What are the actual rules for HQ Buildup?

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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malthaussen
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What are the actual rules for HQ Buildup?

Post by malthaussen »

The rule book is apparently inaccurate as to the rules for HQ Buildup. It says an HQ which "has not moved during the current turn" is eligible to do an HQ Buildup. Point 1) I have several HQs which have moved during the current turn, and they still have the Buildup option. Point 2) I have many HQs which have not moved in the current turn, but no Buildup option appears for them. As I have 88 Admin Points available this turn, it is unlikely that a shortfall of AP to do the buildup is causing the option not to appear. It also does not appear to be a supply line issue, as I have e.g. one corps with a 35-MP supply line (which moved this turn, incidentally), and it can do a Buildup, but another Corps with a 33-MP supply line (which has not moved this turn, incidentally) does not have the option to do a Buildup.

This is especially provoking because I have a number of corps around Moscow right now that could really do with a buildup, but none of them has the option, even though they have a clear supply line and have not moved this turn.

A second question is about the AP cost itself, which is not as described in the rulebook. e.g. I have a German Corps with two divisions attached that can do a Buildup, but the AP cost is 26, not the 9 claimed (5+2+2).

It would appear that the rules for Buildup have been significantly modified since the rulebook was written, so I'd like to know what they actually are now (in Version 1.11.3, just purchased).

-- Mal
"Of two choices, I always take the third."
Chris21wen
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Location: Cottesmore, Rutland

Re: What are the actual rules for HQ Buildup?

Post by Chris21wen »

From the updated manual.

HQBU is not allowed when more than 20 hexes or 80 MP from the rail network at the moment the HQBU is ordered. To participate in a HQBU, HQs and units must have at least 25% of their MP remaining but they do not get a movement point penalty due failed leader check. This means they can be moved prior to the order being given. There are some other restrictions to HQBU:
• Overloaded HQs may not initiate HQBU
• HQs may not initiate HQBU on two consecutive turns
• Units may not take part in HQBU on two consecutive turns
• HQs and units that took part in a HQBU during this or previous turn may be reassigned but they cannot take part in another HQBU until the HQBU period has completed.
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malthaussen
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Re: What are the actual rules for HQ Buildup?

Post by malthaussen »

Thank you. Now riddle me this: why does the latest version of the game not have the updated rulebook?

-- Mal
"Of two choices, I always take the third."
Chris21wen
Posts: 7310
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

Re: What are the actual rules for HQ Buildup?

Post by Chris21wen »

malthaussen wrote: Thu Jan 16, 2025 7:17 am Thank you. Now riddle me this: why does the latest version of the game not have the updated rulebook?

-- Mal
If your referring to the version I pointed you to, it's unofficial. I did it of my own back but has never been made the official version,
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