Quick Questions Thread

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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Mkha2023
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Re: Quick Questions Thread

Post by Mkha2023 »

Wild wrote: Fri Mar 15, 2024 12:16 pm
Mkha2023 wrote: Fri Mar 15, 2024 11:45 am Hello,

pardon my ignorance: do i need to buy the Steel Inferno DLC to get the latest Core game updates? (like the OOB form NOV23).

Thanks,
No you don't Steel inferno to get all the updates.
Thank you very much!
I'll take the oportunity to snag wite2 at the steam sale.
Denniss
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Re: Quick Questions Thread

Post by Denniss »

We are not Paradox Interactive where you have to buy DLC to get further updates.
Mkha2023
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Re: Quick Questions Thread

Post by Mkha2023 »

Denniss wrote: Fri Mar 15, 2024 1:41 pm We are not Paradox Interactive where you have to buy DLC to get further updates.
Ahahah! Too true.
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RKhan
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Re: Quick Questions Thread

Post by RKhan »

Joel Billings wrote: Wed Mar 13, 2024 4:37 pm
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
Those 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.
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.

I don't think this was a viable approach for the Axis in RL. Perhaps I will try the reduced retreat option next time.

Thank you for the response!
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RKhan
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Re: Quick Questions Thread

Post by RKhan »

Light4bettor wrote: Wed Mar 13, 2024 10:36 pm
Joel Billings wrote: Wed Mar 13, 2024 4:37 pm
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
Those 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.
From 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.

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).
Just to be clear, you're doing nothing wrong from my perspective. And thank you for the game!
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RKhan
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Re: Quick Questions Thread

Post by RKhan »

Finally, just to make my point, this battle was in heavy forest with level 2 fortification:
t21 broken.jpg
t21 broken.jpg (142.9 KiB) Viewed 1695 times
25 to 1 ratio! And the defenders were rested at full morale and high TOE. Boggles the mind it does :lol:

(this is not my game with Light4better)
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Nirosi
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Re: Quick Questions Thread

Post by Nirosi »

I wonder if someone can help me with a situation. I have troops in Oranienbaum in the city fort and also an HQ in the hex. To go “pick up” S.U., I needed to bring the HQ back on the “continent” by going through Kroonstad and the ferry. I had no problem doing it because, as I understand, I was able to cross the impassable hexside since I control both sides. However, even by trying to spend my hole MPs, I can not go back the other way (cross from Kronstadt to Oranienbaum).

Also, I can not go back by sea movement either. The “movement line” seems to show I can enter the port by sea, but when I click to execute the movement, I does nothing. The port has no damage, there is no ice etc.

Thanks in advance for any clarifications.
HermanGraf
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Re: Quick Questions Thread

Post by HermanGraf »

Quick questions on the quick questions thread

Still trying to understand National Reserve.

I sent a few SU back to NR after they took a beating as Germans, as well as Luftwaffe fighters. Just realized the factories were not producing some of those models anymore, I switched them to the model factories are producing and they should be replenished a little faster (no Heinkel's in pool, but being produced)

I put the SU w/ REFIT ON.

It's been about 2/3 turns now and doesnt seem like my fighters or SU are getting a lot of priority. I read in the manual that the NR units get priority reinforcements and units, am I not correct? Does it just take a few more turns to get to 100%?
Vermin
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Re: Quick Questions Thread

Post by Vermin »

You can't manually downgrade an air group's planes to an obsolete model to free those planes up for another unit. Is that WAD? Will/can the AI do this if on "Auto"?
bob999
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Possibly Stupid Questions

Post by bob999 »

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
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Re: Possibly Stupid Questions

Post by FortTell »

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
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).
2. Yes, you can build a depot anywhere there is working rail. Though because of a lack of a railyard, it will start with a very low capacity unless you keep an HQ unit on it.
3. I do not remember, but you can look and see anything in the Commander's report. Namely, construction units named 'NKPS' (manually controlled on-map units) or 'RR Construction' (AI-controlled units that you cannot control).
4. Every unit starts digging in automatically during the logistics phase (the more movement they have, the more they will dig). Also construction units in HQs assist units with digging. You can dig a lv1 fort almost anywhere, but lv2-3 forts can be built if any condition is met: next to an enemy hex, in a city/urban/port hex, has a fort unit (your Fortified Region) in a hex.
City forts are rarely worth it, as they are vulnerable to pocketing.
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Re: Quick Questions Thread

Post by ncc1701e »

Stupid question, perhaps the game is telling me that I have no idea how to manage depots, but is there a way to remove this popup at the end of each turn?
popup.JPG
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Re: Quick Questions Thread

Post by Wiedrock »

ncc1701e wrote: Sun Apr 07, 2024 10:54 am Stupid question, perhaps the game is telling me that I have no idea how to manage depots, but is there a way to remove this popup at the end of each turn?
I don't think you can remove it, but in larger Scenarios you won't see it that frequently anymore. :lol:
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Re: Quick Questions Thread

Post by ncc1701e »

Wiedrock wrote: Sun Apr 07, 2024 12:06 pm
ncc1701e wrote: Sun Apr 07, 2024 10:54 am Stupid question, perhaps the game is telling me that I have no idea how to manage depots, but is there a way to remove this popup at the end of each turn?
I don't think you can remove it, but in larger Scenarios you won't see it that frequently anymore. :lol:
Thanks, I have tried GC twice but it was a failure. I prefer learning with small scenario.
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Re: Quick Questions Thread

Post by FortTell »

ncc1701e wrote: Sun Apr 07, 2024 10:54 am Stupid question, perhaps the game is telling me that I have no idea how to manage depots, but is there a way to remove this popup at the end of each turn?
Yes, go to Preferences and uncheck the "Show depot warning message" box (in the right column).
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Re: Quick Questions Thread

Post by ncc1701e »

FortTell wrote: Sun Apr 07, 2024 6:35 pm
ncc1701e wrote: Sun Apr 07, 2024 10:54 am Stupid question, perhaps the game is telling me that I have no idea how to manage depots, but is there a way to remove this popup at the end of each turn?
Yes, go to Preferences and uncheck the "Show depot warning message" box (in the right column).
Ah, thank you so much.
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

I have forgotten, again, the hotkey to display the source of supply for a unit, you know the one where there are coloured lines from the depot to all parts of the map.

THx
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Re: Quick Questions Thread

Post by malyhin1517 »

Press 8!
Sorry, i use an online translator :(
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shgenerolas
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Re: Quick Questions Thread

Post by shgenerolas »

Hi! Need advice from experienced players. My friend and I are preparing for the first HvH grand campaign. Both of us have played several smaller scenarios, we feel familiar with the mechanics and essential nuances of the game. Two questions:

1) Which version of the Grand campaign would you suggest for the first time? No early ending or normal? We are more about to play normal version, because we want a dynamic game. But I'm not sure if the normal version is not more chalanging for german player?

2) What are the best game settings (difficulty level)? Doesn't it make a big difference when playing HvH anyway?
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malyhin1517
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Re: Quick Questions Thread

Post by malyhin1517 »

Use default settings. The main thing is to decide on the management of theaters and air warfare. Do you want to do this yourself or are you satisfied with managing the computer?
Sorry, i use an online translator :(
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