Thank you very much!
I'll take the oportunity to snag wite2 at the steam sale.
Moderator: Joel Billings
Thank you very much!
I'm living this grinding now. 200k per turn and I don't know how to stop it - but I am new so it might be me.Joel Billings wrote: ↑Wed Mar 13, 2024 4:37 pmThose results are WAD, but some players feel it incentivizes grinding over encirclements. The reduced retreat option reduces this by bringing down retreat attrition on routed units (low morale units hit multiple times in a turn often rout). It was added due to player interest in seeing the grinding reduced. This gives players a choice. We're still waiting for more feedback on just how it plays out. When you're dealing with a game this big that takes a long time to play, it takes time to get that kind of feedback.RKhan wrote: ↑Fri Mar 08, 2024 10:57 pm It’s 1941 and my Soviet infantry in good terrain and level one forts consistently are depleted after a round of combat. 14,000 men gone. Seems to me most folks run around 50% losses. 190k loses per turn just from German grinding frontal assaults.
Is this what the Reduced retreat option is meant to fix? Or is it wad? Still new to WITE 2 and I think the option was added post manual.
Thank you
R
Just to be clear, you're doing nothing wrong from my perspective. And thank you for the game!Light4bettor wrote: ↑Wed Mar 13, 2024 10:36 pmFrom my perspective (I'm currently in a 41GC w/ Rkhan turn 11), Rkhan (Soviets) pulled back early game, Smolensk and Kiev, Odessa were conceded with no/token fight (in the center and south)- and Rkhan built quad walls of units (in the north and center) so at that point I'm looking at turn 6-7 with limited soviet casualties-maybe just over a million at that point (and no post week 1 encirclements) and I am near the limits of my logistical line at that point - so limited Movement points for my motorized Korps.Joel Billings wrote: ↑Wed Mar 13, 2024 4:37 pmThose results are WAD, but some players feel it incentivizes grinding over encirclements. The reduced retreat option reduces this by bringing down retreat attrition on routed units (low morale units hit multiple times in a turn often rout). It was added due to player interest in seeing the grinding reduced. This gives players a choice. We're still waiting for more feedback on just how it plays out. When you're dealing with a game this big that takes a long time to play, it takes time to get that kind of feedback.RKhan wrote: ↑Fri Mar 08, 2024 10:57 pm It’s 1941 and my Soviet infantry in good terrain and level one forts consistently are depleted after a round of combat. 14,000 men gone. Seems to me most folks run around 50% losses. 190k loses per turn just from German grinding frontal assaults.
Is this what the Reduced retreat option is meant to fix? Or is it wad? Still new to WITE 2 and I think the option was added post manual.
Thank you
R
I'm faced with the limited time remaining before mud and not enough mp's to bash into those walls to encircle meaningful numbers of soviet units (I'm playing a more historical game- I tend not to pull mechanized forces and concentrate them to an ahistorical degree), therefore- in order to counteract the growing size of Soviets (over 3.3 million on map at turn 6-7) my only choice is to take the shots I can take to cause max numbers of casualties every-week before mud sets in. Most of the frontline forts I'm running into every turn in the center are level 2 (because of the nature of the retreat and build fort system).
1. Yes, depots only work if there is a rail (or port) connection to a National Supply Source (NSS, like Moscow or Berlin, they are marked with a star when depots are shown on map).bob999 wrote: ↑Tue Apr 02, 2024 8:24 pm Dear Community:
I bought WitE2 because it was on sale. I'm a glutton for punishment, because I never really figured out the mechanics for WitE or WitW. But I did like to push cardboard counters around.
I really like the AI support for WitE2. However, I must be missing some understanding in the Velikie Luki scenario:
Supply Depot and Construction
1) I captured VL on turn 2. Its rail was destroyed. I put a depot there (manually), started an airbase, and assigned all of the sapper support units to the city. (I figured that they would build the airfield and fix the rails). My assumption must have been incorrect because on turn 8 the rail is still 100% damaged and the airfield is at 1% completion. Why? The sappers had all been working over at Staraya Toropa on turns 1 & 2, but now they are on strike?
2) I built a depot in hex (202, 128; NE of VL). The railway was fine there. This depot is functioning (or appears to be: it is receiving and shipping with trucks).
3) Are there no Railway Engineers for the Soviets in the VL scenario? Is that why the VL depot didn't work?
Fortifications
4) How do you get your units to "dig in". Many locations start with fortification values (from 1 to 3). However, when I tried to add a fortification to a hex it created a "Fortified Region" unit that reports to Stavka. I assume that in the larger game those are used to create "Hero Cities" for defence. Any thoughts on digging in?
Many thanks.
Bob
I don't think you can remove it, but in larger Scenarios you won't see it that frequently anymore.
Thanks, I have tried GC twice but it was a failure. I prefer learning with small scenario.
Ah, thank you so much.