New Update for Gary Grigsby’s War in the East
Moderators: Joel Billings, Sabre21, elmo3
New Update for Gary Grigsby’s War in the East
More fixes, tweaks, additions, and enhancements to this already revered wargame!
Matrix Games and 2by3 Games (www.2by3games.com) are proud to release the new comprehensive 1.03 update for their smash hit turn-based Eastern Front game, Gary Grigsby’s War in the East. Apart from the expected bug fixes, highlights include Interdiction battles, also Ground Support and Recon Escort air doctrine options were added, improved AI (with better decision making and some AI fixes), lots of data/scenario updates and rule changes, multiple GUI additions, and a bunch more.
David Heath, Director of Operations at Matrix Games, said “War in the East has been met with rave reviews from critics and gamers alike and 2 by 3 Games is still polishing and improving the game with each new update. We at Matrix Games are thrilled with the success of this wargaming masterpiece and are very happy to see that it’s only getting better!”
Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is the spiritual heir to the great Eastern Front board and computer wargames of the past; a turn-based World War II strategy game down to the division and brigade level, stretching across the entire Eastern Front at a 10 mile per hex scale. Gamers can engage in massive, dramatic campaigns, including intense battles involving thousands of units with realistic and historical terrain, weather, orders of battle, logistics and combat results. As with all the award-winning titles made by the 2by3 Games team, factors such as supply, fatigue, experience, morale and the skill of your divisional, corps and army leaders all play an important part in determining the results at the front line. Gary Grigsby’s War in the East comes with 4 massive campaigns as well as many smaller scenarios all with different strategic and operational challenges.
Gary Grigsby’s War in the East represents a truly epic representation of the Second World War on the Eastern Front and is unparalleled in its scale, detail, and ambition!
Get the update here. The update is comprehensive and will bring all previous versions of War in the East to version 1.03. We strongly recommend that all War in the East owners update to 1.03 as soon as possible . Get more information on Gary Grigsby’s War in the East from its official product page.
Matrix Games and 2by3 Games (www.2by3games.com) are proud to release the new comprehensive 1.03 update for their smash hit turn-based Eastern Front game, Gary Grigsby’s War in the East. Apart from the expected bug fixes, highlights include Interdiction battles, also Ground Support and Recon Escort air doctrine options were added, improved AI (with better decision making and some AI fixes), lots of data/scenario updates and rule changes, multiple GUI additions, and a bunch more.
David Heath, Director of Operations at Matrix Games, said “War in the East has been met with rave reviews from critics and gamers alike and 2 by 3 Games is still polishing and improving the game with each new update. We at Matrix Games are thrilled with the success of this wargaming masterpiece and are very happy to see that it’s only getting better!”
Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is the spiritual heir to the great Eastern Front board and computer wargames of the past; a turn-based World War II strategy game down to the division and brigade level, stretching across the entire Eastern Front at a 10 mile per hex scale. Gamers can engage in massive, dramatic campaigns, including intense battles involving thousands of units with realistic and historical terrain, weather, orders of battle, logistics and combat results. As with all the award-winning titles made by the 2by3 Games team, factors such as supply, fatigue, experience, morale and the skill of your divisional, corps and army leaders all play an important part in determining the results at the front line. Gary Grigsby’s War in the East comes with 4 massive campaigns as well as many smaller scenarios all with different strategic and operational challenges.
Gary Grigsby’s War in the East represents a truly epic representation of the Second World War on the Eastern Front and is unparalleled in its scale, detail, and ambition!
Get the update here. The update is comprehensive and will bring all previous versions of War in the East to version 1.03. We strongly recommend that all War in the East owners update to 1.03 as soon as possible . Get more information on Gary Grigsby’s War in the East from its official product page.
Sean Drummy
Marketing and Press Relations Manager

Marketing and Press Relations Manager

RE: New Update for Gary Grigsby’s War in the East
So where is the list of changes?
Henri
Henri
RE: New Update for Gary Grigsby’s War in the East
Did you check the readme.doc in the game folder?
- Joel Billings
- Posts: 33519
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
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RE: New Update for Gary Grigsby’s War in the East
Here's the full list for what's new in 1.03 since 1.02:
V1.03 - February 28, 2011
• New Features and Rule Changes
1. Added an editor function – SET ALL CITY SUPPLY REQUIREMENTS. It sets all requirements based on the existing industry and production percentage. Also supplies cities to support first production turn.
2. Partisan supply drops are now hidden if FOW is on.
Formula Change - Slightly reduced the experience drop when ground elements received replacements. The higher the average experience of the elements, the less the decrease that can be expected.
Empty ground element slots that have the same type as other elements in the unit will be deleted. This will lead to more uniform divisions with higher experience.
Introduced a new kind of battle called Interdiction that can be shown on the Commander’s report list of battles and also as on map battle sites. Friendly interdiction attacks are not cleared at the start of the logistics phase, so you can now view the interdiction attacks that occurred during your opponent’s turn.
Added more factors to the interdiction attack routine, such as terrain, range to the supplied enemy, unit average experience, unit size and a morale roll.
• Bug Fixes
1. On map defending CV values for units in Swamp and Heavy Forest hexes were being calculated as if their terrain fort value was +1 when in reality their terrain fort value was +2. This caused the displayed defending CV to be undervalued. This was a display bug only, and has been fixed.
2. Fixed a bug where global supply and fuel stocks were not calculated correctly.
Fixed a bug where captured equipment once in units could be produced (to be used as additional replacements).
Fixed the AI so that it now pays the increased rail costs for Soviet factory evacuation.
Fixed a bug where the hex popup text could get stuck with static text, ex. “View this unit”, “View this air unit”, Show detailed aircraft change window”.
Fixed a bug with attacks over rivers that could cause negative disruption.
Fixed a bug where elements with 0 ready elements could retain disruption.
• Data and Scenario Changes
1. Go145C aircraft changed from a Recon type to a Tactical Bomber (this appears not to have been changed in an earlier patch as we had thought).
Set supply/fuel/resources/oil requirements for all scenarios.
V1.03 Beta 5 – February 14, 2011
• New Features and Rule Changes
1. Manually merged units are now added to the destroyed/disbanded unit list.
Added withdrawal info to the hex pop-up text.
• Bug Fixes
1. Fixed a crash bug in beta 4 when the hex pop-up is displayed for a city with a port and AA.
2. Fixed a bug where setting the hex pop-up delay to 0 was causing battle reports to be displayed while in Move Mode.
Fixed a bug where data was not cleaned correctly when a PBEM password was entered inaccurately.
Fixed a bug where HQs were showing a legal movement path through visible partisan units, something they can’t move through.
Fixed a bug where city bombing of factories was not correctly adding newly created damage to the existing damage already on the bombed factory.
Fixed a bug where phantom attacks occurred during the first turn of a Soviet AI 1941 Campaign game.
• Data and Scenario Changes
1. Increased the starting Armaments pools for both sides in all scenarios that begin in 1941.
Fixed the starting OB for the 900th Lehr Motorized Brigade so that it matches the revised TOE in the 1941-45 Campaign scenario.
V1.03 Beta 4 – February 11, 2011
• New Features and Rule Changes
1. Reduced the effectiveness of city bombing on factories.
• Bug Fixes
1. Fixed a bug that caused some German and Soviet Human player attacks on turn one of the 41-45 Campaign to have their attacking CV values dramatically increased.
Fixed a bug causing the Soviet Gun Brigade to be listed as a choice to be created prior to its correct May 42 availability date.
V1.03 Beta 3 – February 7, 2011
• New Features and Rule Changes
1. Rule addendum and rule change – Units defending in Heavy or Light Urban terrain receive a doubling of their Combat Value when determining the winner and loser of the battle. This doubling is in addition to all other modifiers previously reported. Prior to this version, this doubling also applied to defenders in Swamp, Rough, Mountain and Heavy Forest terrain. This has been removed, so the doubling now only occurs in Heavy or Light Urban terrain.
New Rules – Routed units may not move via rail or naval transport. Routed units will not change their TOE.
New Rule – Each turn there is a chance that a unit’s morale will be lowered by 1 or 2 points if its morale exceeds its national morale by 30 points or more.
New Rule – Axis leaders that are limited to Army and Corps commands only that achieve the rank of Feldmarschall are permitted to command Armies.
New Rule – Isolated units will fire only ¼ as much as they would if they were not isolated in order to save ammunition.
New Rule - On map Soviet air groups with no aircraft can be disbanded automatically before 1943.
Rule Change – For combat value reductions due to ammo/fuel/supply shortages, these will be limited such that all units will be considered to have at least a minimum of 25% of each of these items.
Rule Change - Reduced the Soviet manpower production multipliers to 50 in 1941 (from 55) and 45 in 1942 (from 50).
Rule Change – Made changes so that the experience for ground elements newly introduced to a unit due to a TOE change will be based on the average of similar ground class elements in the unit. If no such elements exist, the national morale will be used to build the new elements.
Rule Change – The chance of manpower migration will decline once the city’s manpower is less than 50% of its population. Also, note that the manual is incorrect in that there is no limit to the amount of migration that can occur in a turn.
Rule Changes - Changed the way support squads are handled during the replacement phase: 1) Support squads are not sent to a unit if additional support is not required 2) Support conversion happens at the end of the replacement phase, when there is less chance that conversion will be needed. 3) Experience reduction from support conversion is based on the existing experience and number of existing rifle squads versus the number of converted squads.
Rule Change - Experience reduction caused by replacements is more based on the relative amount of replacements received.
Rule Change and New Rule - Doubled the rail capacity costs for factory rail movement. No factory movement is allowed on the June 22, 1941 turn.
Rule Change – The 2nd Polish Army mentioned in section 19.3 of the manual will never enter the game before 1944.
Rule Changes – Production changes: 1) Reduced Heavy Industry output and resource consumption. Each HI point now uses 500 resources to produce 500 supplies. 2) Reduced Armament output and supply consumption. Each Armament factory now uses 50 supply points to produce 200 armament points. 3) Reduced fuel production. One fuel factory now uses 300 oil to produce 300 fuel.
Rule Change – The undo command will no longer work once an air mission has been flown. This prevents a player moving an air base, using it as a staging base for a mission and then undoing the air base’s move.
Rule Change – Increased the amount of Admin points charged for the formation of Rifle Corps to 20 prior to 1943.
Rule Clarification – Units that rout may only move to cities/towns that are less than 24 hexes away and which are on a linked rail line or are a linked port. If they are unable to rout move to a valid HQ or city/town, they will surrender.
Formula Change – Lowered the chance of a unit getting morale increases from combat if the unit’s morale already exceeds its national morale.
Formula change – Increased the chance that defending fighters will be able to intercept recon missions.
Formula Change - Made an adjustment to the section 15.8.1 rule in the rules addendum regarding units that have no hex to retreat to. Originally this rule never applied to units with a morale of greater than 75. Now it never applies to units with a morale greater than 60. Also, the chance of this happening to qualifying units has been reduced.
Rule Change – There are now less restrictions for changing the aircraft in an air group. Aircraft can be changed if:
1. Aircraft types are the same
2. Tactical Bombers can switch to Fighter Bombers
3. Fighter Bombers can switch to Tactical Bomber if the group is trained as bombers
4. Fighter Bombers can switch to Fighters or Jet Fighters if the group is trained as fighters
5. Fighters can switch to Fighter Bombers and Jet Fighters
6. Jet Fighters can switch to Fighter Bombers and Fighters
7. NBAP groups can switch only to U-2 Tactical Bombers
9. ZG groups can switch to Night Fighters and Fighter Bombers
10. JG groups cannot switch to the Bf110
11. Groups with the Bf110 cannot switch to the Bf109
The AI can use these new rules to swap aircraft in the group automatically.
2. Formula Change – The chance and amount of morale reduction incurred by isolated units in the logistics phase has been reduced.
Formula Change – Larger sized construction support units will be more likely to be sent to repair rail hexes with damage greater than 19.
Formula change - Increased the amount of planes destroyed during training, but decreased the impact of each lost plane on the group’s experience (less pilots assumed killed).
New Interface - Added an interface window to provide information when upgrading aircraft. Accessed from the group detail window when the group is set for Manual Aircraft Change. Click on the word ‘Manual’. The window will display the possible aircraft alternatives and for each, the amount of aircraft in the pool, the amount of aircraft in air groups, and the number of factories. Allows for navigation to appropriate information windows and back. Also allows players to compare aircraft.
Improved German AI first turn script in the 1941-45 Campaign.
• Bug Fixes
1. Fixed the bug that was allowing game options to be changed after the start of a PBEM game.
Fixed a bug where Army Group south was not splitting into AGA and AGB in March 1943.
Fixed a bug where a lack of suitable leaders was causing AGB to arrive without a leader. A leader will be appointed, although it may be one that is of a lower than normally required rank.
Fixed a bug inserted in 1.03 beta 2 that caused FBD units to pay an extra +2 MPs when entering an enemy controlled hex.
Fixed a bug where ground elements that change to another element due to a TOE change were losing experience. Fixed a bug that could be altering the experience and fatigue of ground elements during a TOE change.
Fixed a typo in the production messages in Event Log - ""aircaft"" -> ""aircraft""
Made changes to the map popup function which may be a possible solution for the popup issue where the message “View this unit” becomes the only text shown.
Increased the probability of artillery and infantry weapons being produced from armaments.
2. Deleted the temp file created when a Multiplayer game is saved to the server.
Fixed a bug where the Yes/No dialog state was not reset when you answer No to the end the turn question.
3. Fixed a bug in the AI that was allowing the Axis AI to move isolated units illegally out of their pocket and back to their friendly lines.
4. Support squad conversion to rifle squads is now being properly limited to 30 per unit per turn.
Fixed a bug involving vehicle usage during the replacement phase.
5. Fixed a bug with the non-random weather that could cause incorrect clear or mud weather in the May to June 19 timeframe.
6. Fixed a bug where partisans could attack a rail hex 6 hexes away. The limit of 5 hexes should now apply.
7. Fixed a bug causing captured ports to generate shipping points for the Axis player. Captured ports should not generate shipping points.
Fixed a bug in small scenarios where rail hexes out of the playable map area were sometimes not functioning properly (causing issues with the supply system).
Fixed a bug with aircraft that could result in players getting a “no more slots available” when attempting to upgrade aircraft.
All damaged elements were being returned to the pool whenever a ground unit changed its OB. This was not intended and has been changed so it does not happen.
In small scenarios with limited production, made sure that only the supplies needed for the reduced production levels are expended.
Fixed the interface so that when in recon mode, right clicking on the right side panel will bring up the air base detailed information window instead of launching a recon mission.
Fixed a bug where the AI was improperly railing factories out of cities adjacent to enemy units.
Fixed a bug where non-Rumanian units attached to a Rumanian HQ could still be listed as attached to the HQ after it had become a Soviet unit upon Rumanian surrender.
In some cases, Finnish units were incorrectly able to attack once they were over the Finnish no attack line. This has been corrected so that until the 2 Leningrad hexes have been taken, the Finns can never attack when south of the line.
Fixed the G hotkey so that it will never assign a non-security unit to a RHG HQ.
When using FOW, the fogged up CV values of enemy units were not being saved off when saving a game and cleared properly when exiting a game. This could lead to anomalies in CV values when repeatedly loading save games. This was only a display issue and did not impact the unit’s real CV in combat. This has been fixed.
Fixed a bug that prevented Soviet Amphibious landings against enemy controlled hexes.
Fixed a bug where Rumanian units were being allowed to move north of the Axis Ally Limit Line.
Fixed a bug where aircraft could be removed from the production pool.
Fixed a bug where a player could move a unit and then perform an HQ buildup and then undo the previous move and regain the AP spent on the HQ buildup. Now, once an HQ buildup is performed, no moves done prior to it are undoable.
• Data and Scenario Changes
1. The following data files were changed: wrdevice.dat, wrleader.dat, wrac.dat, wrob.dat.
2. Tweaked the blast radii of many of the devices to correct for rounding errors.
3. Changed the German 88mm Anti-tank Gun to Heavy AT-Gun type. This change should keep the 88mm ATG out of units it shouldn’t go to as well as keeping lighter ATGs out of German heavy anti-tank gun battalions.
4. Corrected the number of hand grenades (as devices) in Panzer Grenadier Squads 99 & 100. It read 8 but should have been 1.
5. Changed all ground element end dates of 5/45 or later to a consistent 9/45. This fix is to correct production stopping in games going past 5/45 for many ground elements.
Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will fix the problem where 3 guard tank brigades could not be merged into a Tank Corps and 2 guards and 1 non-guards were merging into regular Tank Corps.
6. Added OB 393 43 Heavy Panzer Battalion (-) to be the TOE for the 101st SS Heavy Panzer Battalion.
7. Changed Slovakian leaders so they can command both ground and air HQ’s.
8. Added OB 470 44c SS Panzer Division for the Tigerless Wiking Division. OB 115 has been renamed from 44c SS Panzer Division to 44d SS Panzer Division.
9. Changed Go 145C(48) type to Tactical Bomber
Reduced the build limit for the U-2(transp) to 5 and U-2(recon) to 2.
Changed FW 190F type to Tactical Bomber
Changed FW 190G type to Tactical Bomber
Modified build limit for Ta 152H to 4
Added drop tanks for the FW190G, increasing its range
Renamed Bf 109G-6/R6 to Bf 109G-6/R2
Changed production rates and build limits for Fw-190 planes
Fixed FW190 and U-2 production in scenarios
Changed the Rifle Squad in the 42 Motorized Brigade (OB 93) from ground element 797 (not produced till 1943) to in production element 793.
10. Changed the production start date of the Reconnaissance Squad (776) from 9/42 to 4/42 to correspond to available date of 42 Motorized Brigade.
11. Changed a couple of Soviet Air Leaders for 1941 Campaigns and scenario
Removed the 6th Panzer Army from arrival schedule
Added 101st SS Heavy Panzer Battalion to all campaigns to arrive on 12 Nov 43 and withdraw on 9 Jan 44
1st SS Panzer Division arrival date bumped up a couple of weeks to 12 Nov 43 (was 2 Dec 43)
1943 Campaign German leader changes
Standardized German Corps names across the campaigns and scenarios. Replaced the 'XL' in all German Corps names with 'XXXX'
V1.03 Beta 2 – January 21, 2011
Special Note – Please be aware that when a pop up box comes up asking for a value to be entered, if the X is pressed, the game reads this as entering a value of 0.
• New Features and Rule Changes
1. Eliminated German leader dismissals prior to 12/15/1941 (This was incorrectly reported fixed in v1.03 beta 1)
The AI has been improved so that it will be less likely to leave enemy units supplied by ports behind it’s lines. An example of this is that the German AI should be less likely to leave Odessa in Soviet control in the fall of 1941. Also improved the Soviet AI reaction to German moves into the Caucasus (sometimes it would respond with too many units). (This was incorrectly reported fixed in v1.03 beta 1)
Restricted Soviet Rifle brigades so they can’t merge into Rifle Divisions prior to May-1942.
Increased the Admin point cost for creating Soviet Rifle Divisions and Cavalry Divisions to 20 before May-1942.
Soviet Rocket and Heavy Tank units get automatic Guards status. (This was incorrectly reported fixed in v1.03 beta 1)
Made improvements in the AI to reduce/eliminate very poor ground attacks that were occasionally being made.
Missing Rule – Section 22.2 should contain an additional exception that states there will be no snow or mud during December 1941 and January 1942 (only Blizzard).
Rule Correction - The 110 in the last sentence of section 10.3 should be replaced with 120 (Axis Allied Frozen Garrisons).
Rule clarification – Naval Rifle Brigades may be used to create Rifle Corps.
Made some adjustments to the amount of CAP that intercepts fighter sweeps (airfield attacks with no bombers).
Vehicles produced by Axis Allies will be placed in the German National Pool.
Have disabled the production of cities in surrendered nations. Surrendered nations now show 0% production on the production screen.
Soviet air groups in the national reserve are not counted when determining if new Soviet Air Bases should be created.
The game now limits the amount of Soviet Guards Armies to 11 and Guards Tank Armies to 6.
• Bug Fixes
1. Soviet Guard Corps should no longer have duplicate names. (This was incorrectly reported fixed in v1.03 beta 1)
Captured equipment of destroyed Soviet support units were going to the Finnish pool. Now, where the equipment goes will depend on the map location of the HQ, on map unit or City that the unit is attached to. (This was incorrectly reported fixed in v1.03 beta 1)
Fixed a problem with delayed SAD air bases that were disbanding. (This was incorrectly reported fixed in v1.03 beta 1)
Fixed text in the CR screen leader tab. (This was incorrectly reported fixed in v1.03 beta 1)
2. Fixed a bug that allowed the Admin Point total exceed 500 when a Soviet Front entered the game. Admin Points should never exceed 500.
Fixed a situation where an AI German unit that was totally surrounded was illegally picked up and placed back in friendly territory.
Added code to prevent the AI from evacuating factories from isolated cities.
Adjusted some issues with non-random weather where the exception cases listed in section 22.2 of the manual could occur in non-random weather. Now they should only appear when using random weather.
Fixed a problem where fort levels in a swamp hex could exceed 3.
Fixed a problem that in some situations was causing air recon to reduce the detection level of enemy units.
Fixes a problem that caused players not to be able to access their current Multiplayer games.
Fixed support units that were not being affected by their HQ’s supply shortages and were receiving more than they should.
Fixed some incorrect values in the supply details for support units.
Fixed a problem causing HQ’s to not send all their supply dumps to units that needed them.
Fixed a problem causing Fighter Bomber groups to fly bomber missions even when set to Fighter mode. Fixed another problem that could in some cases cause Fighter bomber groups that were showing they were set to fighter missions to not fly intercepts.
Fixed a problem causing oversized groups to appear on the air strike list.
Ground elements in a unit will no longer upgrade if the upgrade is to equipment types that are not in the OB of the unit.
When ground elements are sent back to the pool because they do not belong in a unit’s OB, once they are all sent back to the pool the ground element slot will be removed from the unit. Previously the slot would remain as 0 and could block other appropriate equipment from being added to the unit.
Made some refinements that can allow a unit to have more different types of tanks as long as the totals are within the OB of the unit. In the past, some units would be overstrength because they would not allow a different tank into the unit even though it was of the appropriate type for the OB.
Fixed Axis Allies so that they use the German vehicle pool when needed to generate certain motorized replacement squads (ex. Hungarian motorcycle squads in Hun. Armored Division). In the past they might not get these replacements because they required Hungarian vehicles.
Partisan units will no longer generate "no longer frozen” messages in the logistic event log.
Fixed a bug that could cause ground support to target a non-participating ground unit that was stacked with a ground unit that was in the battle. Also altered the targeting routine so that ground support can be split over several target units instead of always concentrating on one target unit per combat.
Fixed a bug where fortified units could be forced to rout move away from enemy units. Now, if a fortified unit is so weak that it would normally displace, it will be disbanded.
Independent regiments (not broken down divisions) were not paying the +2 extra to move into an enemy controlled hex. This has been fixed so they pay the extra cost.
Fixed a problem so that when a unit is broken down, the support/need values will immediately be divided by 3 on the unit detail display.
Fixed a bug that could cause the text in the multiplayer screen to be off center when the screen is maximized.
Fixed a possible crash bug caused by the Aircraft fuel usage formula getting a divide by zero.
The build cost is now shown correctly in the aircraft tab in the editor.
Fixed the Inventory Compare display for aircraft.
• Data and Scenario Changes
1. Data Fixes
* added a “regiment” of 108 security squads to the 41 Security Division TOE
* reduced this “regiment” to a “battalion” of 36 squads in the 42 Security Division TOE
* Changed ground element (732 - ""Partisan Squad"") type to ""Partisan Squad"" (52), a newly created type. Done to limit Partisan Squads to partisan units. In games using this new data, Partisan Squads will not be used in non-partisan units.
* Reintroduced I-15bis(272) and fixed the armaments and ratings for the IAR37/38/39 planes
* Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will allow the formation of Guards Tank Corps in April 1942 (previously only non-Guards Tank Corps could be formed prior to July 1942.
V1.03 Beta 1 – January 12, 2011
Special Note – The new air doctrine settings described as the first two “new features and rule changes” will be defaulted to off in any previously saved games. Players need to turn these on when they load an old save in order to fly ground support and/or escort their recon missions.
• New Features and Rule Changes
1. Added Ground Support ON/OFF to the air doctrine screen. This can also be toggled by using the hotkey ‘x’. When on, ground support will be provided normally. When off, no ground support will be flown (fighters will still intercept enemy ground support). The current Ground Support status will be shown on the top bar next to the word MOVE when in move mode. The text will either be GS-on or GS-off.
Added Recon Escort ON/OFF to the air doctrine screen. When on, recon missions will be escorted as they have in the past. When off, no fighter escorts will be provided for recon missions.
Air groups may now shift between Day and Night missions even if they have flown or moved during the turn.
Removed the AI button when in Air Transport mode. The player may no longer have the AI fly air transport missions.
HQs that have not moved during the current player-turn have an increased chance of committing support units to battle.
Reduced the chance each turn of a leader being killed due to the distance to the enemy by 2/3. In addition, any leader in an HQ that is more than 10 hexes from the enemy will have his chance of being killed reduced by an additional 2/3.
Eliminated German leader dismissals prior to 12/15/1941.
Support units that are attached to a motorized division or corps on map combat unit will now require additional vehicles.
Adjusted the way that air group mileage is logged when an air base moves.
Adjusted the way that the use of an air unit on an airbase could cause all other air units at that airbase to incur miles flown.
Changed the game default setting for Auto Save Game to On.
Changed the default Intercept value on the Air Doctrine screen to 50.
Changed Soviet ability to keep Cavalry tanks together with Light and Medium Tanks before 9/1941. Reduced the swap out probability. This is done to support very mixed compositions of Soviet Tanks divisions.
The AI has been improved so that it will be less likely to leave enemy units supplied by ports behind it’s lines. An example of this is that the German AI should be less likely to leave Odessa in Soviet control in the fall of 1941. Also improved the Soviet AI reaction to German moves into the Caucasus (sometimes it would respond with too many units).
Soviet Rocket and Heavy Tank units get automatic Guards status.
• Bug Fixes
1. Eliminated the possibility of a leader commanding two HQ’s at the same time.
Fixed a problem causing some reinforcements to appear off the playable map area in small scenarios.
Fixed an issue preventing Rumanian units from moving into an area in the Soviet Union just north of the Rumanian border and just east of the Hungarian border.
Fixed a problem that occasionally prevented some valid transport air groups from being available to fly air transport (had to do with the method of picking which units would show up first in the pick air units for mission window).
Fixed a bug in the AI that was allowing units to move too far when nearly pocketed.
When using non-random weather, some December turns in 1942-44 were snow turns when they should have been blizzard. They will now all be blizzard.
Fixed a bug in the production display of captured equipment. Now captured items will show up in the display as long as there are some of the items either in the pool or in a unit.
Added code to ensure that AI units will not improperly attack across impassible hexsides.
Tank brigades are now correctly placed in the arrival queue when tank divisions are destroyed.
Made sure a message appears in the event log when lend-leased trucks (vehicles) are received.
Fixed a problem with fighter allocation to airstrikes.
Groups sent to the National Reserve are now shown in the arrival list.
Fixed the CR sorting on some columns when HQ chain filter is enabled.
Fixed several replacement problems that could cause some German panzer units to go way over TOE in tanks while others units lost tanks. As part of this fix removed the ability for Germans to swap Medium Tanks to CS Tanks.
Fixed a bug when replacements were adding to a unit but the ground element was staying with 0 exp.
Fixed a bug in the AI rail-repair function.
Fixed some sea zone and port mismatches.
Made the off-map city of Kiel contribute to the Baltic Sea zone transport.
Made sure that fort units do not start a scenario in static mode.
Fixed air group fatigue reduction.
Fixed intercept percentage doctrine setting effect.
Fixed a problem with the AP cost to build Soviet units.
Fixed a problem preventing some Soviet HQ units from being listed in the units that may be built.
Fixed the unit size filter in the CR screen so it works correctly when other filter or sorting is active.
Fixed a bug in the editor that prevented setting of the name/surname if current values are empty hexes.
Fixed a problem preventing some units from being able to disband/merge due to an incorrectly set withdrawal link to this slot.
Fixed a problem where unit withdrawal data was not handled correctly when unit record was inserted, deleted or cleared.
Enemy units no longer show up on the jump map during the opponent’s AI turn when FOW is on.
AI units should no longer perform “warp” moves when they are being supplied via a friendly port and not via an overland rail link.
Fixed a bug causing supplies, fuel, resources, oil not to be sent back to the map from off-map locations and locations with no rail. Also, fixed a problem where supplies were not being sent correctly to off-map locations.
Prevented "Future" ground elements factories from generating supply requests and causing "not enough supplies" messages.
Soviet Guard Corps should no longer have duplicate names.
Captured equipment of destroyed Soviet support units were going to the Finnish pool. Now, where the equipment goes will depend on the map location of the HQ, on map unit or City that the unit is attached to.
Fixed a problem with delayed SAD air bases that were disbanding.
Fixed text in the CR screen leader tab.
• Data and Scenario Changes
1. Changes to 1941 Campaign, Barbarossa, and all 'Road to' Scenarios:
* Two 833rd Karl Siege batteries withdraw on 1 July 1941
* Added Karl Siege batteries to arrival schedule with appropriate withdrawals
* Fixed German motorized flak battalion withdrawal dates
* 5th, 8th, and 28th Jager Divisions have been rebuilt as Infantry Divisions and then withdrawn in Nov/Dec 1941 to rebuild as Jager Divisions
* 5th, 8th, and 28th Jager Divisions arrive as reinforcements in Jan/Feb 1942
* Added 156th Vicenza Italian Security Division to arrival schedule
* 2nd Fallschirmjager Division is now non-motorized
* XXXV Italian Corps arrives with Gen. Zingales as the Commander * Fixed 6th SS Motorized Brigade withdrawal issue. Renamed this unit 'Langemarck SS Motorized Brigade' and it will automatically upgrade to a SS Grenadier Division.
2. 1942 and Operation Blue:
* 2nd Fallschirmjager Division is now non-motorized
* Gen. Wetzel now commands V Corps
* Added V and LVII Panzer Corps as reserve commands
* Fixed 6th SS Motorized Brigade withdrawal issue. Renamed this unit 'Langemarck SS Motorized Brigade' and it will automatically upgrade to a SS Grenadier Division. * Additional German units are withdrawn from the Operation Blue scenario to participate in 'Operation Whirblewind' in Army Group Center.
3. Changes to 1943 Campaign:
* 339th Jager Division now rebuilt as an infantry division
* Gen. Zeitzler is now in command of OKH
* Guards Light Rocket Regiments are no longer attached to Soviet Cavalry Corps
* 2nd Fallschirmjager Division is now now-motorized * Fixed 6th SS Motorized Brigade withdrawal issue. Renamed this unit 'Langemarck SS Motorized Brigade' and it will automatically upgrade to a SS Grenadier Division.
4. Changes to 1944 Campaign:
* Soviet 51st Army removed from front line and moved to Gomel as a STAVKA reserve
* Soviet 2nd Guards Army and 51st Army are now frozen for two turns as the STAVKA reserve
* Shuffled Baltic Fronts front line units to be more historical. 6th Guards Army is now properly situated north of Vitebsk.
* Removed Soviet artillery attachments to Soviet corps
* Resupplied all Soviet military district units so they no longer show over 100% supply
* Gen. Heusinger now commands OKH
5. Leader files:
* Added German leaders - Wilhem Wetzel, Adolf Heusinger, Helmuth Felmy * Added Soviet Polish leaders – S.G. Poplowski, Karol Swierczewsk
6. Data fixes:
* Fixed ZiS-30 start date and build cost
* Set 41 TD Battery OB (414) start date to 9/1941, end date 4/1942
* Set Build Cost for SU-57 to 0 (lend-lease)
* Set first month for MC.202 was set to 8/1942.
V1.03 - February 28, 2011
• New Features and Rule Changes
1. Added an editor function – SET ALL CITY SUPPLY REQUIREMENTS. It sets all requirements based on the existing industry and production percentage. Also supplies cities to support first production turn.
2. Partisan supply drops are now hidden if FOW is on.
Formula Change - Slightly reduced the experience drop when ground elements received replacements. The higher the average experience of the elements, the less the decrease that can be expected.
Empty ground element slots that have the same type as other elements in the unit will be deleted. This will lead to more uniform divisions with higher experience.
Introduced a new kind of battle called Interdiction that can be shown on the Commander’s report list of battles and also as on map battle sites. Friendly interdiction attacks are not cleared at the start of the logistics phase, so you can now view the interdiction attacks that occurred during your opponent’s turn.
Added more factors to the interdiction attack routine, such as terrain, range to the supplied enemy, unit average experience, unit size and a morale roll.
• Bug Fixes
1. On map defending CV values for units in Swamp and Heavy Forest hexes were being calculated as if their terrain fort value was +1 when in reality their terrain fort value was +2. This caused the displayed defending CV to be undervalued. This was a display bug only, and has been fixed.
2. Fixed a bug where global supply and fuel stocks were not calculated correctly.
Fixed a bug where captured equipment once in units could be produced (to be used as additional replacements).
Fixed the AI so that it now pays the increased rail costs for Soviet factory evacuation.
Fixed a bug where the hex popup text could get stuck with static text, ex. “View this unit”, “View this air unit”, Show detailed aircraft change window”.
Fixed a bug with attacks over rivers that could cause negative disruption.
Fixed a bug where elements with 0 ready elements could retain disruption.
• Data and Scenario Changes
1. Go145C aircraft changed from a Recon type to a Tactical Bomber (this appears not to have been changed in an earlier patch as we had thought).
Set supply/fuel/resources/oil requirements for all scenarios.
V1.03 Beta 5 – February 14, 2011
• New Features and Rule Changes
1. Manually merged units are now added to the destroyed/disbanded unit list.
Added withdrawal info to the hex pop-up text.
• Bug Fixes
1. Fixed a crash bug in beta 4 when the hex pop-up is displayed for a city with a port and AA.
2. Fixed a bug where setting the hex pop-up delay to 0 was causing battle reports to be displayed while in Move Mode.
Fixed a bug where data was not cleaned correctly when a PBEM password was entered inaccurately.
Fixed a bug where HQs were showing a legal movement path through visible partisan units, something they can’t move through.
Fixed a bug where city bombing of factories was not correctly adding newly created damage to the existing damage already on the bombed factory.
Fixed a bug where phantom attacks occurred during the first turn of a Soviet AI 1941 Campaign game.
• Data and Scenario Changes
1. Increased the starting Armaments pools for both sides in all scenarios that begin in 1941.
Fixed the starting OB for the 900th Lehr Motorized Brigade so that it matches the revised TOE in the 1941-45 Campaign scenario.
V1.03 Beta 4 – February 11, 2011
• New Features and Rule Changes
1. Reduced the effectiveness of city bombing on factories.
• Bug Fixes
1. Fixed a bug that caused some German and Soviet Human player attacks on turn one of the 41-45 Campaign to have their attacking CV values dramatically increased.
Fixed a bug causing the Soviet Gun Brigade to be listed as a choice to be created prior to its correct May 42 availability date.
V1.03 Beta 3 – February 7, 2011
• New Features and Rule Changes
1. Rule addendum and rule change – Units defending in Heavy or Light Urban terrain receive a doubling of their Combat Value when determining the winner and loser of the battle. This doubling is in addition to all other modifiers previously reported. Prior to this version, this doubling also applied to defenders in Swamp, Rough, Mountain and Heavy Forest terrain. This has been removed, so the doubling now only occurs in Heavy or Light Urban terrain.
New Rules – Routed units may not move via rail or naval transport. Routed units will not change their TOE.
New Rule – Each turn there is a chance that a unit’s morale will be lowered by 1 or 2 points if its morale exceeds its national morale by 30 points or more.
New Rule – Axis leaders that are limited to Army and Corps commands only that achieve the rank of Feldmarschall are permitted to command Armies.
New Rule – Isolated units will fire only ¼ as much as they would if they were not isolated in order to save ammunition.
New Rule - On map Soviet air groups with no aircraft can be disbanded automatically before 1943.
Rule Change – For combat value reductions due to ammo/fuel/supply shortages, these will be limited such that all units will be considered to have at least a minimum of 25% of each of these items.
Rule Change - Reduced the Soviet manpower production multipliers to 50 in 1941 (from 55) and 45 in 1942 (from 50).
Rule Change – Made changes so that the experience for ground elements newly introduced to a unit due to a TOE change will be based on the average of similar ground class elements in the unit. If no such elements exist, the national morale will be used to build the new elements.
Rule Change – The chance of manpower migration will decline once the city’s manpower is less than 50% of its population. Also, note that the manual is incorrect in that there is no limit to the amount of migration that can occur in a turn.
Rule Changes - Changed the way support squads are handled during the replacement phase: 1) Support squads are not sent to a unit if additional support is not required 2) Support conversion happens at the end of the replacement phase, when there is less chance that conversion will be needed. 3) Experience reduction from support conversion is based on the existing experience and number of existing rifle squads versus the number of converted squads.
Rule Change - Experience reduction caused by replacements is more based on the relative amount of replacements received.
Rule Change and New Rule - Doubled the rail capacity costs for factory rail movement. No factory movement is allowed on the June 22, 1941 turn.
Rule Change – The 2nd Polish Army mentioned in section 19.3 of the manual will never enter the game before 1944.
Rule Changes – Production changes: 1) Reduced Heavy Industry output and resource consumption. Each HI point now uses 500 resources to produce 500 supplies. 2) Reduced Armament output and supply consumption. Each Armament factory now uses 50 supply points to produce 200 armament points. 3) Reduced fuel production. One fuel factory now uses 300 oil to produce 300 fuel.
Rule Change – The undo command will no longer work once an air mission has been flown. This prevents a player moving an air base, using it as a staging base for a mission and then undoing the air base’s move.
Rule Change – Increased the amount of Admin points charged for the formation of Rifle Corps to 20 prior to 1943.
Rule Clarification – Units that rout may only move to cities/towns that are less than 24 hexes away and which are on a linked rail line or are a linked port. If they are unable to rout move to a valid HQ or city/town, they will surrender.
Formula Change – Lowered the chance of a unit getting morale increases from combat if the unit’s morale already exceeds its national morale.
Formula change – Increased the chance that defending fighters will be able to intercept recon missions.
Formula Change - Made an adjustment to the section 15.8.1 rule in the rules addendum regarding units that have no hex to retreat to. Originally this rule never applied to units with a morale of greater than 75. Now it never applies to units with a morale greater than 60. Also, the chance of this happening to qualifying units has been reduced.
Rule Change – There are now less restrictions for changing the aircraft in an air group. Aircraft can be changed if:
1. Aircraft types are the same
2. Tactical Bombers can switch to Fighter Bombers
3. Fighter Bombers can switch to Tactical Bomber if the group is trained as bombers
4. Fighter Bombers can switch to Fighters or Jet Fighters if the group is trained as fighters
5. Fighters can switch to Fighter Bombers and Jet Fighters
6. Jet Fighters can switch to Fighter Bombers and Fighters
7. NBAP groups can switch only to U-2 Tactical Bombers
9. ZG groups can switch to Night Fighters and Fighter Bombers
10. JG groups cannot switch to the Bf110
11. Groups with the Bf110 cannot switch to the Bf109
The AI can use these new rules to swap aircraft in the group automatically.
2. Formula Change – The chance and amount of morale reduction incurred by isolated units in the logistics phase has been reduced.
Formula Change – Larger sized construction support units will be more likely to be sent to repair rail hexes with damage greater than 19.
Formula change - Increased the amount of planes destroyed during training, but decreased the impact of each lost plane on the group’s experience (less pilots assumed killed).
New Interface - Added an interface window to provide information when upgrading aircraft. Accessed from the group detail window when the group is set for Manual Aircraft Change. Click on the word ‘Manual’. The window will display the possible aircraft alternatives and for each, the amount of aircraft in the pool, the amount of aircraft in air groups, and the number of factories. Allows for navigation to appropriate information windows and back. Also allows players to compare aircraft.
Improved German AI first turn script in the 1941-45 Campaign.
• Bug Fixes
1. Fixed the bug that was allowing game options to be changed after the start of a PBEM game.
Fixed a bug where Army Group south was not splitting into AGA and AGB in March 1943.
Fixed a bug where a lack of suitable leaders was causing AGB to arrive without a leader. A leader will be appointed, although it may be one that is of a lower than normally required rank.
Fixed a bug inserted in 1.03 beta 2 that caused FBD units to pay an extra +2 MPs when entering an enemy controlled hex.
Fixed a bug where ground elements that change to another element due to a TOE change were losing experience. Fixed a bug that could be altering the experience and fatigue of ground elements during a TOE change.
Fixed a typo in the production messages in Event Log - ""aircaft"" -> ""aircraft""
Made changes to the map popup function which may be a possible solution for the popup issue where the message “View this unit” becomes the only text shown.
Increased the probability of artillery and infantry weapons being produced from armaments.
2. Deleted the temp file created when a Multiplayer game is saved to the server.
Fixed a bug where the Yes/No dialog state was not reset when you answer No to the end the turn question.
3. Fixed a bug in the AI that was allowing the Axis AI to move isolated units illegally out of their pocket and back to their friendly lines.
4. Support squad conversion to rifle squads is now being properly limited to 30 per unit per turn.
Fixed a bug involving vehicle usage during the replacement phase.
5. Fixed a bug with the non-random weather that could cause incorrect clear or mud weather in the May to June 19 timeframe.
6. Fixed a bug where partisans could attack a rail hex 6 hexes away. The limit of 5 hexes should now apply.
7. Fixed a bug causing captured ports to generate shipping points for the Axis player. Captured ports should not generate shipping points.
Fixed a bug in small scenarios where rail hexes out of the playable map area were sometimes not functioning properly (causing issues with the supply system).
Fixed a bug with aircraft that could result in players getting a “no more slots available” when attempting to upgrade aircraft.
All damaged elements were being returned to the pool whenever a ground unit changed its OB. This was not intended and has been changed so it does not happen.
In small scenarios with limited production, made sure that only the supplies needed for the reduced production levels are expended.
Fixed the interface so that when in recon mode, right clicking on the right side panel will bring up the air base detailed information window instead of launching a recon mission.
Fixed a bug where the AI was improperly railing factories out of cities adjacent to enemy units.
Fixed a bug where non-Rumanian units attached to a Rumanian HQ could still be listed as attached to the HQ after it had become a Soviet unit upon Rumanian surrender.
In some cases, Finnish units were incorrectly able to attack once they were over the Finnish no attack line. This has been corrected so that until the 2 Leningrad hexes have been taken, the Finns can never attack when south of the line.
Fixed the G hotkey so that it will never assign a non-security unit to a RHG HQ.
When using FOW, the fogged up CV values of enemy units were not being saved off when saving a game and cleared properly when exiting a game. This could lead to anomalies in CV values when repeatedly loading save games. This was only a display issue and did not impact the unit’s real CV in combat. This has been fixed.
Fixed a bug that prevented Soviet Amphibious landings against enemy controlled hexes.
Fixed a bug where Rumanian units were being allowed to move north of the Axis Ally Limit Line.
Fixed a bug where aircraft could be removed from the production pool.
Fixed a bug where a player could move a unit and then perform an HQ buildup and then undo the previous move and regain the AP spent on the HQ buildup. Now, once an HQ buildup is performed, no moves done prior to it are undoable.
• Data and Scenario Changes
1. The following data files were changed: wrdevice.dat, wrleader.dat, wrac.dat, wrob.dat.
2. Tweaked the blast radii of many of the devices to correct for rounding errors.
3. Changed the German 88mm Anti-tank Gun to Heavy AT-Gun type. This change should keep the 88mm ATG out of units it shouldn’t go to as well as keeping lighter ATGs out of German heavy anti-tank gun battalions.
4. Corrected the number of hand grenades (as devices) in Panzer Grenadier Squads 99 & 100. It read 8 but should have been 1.
5. Changed all ground element end dates of 5/45 or later to a consistent 9/45. This fix is to correct production stopping in games going past 5/45 for many ground elements.
Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will fix the problem where 3 guard tank brigades could not be merged into a Tank Corps and 2 guards and 1 non-guards were merging into regular Tank Corps.
6. Added OB 393 43 Heavy Panzer Battalion (-) to be the TOE for the 101st SS Heavy Panzer Battalion.
7. Changed Slovakian leaders so they can command both ground and air HQ’s.
8. Added OB 470 44c SS Panzer Division for the Tigerless Wiking Division. OB 115 has been renamed from 44c SS Panzer Division to 44d SS Panzer Division.
9. Changed Go 145C(48) type to Tactical Bomber
Reduced the build limit for the U-2(transp) to 5 and U-2(recon) to 2.
Changed FW 190F type to Tactical Bomber
Changed FW 190G type to Tactical Bomber
Modified build limit for Ta 152H to 4
Added drop tanks for the FW190G, increasing its range
Renamed Bf 109G-6/R6 to Bf 109G-6/R2
Changed production rates and build limits for Fw-190 planes
Fixed FW190 and U-2 production in scenarios
Changed the Rifle Squad in the 42 Motorized Brigade (OB 93) from ground element 797 (not produced till 1943) to in production element 793.
10. Changed the production start date of the Reconnaissance Squad (776) from 9/42 to 4/42 to correspond to available date of 42 Motorized Brigade.
11. Changed a couple of Soviet Air Leaders for 1941 Campaigns and scenario
Removed the 6th Panzer Army from arrival schedule
Added 101st SS Heavy Panzer Battalion to all campaigns to arrive on 12 Nov 43 and withdraw on 9 Jan 44
1st SS Panzer Division arrival date bumped up a couple of weeks to 12 Nov 43 (was 2 Dec 43)
1943 Campaign German leader changes
Standardized German Corps names across the campaigns and scenarios. Replaced the 'XL' in all German Corps names with 'XXXX'
V1.03 Beta 2 – January 21, 2011
Special Note – Please be aware that when a pop up box comes up asking for a value to be entered, if the X is pressed, the game reads this as entering a value of 0.
• New Features and Rule Changes
1. Eliminated German leader dismissals prior to 12/15/1941 (This was incorrectly reported fixed in v1.03 beta 1)
The AI has been improved so that it will be less likely to leave enemy units supplied by ports behind it’s lines. An example of this is that the German AI should be less likely to leave Odessa in Soviet control in the fall of 1941. Also improved the Soviet AI reaction to German moves into the Caucasus (sometimes it would respond with too many units). (This was incorrectly reported fixed in v1.03 beta 1)
Restricted Soviet Rifle brigades so they can’t merge into Rifle Divisions prior to May-1942.
Increased the Admin point cost for creating Soviet Rifle Divisions and Cavalry Divisions to 20 before May-1942.
Soviet Rocket and Heavy Tank units get automatic Guards status. (This was incorrectly reported fixed in v1.03 beta 1)
Made improvements in the AI to reduce/eliminate very poor ground attacks that were occasionally being made.
Missing Rule – Section 22.2 should contain an additional exception that states there will be no snow or mud during December 1941 and January 1942 (only Blizzard).
Rule Correction - The 110 in the last sentence of section 10.3 should be replaced with 120 (Axis Allied Frozen Garrisons).
Rule clarification – Naval Rifle Brigades may be used to create Rifle Corps.
Made some adjustments to the amount of CAP that intercepts fighter sweeps (airfield attacks with no bombers).
Vehicles produced by Axis Allies will be placed in the German National Pool.
Have disabled the production of cities in surrendered nations. Surrendered nations now show 0% production on the production screen.
Soviet air groups in the national reserve are not counted when determining if new Soviet Air Bases should be created.
The game now limits the amount of Soviet Guards Armies to 11 and Guards Tank Armies to 6.
• Bug Fixes
1. Soviet Guard Corps should no longer have duplicate names. (This was incorrectly reported fixed in v1.03 beta 1)
Captured equipment of destroyed Soviet support units were going to the Finnish pool. Now, where the equipment goes will depend on the map location of the HQ, on map unit or City that the unit is attached to. (This was incorrectly reported fixed in v1.03 beta 1)
Fixed a problem with delayed SAD air bases that were disbanding. (This was incorrectly reported fixed in v1.03 beta 1)
Fixed text in the CR screen leader tab. (This was incorrectly reported fixed in v1.03 beta 1)
2. Fixed a bug that allowed the Admin Point total exceed 500 when a Soviet Front entered the game. Admin Points should never exceed 500.
Fixed a situation where an AI German unit that was totally surrounded was illegally picked up and placed back in friendly territory.
Added code to prevent the AI from evacuating factories from isolated cities.
Adjusted some issues with non-random weather where the exception cases listed in section 22.2 of the manual could occur in non-random weather. Now they should only appear when using random weather.
Fixed a problem where fort levels in a swamp hex could exceed 3.
Fixed a problem that in some situations was causing air recon to reduce the detection level of enemy units.
Fixes a problem that caused players not to be able to access their current Multiplayer games.
Fixed support units that were not being affected by their HQ’s supply shortages and were receiving more than they should.
Fixed some incorrect values in the supply details for support units.
Fixed a problem causing HQ’s to not send all their supply dumps to units that needed them.
Fixed a problem causing Fighter Bomber groups to fly bomber missions even when set to Fighter mode. Fixed another problem that could in some cases cause Fighter bomber groups that were showing they were set to fighter missions to not fly intercepts.
Fixed a problem causing oversized groups to appear on the air strike list.
Ground elements in a unit will no longer upgrade if the upgrade is to equipment types that are not in the OB of the unit.
When ground elements are sent back to the pool because they do not belong in a unit’s OB, once they are all sent back to the pool the ground element slot will be removed from the unit. Previously the slot would remain as 0 and could block other appropriate equipment from being added to the unit.
Made some refinements that can allow a unit to have more different types of tanks as long as the totals are within the OB of the unit. In the past, some units would be overstrength because they would not allow a different tank into the unit even though it was of the appropriate type for the OB.
Fixed Axis Allies so that they use the German vehicle pool when needed to generate certain motorized replacement squads (ex. Hungarian motorcycle squads in Hun. Armored Division). In the past they might not get these replacements because they required Hungarian vehicles.
Partisan units will no longer generate "no longer frozen” messages in the logistic event log.
Fixed a bug that could cause ground support to target a non-participating ground unit that was stacked with a ground unit that was in the battle. Also altered the targeting routine so that ground support can be split over several target units instead of always concentrating on one target unit per combat.
Fixed a bug where fortified units could be forced to rout move away from enemy units. Now, if a fortified unit is so weak that it would normally displace, it will be disbanded.
Independent regiments (not broken down divisions) were not paying the +2 extra to move into an enemy controlled hex. This has been fixed so they pay the extra cost.
Fixed a problem so that when a unit is broken down, the support/need values will immediately be divided by 3 on the unit detail display.
Fixed a bug that could cause the text in the multiplayer screen to be off center when the screen is maximized.
Fixed a possible crash bug caused by the Aircraft fuel usage formula getting a divide by zero.
The build cost is now shown correctly in the aircraft tab in the editor.
Fixed the Inventory Compare display for aircraft.
• Data and Scenario Changes
1. Data Fixes
* added a “regiment” of 108 security squads to the 41 Security Division TOE
* reduced this “regiment” to a “battalion” of 36 squads in the 42 Security Division TOE
* Changed ground element (732 - ""Partisan Squad"") type to ""Partisan Squad"" (52), a newly created type. Done to limit Partisan Squads to partisan units. In games using this new data, Partisan Squads will not be used in non-partisan units.
* Reintroduced I-15bis(272) and fixed the armaments and ratings for the IAR37/38/39 planes
* Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will allow the formation of Guards Tank Corps in April 1942 (previously only non-Guards Tank Corps could be formed prior to July 1942.
V1.03 Beta 1 – January 12, 2011
Special Note – The new air doctrine settings described as the first two “new features and rule changes” will be defaulted to off in any previously saved games. Players need to turn these on when they load an old save in order to fly ground support and/or escort their recon missions.
• New Features and Rule Changes
1. Added Ground Support ON/OFF to the air doctrine screen. This can also be toggled by using the hotkey ‘x’. When on, ground support will be provided normally. When off, no ground support will be flown (fighters will still intercept enemy ground support). The current Ground Support status will be shown on the top bar next to the word MOVE when in move mode. The text will either be GS-on or GS-off.
Added Recon Escort ON/OFF to the air doctrine screen. When on, recon missions will be escorted as they have in the past. When off, no fighter escorts will be provided for recon missions.
Air groups may now shift between Day and Night missions even if they have flown or moved during the turn.
Removed the AI button when in Air Transport mode. The player may no longer have the AI fly air transport missions.
HQs that have not moved during the current player-turn have an increased chance of committing support units to battle.
Reduced the chance each turn of a leader being killed due to the distance to the enemy by 2/3. In addition, any leader in an HQ that is more than 10 hexes from the enemy will have his chance of being killed reduced by an additional 2/3.
Eliminated German leader dismissals prior to 12/15/1941.
Support units that are attached to a motorized division or corps on map combat unit will now require additional vehicles.
Adjusted the way that air group mileage is logged when an air base moves.
Adjusted the way that the use of an air unit on an airbase could cause all other air units at that airbase to incur miles flown.
Changed the game default setting for Auto Save Game to On.
Changed the default Intercept value on the Air Doctrine screen to 50.
Changed Soviet ability to keep Cavalry tanks together with Light and Medium Tanks before 9/1941. Reduced the swap out probability. This is done to support very mixed compositions of Soviet Tanks divisions.
The AI has been improved so that it will be less likely to leave enemy units supplied by ports behind it’s lines. An example of this is that the German AI should be less likely to leave Odessa in Soviet control in the fall of 1941. Also improved the Soviet AI reaction to German moves into the Caucasus (sometimes it would respond with too many units).
Soviet Rocket and Heavy Tank units get automatic Guards status.
• Bug Fixes
1. Eliminated the possibility of a leader commanding two HQ’s at the same time.
Fixed a problem causing some reinforcements to appear off the playable map area in small scenarios.
Fixed an issue preventing Rumanian units from moving into an area in the Soviet Union just north of the Rumanian border and just east of the Hungarian border.
Fixed a problem that occasionally prevented some valid transport air groups from being available to fly air transport (had to do with the method of picking which units would show up first in the pick air units for mission window).
Fixed a bug in the AI that was allowing units to move too far when nearly pocketed.
When using non-random weather, some December turns in 1942-44 were snow turns when they should have been blizzard. They will now all be blizzard.
Fixed a bug in the production display of captured equipment. Now captured items will show up in the display as long as there are some of the items either in the pool or in a unit.
Added code to ensure that AI units will not improperly attack across impassible hexsides.
Tank brigades are now correctly placed in the arrival queue when tank divisions are destroyed.
Made sure a message appears in the event log when lend-leased trucks (vehicles) are received.
Fixed a problem with fighter allocation to airstrikes.
Groups sent to the National Reserve are now shown in the arrival list.
Fixed the CR sorting on some columns when HQ chain filter is enabled.
Fixed several replacement problems that could cause some German panzer units to go way over TOE in tanks while others units lost tanks. As part of this fix removed the ability for Germans to swap Medium Tanks to CS Tanks.
Fixed a bug when replacements were adding to a unit but the ground element was staying with 0 exp.
Fixed a bug in the AI rail-repair function.
Fixed some sea zone and port mismatches.
Made the off-map city of Kiel contribute to the Baltic Sea zone transport.
Made sure that fort units do not start a scenario in static mode.
Fixed air group fatigue reduction.
Fixed intercept percentage doctrine setting effect.
Fixed a problem with the AP cost to build Soviet units.
Fixed a problem preventing some Soviet HQ units from being listed in the units that may be built.
Fixed the unit size filter in the CR screen so it works correctly when other filter or sorting is active.
Fixed a bug in the editor that prevented setting of the name/surname if current values are empty hexes.
Fixed a problem preventing some units from being able to disband/merge due to an incorrectly set withdrawal link to this slot.
Fixed a problem where unit withdrawal data was not handled correctly when unit record was inserted, deleted or cleared.
Enemy units no longer show up on the jump map during the opponent’s AI turn when FOW is on.
AI units should no longer perform “warp” moves when they are being supplied via a friendly port and not via an overland rail link.
Fixed a bug causing supplies, fuel, resources, oil not to be sent back to the map from off-map locations and locations with no rail. Also, fixed a problem where supplies were not being sent correctly to off-map locations.
Prevented "Future" ground elements factories from generating supply requests and causing "not enough supplies" messages.
Soviet Guard Corps should no longer have duplicate names.
Captured equipment of destroyed Soviet support units were going to the Finnish pool. Now, where the equipment goes will depend on the map location of the HQ, on map unit or City that the unit is attached to.
Fixed a problem with delayed SAD air bases that were disbanding.
Fixed text in the CR screen leader tab.
• Data and Scenario Changes
1. Changes to 1941 Campaign, Barbarossa, and all 'Road to' Scenarios:
* Two 833rd Karl Siege batteries withdraw on 1 July 1941
* Added Karl Siege batteries to arrival schedule with appropriate withdrawals
* Fixed German motorized flak battalion withdrawal dates
* 5th, 8th, and 28th Jager Divisions have been rebuilt as Infantry Divisions and then withdrawn in Nov/Dec 1941 to rebuild as Jager Divisions
* 5th, 8th, and 28th Jager Divisions arrive as reinforcements in Jan/Feb 1942
* Added 156th Vicenza Italian Security Division to arrival schedule
* 2nd Fallschirmjager Division is now non-motorized
* XXXV Italian Corps arrives with Gen. Zingales as the Commander * Fixed 6th SS Motorized Brigade withdrawal issue. Renamed this unit 'Langemarck SS Motorized Brigade' and it will automatically upgrade to a SS Grenadier Division.
2. 1942 and Operation Blue:
* 2nd Fallschirmjager Division is now non-motorized
* Gen. Wetzel now commands V Corps
* Added V and LVII Panzer Corps as reserve commands
* Fixed 6th SS Motorized Brigade withdrawal issue. Renamed this unit 'Langemarck SS Motorized Brigade' and it will automatically upgrade to a SS Grenadier Division. * Additional German units are withdrawn from the Operation Blue scenario to participate in 'Operation Whirblewind' in Army Group Center.
3. Changes to 1943 Campaign:
* 339th Jager Division now rebuilt as an infantry division
* Gen. Zeitzler is now in command of OKH
* Guards Light Rocket Regiments are no longer attached to Soviet Cavalry Corps
* 2nd Fallschirmjager Division is now now-motorized * Fixed 6th SS Motorized Brigade withdrawal issue. Renamed this unit 'Langemarck SS Motorized Brigade' and it will automatically upgrade to a SS Grenadier Division.
4. Changes to 1944 Campaign:
* Soviet 51st Army removed from front line and moved to Gomel as a STAVKA reserve
* Soviet 2nd Guards Army and 51st Army are now frozen for two turns as the STAVKA reserve
* Shuffled Baltic Fronts front line units to be more historical. 6th Guards Army is now properly situated north of Vitebsk.
* Removed Soviet artillery attachments to Soviet corps
* Resupplied all Soviet military district units so they no longer show over 100% supply
* Gen. Heusinger now commands OKH
5. Leader files:
* Added German leaders - Wilhem Wetzel, Adolf Heusinger, Helmuth Felmy * Added Soviet Polish leaders – S.G. Poplowski, Karol Swierczewsk
6. Data fixes:
* Fixed ZiS-30 start date and build cost
* Set 41 TD Battery OB (414) start date to 9/1941, end date 4/1942
* Set Build Cost for SU-57 to 0 (lend-lease)
* Set first month for MC.202 was set to 8/1942.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: New Update for Gary Grigsby’s War in the East
Wow!
You should call this version 1.1 due to the volume of enhancements.
You should call this version 1.1 due to the volume of enhancements.
RE: New Update for Gary Grigsby’s War in the East
I am confused. Do I download this even though I am up to 1.03 beta6? Am I missing something here?
Madgamer2
Madgamer2
If your not part of the solution
You are part of the problem
You are part of the problem
RE: New Update for Gary Grigsby’s War in the East
Always best to download the newest version. Since this is the "official version" and not a beta.
RE: New Update for Gary Grigsby’s War in the East
OK so I download and install this. the beta patch is just a temporary install. I just wanted to make sure i was doing the right thing. I know how can someone ask such a stupid question. I do thank you for answering however.
Madgamer2
Madgamer2
If your not part of the solution
You are part of the problem
You are part of the problem
RE: New Update for Gary Grigsby’s War in the East
I'm wondering if there is a difference between this and 1.03 b6.
RE: New Update for Gary Grigsby’s War in the East
I'm wondering if there is a difference between this and 1.03 b6.
No
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: New Update for Gary Grigsby’s War in the East
I was wondering were the download button has gone....no sign of it this morning[:(]
- cookie monster
- Posts: 1690
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RE: New Update for Gary Grigsby’s War in the East
ORIGINAL: Jepo1501
I was wondering were the download button has gone....no sign of it this morning[:(]
Look at the last paragraph, its highlighted get update here.
RE: New Update for Gary Grigsby’s War in the East
Hi
When do we get our grubby hands on the new beta?
Thanks
When do we get our grubby hands on the new beta?
Thanks
WitE2 - Alpha Tester/Beta Tester
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- carnifex
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RE: New Update for Gary Grigsby?fs War in the East
Thanks Sally, or should I say......Xiao Jie!!!
Your Chinese trickery is exposed through WHOIS!

Your Chinese trickery is exposed through WHOIS!

RE: New Update for Gary Grigsby?fs War in the East
I would like to know if the new 1.04 updated version manual will magnify by any means the change since the initial version...
I'm currently reaching the quarter of a french translation and the answer bother me a little !
I'm currently reaching the quarter of a french translation and the answer bother me a little !
It's just bullshit !
RE: New Update for Gary Grigsby?fs War in the East
Hi all,
I am planning to include all changes in updated manual...
Leo "Apollo11"
ORIGINAL: zanekin
I would like to know if the new 1.04 updated version manual will magnify by any means the change since the initial version...
I'm currently reaching the quarter of a french translation and the answer bother me a little !
I am planning to include all changes in updated manual...
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
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P: UV, WitP, WitP-AE