Understanding fuel re-supply anomalies

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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olorin42
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Understanding fuel re-supply anomalies

Post by olorin42 »

I was experimenting and ran into something I can't explain. Imagine that all the divisions in a Panzer corps have 200% supply/fuel/vehicles/ammo on turn 1 of a scenario (1941). They all move to full movement so they have 0-1 MP left. They still all have 100% supply/fuel/etc. The HQ is up with them within a couple hexes and all of the divisions are in generally clear/light woods. Why don't they have 50 movement points next turn? Some have 50 or 40 or 32 but they all still had a full load of fuel at the end of the previous turn. I then tried an experiment of air dropping enough fuel on the HQ to meet 100% of the fuel needs of all the divisions in the corps. Some still only had 40-45 MP .... Any idea why this would happen?
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Joel Billings
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RE: Understanding fuel re-supply anomalies

Post by Joel Billings »

They have to make leader admin and init checks. For each check that fails, they lose 20% of their MPs.
All understanding comes after the fact.
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Walloc
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RE: Understanding fuel re-supply anomalies

Post by Walloc »

To add to Joel. The bigger short falls as Joel points out in MPs are due to missed leader rolls. Another smaller factor tho that can be of big importance too is Fatigue. Per 10 fatigue points a unit lose a MP. If u moved the entire previous turn u gota have alot of fatigue, depending on a few factors u can recover more or less until ur next turn. So its near impossible to have 50 MPs again next turn, alone by the fact it would be hard get all of the fatigue removed.

Hope it helps,

Rasmus
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