Temporary Motorization

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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notenome
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Temporary Motorization

Post by notenome »

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 broke, not to mention it compounds the pre-existing asymmetries of Axis having a much easier AP economy and optimized Turn 1.

At the very least have an option for it to be disabled in game settings, my honest suggestion would be to only have it be a thing from '42 onwards.
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xhoel
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RE: Temporary Motorization

Post by xhoel »

You can decide to have it as a house rule with your opponent so that neither one of you abuses the mechanic. That is what me and tyronec are doing in our game. I agree with you though, it is a huge exploit.
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notenome
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RE: Temporary Motorization

Post by notenome »

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.
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Q-Ball
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RE: Temporary Motorization

Post by Q-Ball »

Seems like a house rule is the way to go; if you can't trust your opponent to follow that rule, then you need to find a new opponent.....

Jeff_Ahl
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RE: Temporary Motorization

Post by Jeff_Ahl »

ORIGINAL: notenome

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.

Yeah, that would be a nice and realistisc change. I suppose german leg infantry was not trained to use motortransport in tactical and operational situations, (transport-->forward unloading position-->form up-->attack-->and so on). It is not as easy as just transport, unload and shot. I have been trained in all three; leg, motor and mechanized. Different tactics and routines are used in all three different types. Soft skin vehicles most be left behind not to far away but not to close, then they have to follow the infantry at a safe distance when the attack is conducted or constant re-deploy when retreats or delaying battle is counducted --> officers and NCO:s at all levels would have messed it up if they were not trained in how, when and why.

So absolutly, that should be changed.
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Bamilus
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RE: Temporary Motorization

Post by Bamilus »

ORIGINAL: Q-Ball

Seems like a house rule is the way to go; if you can't trust your opponent to follow that rule, then you need to find a new opponent.....


While I agree the onus shouldn't really be on the player to have to vet every opponent and to start a game and invest time just to figure out if the opponent is trust-worthy. Preventative controls by fixing exploits is the best result but obviously in the mean-time a house rule is the best route.
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gundam1985
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RE: Temporary Motorization

Post by gundam1985 »

The temporary motorization is huge advantageous for both side. As a Soviet player, they can put some 4CV Infantry Divisions to the key point without using the railway, especally in the south or somewhere without railway. The German Infantrys are most efficiency by this way in T1~T3 1941, but not far in the enemy territory(ZOC hex). It can assult some near city/hex to save the Motorized troops' MP or catch up to the frontline. This action almost undetectable in rear area so that the houserule is useless. I think the stop line/reach time setting(houserule) in some area is more effective in actual operate.
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Joel Billings
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RE: Temporary Motorization

Post by Joel Billings »

We’ve got some rule changes in a test version now.I’m away from my computer for a few days, but if a tester sees this please copy the rule changes for temp motorized from the tester forum and post them here. Thanks.
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Denniss
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RE: Temporary Motorization

Post by Denniss »

ORIGINAL: Joel Billings

We’ve got some rule changes in a test version now.I’m away from my computer for a few days, but if a tester sees this please copy the rule changes for temp motorized from the tester forum and post them here. Thanks.
Here it is:
3. Rule change for temporarily motorized units:
a. Soviet units may not be temporarily motorized in 1941.
b. Corps and division sized units have a minimum AP cost of 3 to temp motorize.
c. Temporarily motorized units have to pass an extra admin check when determining their MPs (failure reduces their MPs).
d. Soviet motorized units that are brigade size or smaller have a max MP of 35, and this applies to temporarily motorized units.
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notenome
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RE: Temporary Motorization

Post by notenome »

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 (unless they use admin movement) if the Axis use temp motorization and I don't believe this changes any of that
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