Dereck's List of Newbie Questions

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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Dereck's List of Newbie Questions

Post by dereck »

Rather than spamming this forum with multiple posts I think I'll just add my questions here in one place. And also thanks, in advance, for your replies and patience.

1. How do I "unfreeze" units? I'm playing around with the 1943 scenario and there seems to be entire Soviet Fronts that are frozen and can't move. Is there something that I can do to make it so they can move or are they fixed for a certain amount of time?

2. Since it's "bad" to relocate HQ units what is the strategy for moving them to keep up with troops during offensives. I mean they obviously have to be moved but if it's not good to move them just how does one keep troops within command distance when on the offensive?
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Disgruntled Veteran
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RE: Dereck's List of Newbie Questions

Post by Disgruntled Veteran »

ORIGINAL: dereck

Rather than spamming this forum with multiple posts I think I'll just add my questions here in one place. And also thanks, in advance, for your replies and patience.

1. How do I "unfreeze" units? I'm playing around with the 1943 scenario and there seems to be entire Soviet Fronts that are frozen and can't move. Is there something that I can do to make it so they can move or are they fixed for a certain amount of time?

2. Since it's "bad" to relocate HQ units what is the strategy for moving them to keep up with troops during offensives. I mean they obviously have to be moved but if it's not good to move them just how does one keep troops within command distance when on the offensive?

Hover your mouse over any frozen unit and a pop up will show, amongst other things, how many frozen turns remains.. i,e Fzn: 17 frozen for 17 turns. Or you can use Commanders tab and find frozen units there.

Its not bad to relocate HQ's. Its only bad to use the "relocate HQ" button in the units detail window. This causes a lot of damage and has a high chance to kill the commander. Movement by march or rail is fine.
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dereck
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RE: Dereck's List of Newbie Questions

Post by dereck »

What are some strategies for using support units? If one want, could they move all support to a high HQ and then parcel them out the way they desire or how else to handle them?

Thanks
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dereck
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Support Unit Question

Post by dereck »

I noticed in the create support units menu that a unit that can be created is a RR Construction Brigade.

Can they just be added to the two existing NKPS units or can more of those units be created to help repair damaged railroads?

Thanks.
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M60A3TTS
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RE: Support Unit Question

Post by M60A3TTS »

I put RR brigades in Front HQs. That's about the only thing I assign to that type HQ.
charlie0311
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RE: Support Unit Question

Post by charlie0311 »

Hi D,

regarding su units, you should thoroughly study the updated manual, AND, go to "war room" and study all the stuff about su units. It's pretty involved and will take some time to become skilled. Not quite a nightmare from hell, but at least from purgatory.

PS, aren't I a fun guy!!
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RE: Support Unit Question

Post by loki100 »

ORIGINAL: dereck

I noticed in the create support units menu that a unit that can be created is a RR Construction Brigade.

Can they just be added to the two existing NKPS units or can more of those units be created to help repair damaged railroads?

Thanks.

Any created RR Brigades are treated as a support unit, so they are used by the AI for auto repair. The best thing with the Soviets is to throw brute force at the problem (ie have a lot of them, especially if you are likely to be taking back ground). Stick them in Stavka and the active Front HQs so that they cover as much ground as possible.

The NKPS you have control over where they go so use them to repair key sections that will supply any advance
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RE: Support Unit Question

Post by Peltonx »


go here HQBU is 75% of playing GHS

tm.asp?m=3485386

Morale is of the Battle Field.

Air Power Settings.

% Required to fly = 0%
Interception should be 0=0
All Support 125% and escort setting at 125%
All intercept set to 160%
Move JU87 into fighter bases.
Bombers into the remaining bases.
Transports in a single airbase. 1 in north and 1 in south. The 1 in AGC move to AGS

Turn ground support off at end of your turn.

Unit set-ups.
Set ToE of HQ�s and Airbases to 93%,
ToE of AA, Art, Stug, pioneers, and MG to 53%
ToE of Con and FZ�s to 63%.
Set all infantry ToE to 85%. 85+ morale to 100%
PZ, MoT and Mech to 85%.

RR;
One north
One to land bridge
One to Minsk
Two Rumanian then split to Kiev or crossing.


1. Change OKH leadership
2. Turn one do all border attacks first.
3. Bomb front line air bases after all ground units have attacked/moved.
4. Over run airbases then bomb whatever left.
5.






Opening Offensives AGN.

Extra RR unit help Northern RR unit the first 2 turns, then return to AGC and build to land bridge.

AGN:

Basically infantry clear the front.

36th 54-40 move HQ�s
Add SU�s to 6th and 1st move to 58-34 air attack city then turn on GS- HA
36th HA 22nd divisions if needed it will route.
3rd mech 54-40 east to 62-38 then cross
8th 54-40 then to 64-40
Do air drops



AGN: Right hook is 100% possible still and probably best idea.

1. Get across the Pskov by turn 3. Turn 2 is the best.
2. HQ up on turn 4.
3. Infantry punch through and panzers cut rails.
4. Clear the rail line on the Daugava river to Vitebsk by turn 5.
5. 9th Army needs a solid front below Pskov to Vitebsk by turn 5
6. Should be across the Luga by turn 5.
7. Then pound it out to Leningrad.
8. Once Leningrad is taken pull the panzers to AGC.
9. Fins man 6 hexes and send rest back to homeland.
10. Model run I Corp, should be 4 90+ morale units
11. Move I Corp into 4th PG during Blizzard
12. Move II Corp into 1st PG during Blizzard.













Opening Offensives AGC

1. RR unit must go east to Minsk, cross river and
2. 2th Army needs to be reinforced and link with 9th Army from AGN
3. 2nd and 3rd Panzer group get to land bridge by turn 3. Then keep pushing east with 2nd and 4th Armys.
4. Start grinding towards Moscow. At some point asap a southern push has to be made on Tula. Hopefully with help from the panzer Corps from AGN and AGS.

AGC North side:

VI Corp will attack Kaunas
20th MD 61-40 60-39 61-39 62-38
20th PD 62-43 64-42
7th PD 65-42
19th PD 61-51 63-53 66-54 end 66-55
18th PD 60-53 63-54
12th PD 65-57 66-58
18th PD 60-53 63-54
12th PD 64-58
288 to 56-55?


AGC south side:

23rd clear 48-64 O= occupy
7th clear 49-65 O
258th clear 50-65 O
268th to 51-66
292th to 51-69
263th to 51-67
112th, 293 to 50-67
137 to 51-67 then all 4 divisions DA Breast.
78 to53-64
17 51-74
XII 51-73 DA then block 52-74+51-74
134 54-67
252 54-65 HA
131 55-66 ha
167 55-66 ha
29 MD 56-65 then 60-62 ha MP�s left over to block where needed after PZ divs move.
18 PD 56-61 then 61-60 then assault east
17 PD finish up pushing east.










Opening Offensives AGS.

AGS:
Get FBD-1 on a train and get to border.
267 55-74
62+56 54-74 DA
255 55-75 DA
56 53-74
100 JG 50-77 DA
296+97 JG 51-77 DA
299+99 JG 51-78
101 52-78
ADD 2 POINEERS TO 1ST MT
1ST MT+68+24 51-79 24TH TO 52-80
71 53-80
ADD MG + ONE OTHER TO 1ST CAV
1ST CAV 57-76 GD 56-76
262 53-81
75 51-81
DR + 10TH PZ ADD POINEERS ECT
57-82 BLOCKING AROUND 62-82/ 61-83
Rest of infantry fill in holes.
16th 57-79 ect
10th 4th 3rd close extended pocket
11th to 60-93
Put in 13th in 3rd Corp now.
13th 62-86 62-87
14th 62-90 62-91


AGS main objective is release of AGA


1. Spearhead on turn 2 must be south of Proskurov. RR units coming from Romania to Vinnitsa.
2. Move the FBD-1 south on turn 1. Both FBD team up until they cross Dnepr.
3. 2. Get across the Dnepr river by turn 4 or 5. Clear as much land as possible to the river before turn 5.
4. Must have Stalino locked down by turn 7-10. ASAP send Panzers to AGC to finish off Moscow. At least 6 divisions.
5. 7th Army will link with 4th Army from AGC, 6th Army will follow 1st PG.
6. One Corp from 11th Army will clear Odessa then hold Crimea. MT units from Romanian and Hungary will help.
7. Romanian and Hungarian units will garrison all city�s in south, send any German Security Divisions north.
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ETF
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RE: Support Unit Question

Post by ETF »

OK how do activate ASSAULT attack rather than hasty attack.....getting back into the game but forget this simple task :)
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swkuh
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RE: Support Unit Question

Post by swkuh »

Not familiar with term "assault," but get "deliberate" attack by holding shift-key while picking attacking pieces. This allows pieces in more than one hex to be selected; deselect unwanted pieces from sidebar.

BTW, Pelton is amazing; now, if only could understand.
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