Thoughts on the airwar

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).

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janh
Posts: 1215
Joined: Tue Jun 12, 2007 12:06 pm

RE: Thoughts on the airwar

Post by janh »

ORIGINAL: Helpless
WITE air model is not the example of excellence, but..

Maybe not excellence per se, but I think it works extremely well and sets the standards. It is just a bit tedious at times to organize all air missions, but that's what players of AE asked for -- control over as many facets of the air war as possible. Some stuff could have an additional "standard/AI control" setting to avoid micromanaging of routine issues (unless you feel like it), but I simply love the depth that having all these options and detail in there create.
Steeltrap
Posts: 9
Joined: Tue May 18, 2010 4:23 am

RE: Thoughts on the airwar

Post by Steeltrap »

Well as a new player I can say the whole air system is somewhat of a nightmare to comprehend/organise.

As is the case for the rest of it, the manual tends to talk about 'what/how' but nothing much about 'why/when'. It is very off-putting as a new player with dozens of airbase counters and all sorts of arcane mechanics behind them (the air commitment etc etc).

Not having range obvious on the map seems a remarkable oversight. How do I know what coverage I have from all those different fields?

I'm talking from the Soviet perspective. The first 20 turns are so dreadful to organise through the interlocking mechanics of the game - C&C, support units, air etc etc - that I've all but thrown my hands up and decided not to play until I see the 'user guide' being put together.

I do think looking at the complexity a player has to confront to play the game is a different thing from the complexity behind what's on the screen. Right now, I find it all so horrible to get to grips with I'm regretting spending my money to be blunt.
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