C & C -- Soviets

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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Beruldsen
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C & C -- Soviets

Post by Beruldsen »

What is the consequence of a Soviet Army HQ being overloaded? For example is it a big deal to be -1 or -2?

Secondly, what is the role of the Soviet Military Districts? Should I employ them in some front-role or leave them in the rear?
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gingerbread
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RE: C & C -- Soviets

Post by gingerbread »

Yes, it's a big deal - all of the rolls of the Army leader are modified by the amount overloaded on a 1 to 1 ratio.

Overload Fronts instead.

MD's can't be moved, but can often be used since the command range to their Army HQ's is 45 hexes.
gradenko2k
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RE: C & C -- Soviets

Post by gradenko2k »

For every point above the limit, the random roll required for the unit to pass its leadership check is increased by one. That said, by the time you get to the Front level, some players would consider it better to keep the Fronts overloaded anyway, to the tune of 4-5 armies per Front.

Soviet Military Districts are essentially immobile Fronts. You can use them if the battle is close enough for anyone assigned to the MD to still be in command range, which would take some pressure off your "real" Fronts, but you should un-assign them once the lines have moved sufficiently westwards.
Beruldsen
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RE: C & C -- Soviets

Post by Beruldsen »

Thanks for that. I would seem then ... that is there is a significant shortage of HQs ... is that correct?
Schmart
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RE: C & C -- Soviets

Post by Schmart »

ORIGINAL: Arne Beruldsen

Thanks for that. I would seem then ... that is there is a significant shortage of HQs ... is that correct?

There are a handfull of missing Russian HQs as compared to historical, but those won't solve Russian C&C problems. The C&C problem is a historical one, and is reasonably well replicated in the game. Many tactics can be used to ease the strain: rotating units into and out of HQs, using STAVKA and MDs for rear area units, etc. C&C improves later in the game, with Front HQs having their capacity increased and the C&C cost of Rifle Corps being less than the equivalent number of Rifle Divisions.
Beruldsen
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RE: C & C -- Soviets

Post by Beruldsen »

If a Soviet Tank Army HQ is only 15 ... what would an appropriate composition be? Three Tank Corps and ?
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morvael
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RE: C & C -- Soviets

Post by morvael »

Take note that it is the max die result that is modified, not the result of the roll, so the effect of overloading by 1 is the largest individually, but still manageable by good leaders.

Example: no overload, leader skill 6, the test is D(10)<=6, the chance of success 6/10=60%
1 over limit, D(11) is used instead of D(10), the chance of success is 6/11=54.5%
5 over limit, D(15) is used, the chance of success is 6/15=40%

To maximize command effect I think it's better to never overload, even fronts. Just keep all the extra armies under STAVKA (which is never overloaded) and stick to 4 armies per front (5 when rifle corps will reduce load).
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