WitE 2

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).

Moderators: Joel Billings, elmo3, Sabre21

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uw06670
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RE: WitE 2

Post by uw06670 »

an HQ all its reporting units change to the same colour

certainly on Map they do, I love this feature. Not sure about inside reports.
- Mark
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juv95hrn
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RE: WitE 2

Post by juv95hrn »

ORIGINAL: Telemecus

ORIGINAL: juv95hrn

If it hasnt been feature request before, being able to change colour of more units than one, at the same time, would be great. In regards to the commanders report functionality that is.

never used it myself but been told if you change the colour of an HQ all its reporting units change to the same colour

Yes, its true. But there is no easy way to mark/colour many units that arent all connected to the same HQ, at the same time.
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
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uw06670
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RE: WitE 2

Post by uw06670 »

Has anyone asked for an optional "Turn 0" feature?

In my mind it would allow limited adjustments to be made, not a full free setup. Think of everything in place for Turn 1, but allow things like unit assignment changes and support unit shuffling, perhaps for little or no cost. It won't have a material change on things like how a leader change could. but would help make things more organized without having to jump through other hoops. Optional switch like soviet +1 and such.
- Mark
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Laits
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RE: WitE 2

Post by Laits »

I agree. It could be an option (like a gentleman agreement) which would allows different starts and more uncertainty for the other side.
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RedLancer
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RE: WitE 2

Post by RedLancer »

ORIGINAL: uw06670

Has anyone asked for an optional "Turn 0" feature?

In my mind it would allow limited adjustments to be made, not a full free setup. Think of everything in place for Turn 1, but allow things like unit assignment changes and support unit shuffling, perhaps for little or no cost. It won't have a material change on things like how a leader change could. but would help make things more organized without having to jump through other hoops. Optional switch like soviet +1 and such.

It has been requested frequently. My understanding is that it is simply not possible with the current game engine. The solution is to use the editor.
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WitE & WitW Dev
DorianGray
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RE: WitE 2

Post by DorianGray »

nothing to see here
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RE: WitE 2

Post by Cavalry Corp »

I also agree with this idea. It is quite tiresome to see some players post ways to get to certain points on the map on the first turn knowing where every Russian unit is. That is derogatory to the game.
In an ideal world it would be nice to have a set up turn where units are placed within say five hexes of their HQ which would be in an approximate historical position. You can of course have the historical setup if you like I for one would not choose that.
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thedoctorking
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RE: WitE 2

Post by thedoctorking »

Has anybody played a game using the editor for initial setup? If so, what house rules did you use?

Maybe this option should be explained in the manual.
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loki100
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RE: WitE 2

Post by loki100 »

Prob a request best in the tester forum?
DorianGray
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RE: WitE 2

Post by DorianGray »

ORIGINAL: cavalry

I also agree with this idea. It is quite tiresome to see some players post ways to get to certain points on the map on the first turn knowing where every Russian unit is. That is derogatory to the game.
In an ideal world it would be nice to have a set up turn where units are placed within say five hexes of their HQ which would be in an approximate historical position. You can of course have the historical setup if you like I for one would not choose that.

Actually, I am a bit surprised the locations are fixed and not a bit randomized.

I am thinking, at least for the Soviets, that there should be some core units that are fixed to make sure certain physical locations are garrisoned.

But then, as many as 50% of Soviets could have starting location randomized a bit, by as much as 1 or 2 hexes in any direction.

In the extreme, even if you took all Soviet counters and just physically dropped them on the map (next to the border), would it be any worse than current static deployment?

I highly doubt it would be and, at the least, it would stop some of the 1st turn gaminess on the part of Germany.
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56ajax
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RE: WitE 2

Post by 56ajax »

The game aims to be reasonably historical. Soviet morale (and experience?) is randomised on T1 to make it less predicatable but the Axis advantage on the opening turn is so massive no one notices.
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821Bobo
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RE: WitE 2

Post by 821Bobo »

I can not understand the never ending complains about perfect Axis T1. The game has 250+ turns, not just one.
Allowing Soviets to shuffle units would result in opposite situation with massing units in places that are obvious paths for Panzers. And that is much more unrealistic.
Allowing to move only few would not change anything except Soviet player's impression that now it is better than the default setting.
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uw06670
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RE: WitE 2

Post by uw06670 »

because if T1 isn't 'realistic' its an obvious flaw
- Mark
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821Bobo
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RE: WitE 2

Post by 821Bobo »

ORIGINAL: uw06670

because if T1 isn't 'realistic' its an obvious flaw
Yes, thats the point, enlist and see the war...
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uw06670
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RE: WitE 2

Post by uw06670 »

T1 being flawed is 'the point'? I don't get you.
- Mark
JamesM
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RE: WitE 2

Post by JamesM »

So what are the chances that this game will be released this year?
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uw06670
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RE: WitE 2

Post by uw06670 »

When Koalas fly?

Sorry, just some humor.

If its in Alpha now (so I've heard) I hope it doesn't release soon. 1 full war match takes a loooooong time to conduct. And without a lot of play time by Alpha/Beta people there are going to be issues that need patches.
- Mark
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RE: WitE 2

Post by Cavalry Corp »

ORIGINAL: DorianGray

ORIGINAL: cavalry

I also agree with this idea. It is quite tiresome to see some players post ways to get to certain points on the map on the first turn knowing where every Russian unit is. That is derogatory to the game.
In an ideal world it would be nice to have a set up turn where units are placed within say five hexes of their HQ which would be in an approximate historical position. You can of course have the historical setup if you like I for one would not choose that.

Actually, I am a bit surprised the locations are fixed and not a bit randomized.

I am thinking, at least for the Soviets, that there should be some core units that are fixed to make sure certain physical locations are garrisoned.

But then, as many as 50% of Soviets could have starting location randomized a bit, by as much as 1 or 2 hexes in any direction.

In the extreme, even if you took all Soviet counters and just physically dropped them on the map (next to the border), would it be any worse than current static deployment?

I highly doubt it would be and, at the least, it would stop some of the 1st turn gaminess on the part of Germany.

Agree 100% - do not want to see the Ruskies get killed on T1 or block the panzer routes but also do not want to see maths formulas boffins as generals
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Zemke
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RE: WitE 2

Post by Zemke »

I want the game badly. Perhaps increasing the number of testers would speed the process, I am willing to play either German or Russian against a human opponent, and I would still pay full price for the game.
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countrboy
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RE: WitE 2

Post by countrboy »

I started a PBEM game recently and my opponent didn't make 'the perfect first turn', which I appreciated. Sure he pocketed a heap of my Russian units, but it wasn't worked out to 20 decimal points. The first turn really needs some random element, otherwise really, why not just start the game on Turn 2, with the Germans already in perfect position?
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