RESERVE Status

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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dereck
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RESERVE Status

Post by dereck »

What function does this perform exactly? Does it allow a unit behind the lines in 'reserve' to be used by the AI general in a battle if needed?

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siRkid
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RE: RESERVE Status

Post by siRkid »

yES
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

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Zovs
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RE: RESERVE Status

Post by Zovs »

15.5

Combat units in reserve mode may be committed to a nearby battle, both offensively and defensively. The type of attack itself, whether hasty or deliberate, has no affect on the commitment of units in reserve mode. Any Ready combat unit with at least 3 MPs may be placed into Reserve mode by selecting the Ready/Refit/Reserve toggle on the combat unit detail window (5.4.13) until Reserve is displayed. Units that move, retreat or rout are taken out of reserve mode.

Reserve units that are committed to combat do not move, but they must have the MPs required to be expended in order to commit to the battle. The MPs a unit has when it ends its player turn are the MPs available for it to use for commitment as a defensive reserve during the enemy player’s turn. During a battle all defensive reserve commitments are made first, and then followed by offensive reserve commitments.
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Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
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Zovs
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RE: RESERVE Status

Post by Zovs »

15.5.1 RESERVE UNIT COMMITMENT
To be committed in defense, a unit in reserve mode must be within 6 hexes of the battle hex. To be committed to an attack, a reserve unit must be within 3 hexes of the battle hex. A unit in reserve mode may never commit to a battle if it is adjacent to an enemy unit. A unit in reserve mode will never commit into a battle if the initial combat value (CV) odds ratio at the time the unit checks are over 10 to 1. A defending reserve unit will also never commit into a battle if the odds are less than 1 to 2. If the above commitment pre-requisites are met, the unit must then check to see if it has enough MPs to commit to the battle (15.5.2). If it does, then the unit must pass a leader initiative roll to be committed to the battle. The unit must also pass a check based on the MPs to be expended such that Die (MPs to be expended if committed) must be less than or equal to Die(Units MPs).

A unit may participate in multiple battles in the same turn as long as it meets all of the requirements and has the MPs to expend. Units in reserve mode that participate in a battle that is lost have their MPs reduced to zero, so will be unable to participate in any other battles that turn. All reserve combat units committed will suffer a reduction in their combat value if they have a vehicle shortage.

Soviet units in reserve in the first turn of Barbarossa, have their MPs limited and will not have their normal MP allowance (14.1.4).
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Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
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