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by notenome
Thu May 20, 2021 1:12 pm
Forum: Gary Grigsby's War in the East 2
Topic: Temporary Motorization
Replies: 9
Views: 273

RE: Temporary Motorization

<t> These changes seem to favor Axis a bit too much tbh. Could I suggest an extra MP malus for temporarily motorized units entering recently flipped territory and no Axis temp motorization on turn 1-2? Right now it's basically impossible for the soviets to escape a grand southern pocket on turn 2 (u...
by notenome
Wed May 19, 2021 10:30 am
Forum: The War Room
Topic: On Demand Moto Division exploitation unit
Replies: 68
Views: 2522

RE: On Demand Moto Division exploitation unit

<t> I posted a thread on the main forum before I saw this topic but yeah, motorization appears to have pretty much broken H2H play, as can be clearly seen by the number of house rules cropping up around it. It is enabling a ton of gamey things in early GC turns that can be counteracted but turn this...
by notenome
Wed May 19, 2021 9:55 am
Forum: Gary Grigsby's War in the East 2
Topic: Temporary Motorization
Replies: 9
Views: 273

RE: Temporary Motorization

Yes but a house rule is not a satisfactory solution to a problem. It feels like temporary motorization should have been a form of strategic movement, allowing for the rapid redeployment of units without taxing the rail network.
by notenome
Wed May 19, 2021 2:15 am
Forum: Opponents Wanted
Topic: Campaign game (closed for now)
Replies: 4
Views: 300

RE: Campaign game

Sorry I took a while to get back to you but another PBEM game convinced me to wait until temporary motorization is changed before starting any new games.
by notenome
Wed May 19, 2021 1:09 am
Forum: Gary Grigsby's War in the East 2
Topic: Temporary Motorization
Replies: 9
Views: 273

Temporary Motorization

<t> Yeah so it seems that for H2H temporary motorization is just making the game silly, like HQ build up did for Wite 1. Giving players a huge tactical advantage over a long term penalty is effectively being treated as free money because few games reach the long term and most Axis players go for bro...
by notenome
Fri May 14, 2021 6:59 pm
Forum: Feature Suggestions
Topic: UI suggestions
Replies: 1
Views: 142

UI suggestions

<t> First, multicolored unit counters. Like the half-black, half-grey SS divisions, but the secondary color being the subordinate HQ for whatever determines unit color (so army for Soviets, corps for Axis). This would improve readability tremendously. It doesn't necessarily have to be a diagonal sas...
by notenome
Wed May 12, 2021 9:17 pm
Forum: Opponents Wanted
Topic: Campaign game (closed for now)
Replies: 4
Views: 300

RE: Campaign game

<t> Honestly I'm kind of fine with any level. This will be my first Wite2 MP game (have some single player experience at 120 AI morale), Back in Wite 1 I played my first MP game right off the bat against a beta tester (ComradeP), and then my second against 821bobo who seems to have ended up being a ...
by notenome
Wed May 12, 2021 5:43 pm
Forum: Opponents Wanted
Topic: Campaign game (closed for now)
Replies: 4
Views: 300

Campaign game (closed for now)

<t> Hello friends, I've been thinking about doing a GC as Soviets and wondered if someone wants to be my sparring partner on this adventure. I'd like to do an AAR so it would probably be best if you'd be interested in doing one as well. Settings are up for discussion, I'd prefer not having to deal w...
by notenome
Sun Jun 19, 2016 10:56 am
Forum: Gary Grigsby's War in the East Series
Topic: WitE 2
Replies: 2049
Views: 41139

RE: WitE 2

<t> I think that there is a level of abstraction here that is causing some problems. Bc of the hex scale, the WITE decided to not simulate roads (which was the right decision) but this in turn has produced a few consequences.<br/> <br/> Mechanized or not, panzer divisions are road bound when it come...
by notenome
Sat Jun 18, 2016 12:28 pm
Forum: Gary Grigsby's War in the East Series
Topic: WitE 2
Replies: 2049
Views: 41139

RE: WitE 2

<t> About the zoc cost thing (bearing in mind I am massively rusty with this game)<br/> <br/> I think part of the challenge is that whilst unit size should have an impact on zoc, one should also remember that blocking detachments are valid (and in the time period, frequently used) strategy. <br/> <b...
by notenome
Wed Jun 15, 2016 10:47 pm
Forum: Gary Grigsby's War in the East Series
Topic: State of the game?
Replies: 0
Views: 52

State of the game?

Hello,
so I played wite a couple of years back, even ran an aar [vs comradep]. I ended up dropping it bc of a lack of spare time and also bc 41 seemed a bit too harsh on the soviets. I actually have some time now and was wondering what the game was like?
by notenome
Wed Jul 11, 2012 12:59 am
Forum: After Action Reports
Topic: GC41 - Saper222 (Ger) vs Kamil (Sov) (No Saper222)
Replies: 764
Views: 12508

RE: GC41 - Saper222 (Ger) vs Kamil (Sov) (No Saper222)

I am absolutely amazed at the number of German units you managed to destroy. That's 28 divisions worth of troops man! It's incredible!
by notenome
Tue Jul 10, 2012 10:18 am
Forum: After Action Reports
Topic: Return to Smolensk and Beyond, IdahoNY vs Scar
Replies: 637
Views: 11463

RE: Sep 1945 Endgame in sight

I've advocated that an isolated unit should have to make a morale/xp check. If it passes both it experiences no CV reduction. It would still loose morale every turn, making the checks harder to pass, and have increased attrition. This would make high xp/morale units much hardier.
by notenome
Tue Jul 10, 2012 10:06 am
Forum: After Action Reports
Topic: Return to Smolensk and Beyond, IdahoNY vs Scar
Replies: 637
Views: 11463

RE: Sep 1945 Endgame in sight

I've advocated that an isolated unit should have to make a morale/xp check. If it passes both it experiences no CV reduction. It would still loose morale every turn, making the checks harder to pass, and have increased attrition. This would make high xp/morale units much hardier.
by notenome
Mon Jul 09, 2012 7:55 pm
Forum: After Action Reports
Topic: Rhine or Ruin (no glvaca)
Replies: 193
Views: 2306

RE: Rhine or Ruin

One must also remember that the Finns don't have many replacements, so anything which bleeds them is cost effective.
by notenome
Mon Jul 09, 2012 2:44 pm
Forum: Command Ops Series
Topic: Future Directions - Features
Replies: 452
Views: 7715

RE: Future Directions - Features

<t> I think I've mentioned this before, but this is my number one on the wishlist (well Eastern Front was the number, but since that's happening, now this is the number one):<br/> <br/> A campaign. Really everything is there already when you think about it. Many of the scenarios feature troops at a ...
by notenome
Mon Jul 09, 2012 2:16 pm
Forum: After Action Reports
Topic: Rhine or Ruin (no glvaca)
Replies: 193
Views: 2306

RE: Rhine or Ruin

Maybe he put down some FR in those hexes early?
by notenome
Mon Jul 09, 2012 9:25 am
Forum: After Action Reports
Topic: Helio (Axis) AAR vs Pelton (Sov)
Replies: 59
Views: 904

RE: Where does exploitative start? Open discussion.

<r> <QUOTE><s>[quote]</s>ORIGINAL: heliodorus04<br/> <br/> <QUOTE><s>[quote]</s>ORIGINAL: notenome<br/> <br/> I go back and forth in regards to stacks. Stacking greatly increases losses from air bombardment, for example. These early 41 stacks are great for that because a) they have a lot of undamage...
by notenome
Sun Jul 08, 2012 6:02 pm
Forum: After Action Reports
Topic: Helio (Axis) AAR vs Pelton (Sov)
Replies: 59
Views: 904

RE: Helio (Axis) AAR vs Pelton (Sov)

<t> I go back and forth in regards to stacks. Stacking greatly increases losses from air bombardment, for example. These early 41 stacks are great for that because a) they have a lot of undamaged elements b) the luftwaffe is far behind 3) they aren't in forts 4)they are often in clear terrain. Whene...
by notenome
Sun Jul 08, 2012 11:21 am
Forum: After Action Reports
Topic: Rhine or Ruin (no glvaca)
Replies: 193
Views: 2306

RE: Rhine or Ruin

Yeah, level 0 fort in Pavlovo this late in the game is bad news.

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