Question on axis replacements - Dutch, Cossack etc.

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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Cavalry Corp
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Question on axis replacements - Dutch, Cossack etc.

Post by Cavalry Corp »

Does the game have separate manpower pools for units such as SS, Dutch, Cossack etc or do they all come from the German pool as a one size fits all.
If they do what units do have seperate national pools?

Is there any disadvantage to a unit staying on a train at the end of a turn? Is there any disadvantage to supply by using the available rail capacity to move units?

On partisans do combat units gain any morale or suffer any losses in fighting them.
How can a partisan unit be totally eliminated? When displaced do they exist on the map and can another unit accidently run into a hidden one?
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morvael
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RE: Question on axis replacements - Dutch, Cossack etc.

Post by morvael »

No, there are separate pools only for the main nations (Germany, Finland, Italy, Rumania, Hungary, Slovakia and Soviet Union).

Unit in train when attacked defends with reduced CV and takes extra casualties when retreating (edit: also it will automatically substract load cost from your rail capacity next turn, so you will have less at your disposal). No, what you get as free rail capacity is calculated after supplies were transported.

Partisan hunting doesn't give real wins, thus no bonuses for that. But you need to hunt them down to reduce attacks on rail lines.
You can't eliminate partisans completely, but they can be disbanded/merged into other partisan unit if low on strength.
Cavalry Corp
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RE: Question on axis replacements - Dutch, Cossack etc.

Post by Cavalry Corp »

ok great -
Still trying to get to grips with this game but the newest patches have bought it on light years in terms of realism, I think.
does the Russian player have any options on moving or disbanding them ?
Is it fair to say that the axis should if possible garrison all cities? Would that reduce the partisans to a very low level?

One other quick question - should fort zones be attached to a corps HQ or Army HQ or left with OKH?

One other :) do planes in national reserve build up to full strength right away if there is enough in the pool?

Thanks Morvael for you help and support of this game.
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morvael
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RE: Question on axis replacements - Dutch, Cossack etc.

Post by morvael »

does the Russian player have any options on moving or disbanding them ?
Russian player can only strengthen them by proper setup of his air force so that partisans are resupplied from air during logistics phase. Those units grow faster, and become operational sooner (which means more rail blown up).
Is it fair to say that the axis should if possible garrison all cities?
Only bigger ones. Press Shift+K to see which, this will highlight city hexes that have to be (or are) garrisoned. Red - city missing a garrison, yellow - not enough, blue - OK. Actual % of garrison strength vs requirement is seen next to city name in hex info (upper right corner of main game window).
should fort zones be attached to a corps HQ or Army HQ or left with OKH?
This may make them a bit better in combat, but generally you don't want these units in combat and most penalties that apply to normal units when assigned to OKH are ignored by forts. Stay with OKH, do not waste admin points.
do planes in national reserve build up to full strength right away if there is enough in the pool?
Don't think so. They build up strength normally, though they have some bonuses to upgrade or swap if in reserve.
Cavalry Corp
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RE: Question on axis replacements - Dutch, Cossack etc.

Post by Cavalry Corp »

OK thanks for your help. Very much appreciated.
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morvael
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RE: Question on axis replacements - Dutch, Cossack etc.

Post by morvael »

Have fun!
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sillyflower
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RE: Question on axis replacements - Dutch, Cossack etc.

Post by sillyflower »

ORIGINAL: morvael

should fort zones be attached to a corps HQ or Army HQ or left with OKH?
This may make them a bit better in combat, but generally you don't want these units in combat and most penalties that apply to normal units when assigned to OKH are ignored by forts. Stay with OKH, do not waste admin points.

Very occasionally, if you have spare construction units in a front/AG HQ it may be worth transferring fort to that unit (it's free) and attaching a construction unit or 2 to the fort if you need a faster build. The transfer will cost APs. NB comments on AP spend were correct when I last did this. However, the rules may have changed since I last did it which was a while ago so do a practice before trying it in a PvP game.

NB Fort counts as a stacking point so you might want to watch that too.
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