need those as intermediate depots between your front line ones and the ones further back on priority 2. Remember that the priorities don't just affect how much freight a depot draws but also where it can send its freight on to. As a depot can only send freight to a depot with a higher priority the way you have things set up at the moment you might be running into problems where depots are unable to send their freight to the front line (e.g. because there is not enough rail capacity or because the front line depot is too far away to send the freight in a single 'trip') and don't have any closer alternative depot with a higher priority.

Like I say, I'm far from an expert but there is lots of helpful info elsewhere on the forum about logistics.

Re replacements it is difficult to see where the bottleneck is without more screenshots. I agree that it is strange if things are not receiving replacements in the reserve TB. With support units I find that they refit well if you attach them to OKH and make sure the HQ is on somewhere with loads of freight (Berlin is the obvious example and should now be in command range).

Like I said though, even if it feels like you are getting beaten up a bit you are ahead of the historical curve in most places so things can't be going that badly!
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Re: Games 1943 +

Post by Cavalry Corp »

Sammy

ok thanks for your observations- much appreciated.

Note on the level 3 depots - I will try.
OK, I see your point OKH is always on Berlin or Similar—where did you have yours for most of the war? So SU units will refit with unlimited supplies and be then attached to OKH. This makes sense and is something I have missed.
So would you say it's better to have any unit on the map refit at one of the infinite supply dumps rather than NR? I still do not really see the point of the NR.

Cav
Sammy5IsAlive
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Re: Games 1943 +

Post by Sammy5IsAlive »

If Berlin is too far West from the front line then Warsaw is a good alternative place that tends to have lots of freight.

I'd almost always refit SUs in OKH (if they are not missing too much and have low CPP I might send them to a Panzer Grp HQ).

With on map units I think you have a choice between refitting them in a 'second line' depot with a big rail yard (e.g. Smolensk/Pskov/Kiev in 1941) with an Army HQ and refitting them in the NR.

The big advantage of refitting on map is availability - there is no transfer time apart from the time it takes to move to the depot and back and the unit builds up its CPP whilst refitting. The big disadvantage is that the refitting unit competes for logistical capacity with the rest of your frontline troops. That can particularly be an issue in winter 41/42 where your logistics are at breaking point. Or if you have a very low TOE unit (especially armour), set it to MaxTOE and refit settings you will see it eat a lot of freight that does not go to the frontline.

The National reserve pretty much matches these pros and cons in reverse. So between the transfer times and the time it takes the unit to build up its CPP from 0 once put back on the map you will not be able to use the unit for a while. But on the other hand it won't compete with the rest of your forces in terms of on map logistics. The other advantage of the national reserve is that you have a lot of flexibility in terms of where you put the unit back on the map so it can be a good way of transferring units from one end of the front to the other without stressing your rail network.

I think it is fair to say that for most of the game the NR is more relevant to the Soviet player than to the Axis one.
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Re: Games 1943 +

Post by Cavalry Corp »

Sammy - ok, thanks for sharing some of your insight - I have been trying on map refits, and it works well - I think, but units never seem to get much fuel doing this - no idea why?

I will post some screen shots of what it looks like after your suggestions.

Cav
AlbertN
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Re: Games 1943 +

Post by AlbertN »

Supply and fuel are distributed before replacements.

So if you have 50 tanks and get fuel, say you get 100% fuel, then you get 50 tanks in the subsequent step of the logistical phase, once turn begins your unit will have 50% fuel.
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Re: Games 1943 +

Post by Cavalry Corp »

Thanks for explaining

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Re: Games 1943 +

Post by Cavalry Corp »

Here is an update Sept 44 PBEM

The G TB is not closed as, alas, the pocket is in Livov. Frankly, that's not right - we need to be able to reduce the TB when we like, as 200k men would be a big help to survive to at least a historical time - and I did not even do Kursk or any attack in 43, and the Russians did not attack until well into autumn 43.

Almost all German units on the map are CV 1 or 0 - that it all I have to play on with, and I have been very cautious in preserving my strength.

I have nearly 1000 good tanks panthers, Tigers and King Tigers built and rusting, and almost none of them want to go to units. Only 1 King Tiger unit is played with, I think, 8 tanks - that's not right, and I think I discussed it before, but the game still plays out the same...
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Re: Games 1943 +

Post by Cavalry Corp »

Hungary half taken and most of the Hungarian army in in the G TB!


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K62_
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Re: Games 1943 +

Post by K62_ »

Cavalry Corp wrote: Tue Aug 13, 2024 2:09 pm I have nearly 1000 good tanks panthers, Tigers and King Tigers built and rusting, and almost none of them want to go to units. Only 1 King Tiger unit is played with, I think, 8 tanks - that's not right, and I think I discussed it before, but the game still plays out the same...
Yes, Panzers from the pool often struggle to reach units in the field in the later stages of the war. I suggest refitting your units at an NSS, for example, Panzer divisions in Vienna and heavy tank battalions with the OKH in Berlin. After trying various methods, this one has consistently worked for me. Refitting in the Axis Reserves can be somewhat effective, but it sometimes only achieves up to 75% TOE, while the NSS method nearly reaches 100%.
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
Sammy5IsAlive
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Re: Games 1943 +

Post by Sammy5IsAlive »

Hmm looking at that screenshot things do look a bit odd. Seems like most of your infantry units are 1CV or a little bit higher but at the same time you have 20CV panzer divisions still around. Maybe it's worth posting in the tech support forum so that one of the devs can look at the save to check if everything is working properly.

In terms of trying to diagnose what is happening from screenshots I guess you would try and do a logical progression of the production/supply/reinforcement process as follows:

1) check that you have manpower and armament points in the pools to produce rifle squads with.
2) check that these are being used to produce rifle squads - are you building squads and do you have squads in the pools?
3) check that your units are receiving freight - see the freight section of the event log. As part of this step also check what your vehicle situation is in case this is causing the supply issues
4) if the units are receiving freight check that some of this is being converted into replacements (again you can see this in the freight section)
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Re: Games 1943 +

Post by Cavalry Corp »

K62 wrote: Tue Aug 13, 2024 3:47 pm
Cavalry Corp wrote: Tue Aug 13, 2024 2:09 pm I have nearly 1000 good tanks panthers, Tigers and King Tigers built and rusting, and almost none of them want to go to units. Only 1 King Tiger unit is played with, I think, 8 tanks - that's not right, and I think I discussed it before, but the game still plays out the same...
Yes, Panzers from the pool often struggle to reach units in the field in the later stages of the war. I suggest refitting your units at an NSS, for example, Panzer divisions in Vienna and heavy tank battalions with the OKH in Berlin. After trying various methods, this one has consistently worked for me. Refitting in the Axis Reserves can be somewhat effective, but it sometimes only achieves up to 75% TOE, while the NSS method nearly reaches 100%.
Trying all these methods - pretty much nothing is working as you suggest. Though I have only just started trying to do it on a map. I can accept problems re-fitting in the field ok, but the other ways should all work, and they don't. I did get more doing the on-map refitting at NSS a couple of turns ago. I will report more soon.
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Re: Games 1943 +

Post by Cavalry Corp »

Sammy5IsAlive wrote: Tue Aug 13, 2024 9:50 pm Hmm looking at that screenshot things do look a bit odd. Seems like most of your infantry units are 1CV or a little bit higher but at the same time you have 20CV panzer divisions still around. Maybe it's worth posting in the tech support forum so that one of the devs can look at the save to check if everything is working properly.

In terms of trying to diagnose what is happening from screenshots I guess you would try and do a logical progression of the production/supply/reinforcement process as follows:

1) check that you have manpower and armament points in the pools to produce rifle squads with.
2) check that these are being used to produce rifle squads - are you building squads and do you have squads in the pools?
3) check that your units are receiving freight - see the freight section of the event log. As part of this step also check what your vehicle situation is in case this is causing the supply issues
4) if the units are receiving freight check that some of this is being converted into replacements (again you can see this in the freight section)
Sammy - I will come back. I think the word build is not possible, or have I missed something big? Everything seems hard-coded. The reason why the Inf units are 0 and 1 Cv is they do not receive virtually anything no chance to gain any CPP etc. The PZD are the only units I try and keep the CPP points up, or we will be dead in a few weeks. They also have 3 SU each.

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Sammy5IsAlive
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Re: Games 1943 +

Post by Sammy5IsAlive »

No sorry that was me not being very clear. I meant is the production system producing rifle squads.
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Re: Games 1943 +

Post by AlbertN »

The issue with the low German CV is the OOB - at least for what I deducted.
It is only accrued by the swaps of ToE and the artificial shrinking of German quality (Bad weather causes Fatigue, Fatigue can cause morale drop).

I do not believe the Panzers have suffered loads as prolly they attack, and fall back to a rearline position in general in a defensive game - but in general any Axis unit, once mauled stays mauled.
Axis units are 70% Support and 30% Combat Elements.
During combat in general what is hit are Combat Elements, not Support (which are hit in minimal part).
Since Germans by now retreat and retreat and retreat further, the Combat Elements damaged are lost and pretty much in the end you have units which are 90% Support and 10% Combat Elements - that for what concerns their surviving personnel that is not damaged.
Thus you get a bucket of 1-2 CV.

It is the same in '41-42; simply the mighty 3 regiments 100 CPP 95ish% ToE Infantry Division gets 1 defeat and a good CV, with just -1- single defeat, will deflate to like 2-3 CV.
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Re: Games 1943 +

Post by Cavalry Corp »

Thanks, Albert. I think all you say is correct; but many things are easy to fix. But there needs to be a focus on the period 43+ from the highest powers looking at player experience 43+, which there do not seem to be many. I will post some more screens soon. We are just going into October 44.

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Re: Games 1943 +

Post by Cavalry Corp »

OK here are some shots of typical units all over the front line.


We need equipment to go to units in a more timely manner - I have so much stuff in pools.

I think I have c 1000 good medium tanks and over 400 Tigers and 300 King Tigers - and just 16 in two company-sized units, but they will go to nothing else.

Its pointless putting fort units on the map in mid 44 they do nothing as they never seem to fit out. population help to forts seem almost nothing as far as I can see - Konigsberg has give no help...

OKH attached units do not seem to refit at all, even with OKH on Berlin hex.
NR does refit random units. But it seems to be random; there is much more chance if they are in TB, but this all takes time. This is contrary to what it says in the rules that NR is the corner stone of replenishment.

We have a good game to end 42. After that, it goes haywire. I cannot believe the developers would not do any further patches to make the whole campaign realistic; there is always work to be done :).

We need much more flexibility for the axis.

Allow a XXX unit to become assault rather than an Army if we choose
Allow any unit to merge with any unit of the same class - right now, this function has little value. Where equipment does not exist i both OOB or there are conflicts, they could become KG.
Have HQs with an asset priority button 1-4, The planes do already.
If not allowing complete freedom on, say, armour replacement choices, make units take the most modern type of replacement rather than random stuff, but when that's out, then it uses the next best thing. Do we think that its realistic that they would use obsolete equipment as a priority over new stuff? Sems to me most of my units use the oldest stuff rather than the newest.
Have Russian Garrison TB always unlocked.
NR units must have absolute priority over all other places - if not get rid of NR its a waste of time.
Make Hungarian units appear in Hungary and Rumanian in Romania.
Morale boost - well, that is now covered in optional rules, OK.
Retreat attrition is too high - OK, good, covered in the new patch.
Leader attrition is too high. Ok, it is good covered in the patch.
Truck repair to better balance the game - OK, good, it's in the new patch, I would not now play without it.

Great game (except missing the combat replay) , just needs tweaking for the mid-period onwards.
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Re: Games 1943 +

Post by Cavalry Corp »

more
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