The Game Manual

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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usersatch
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The Game Manual

Post by usersatch »

Am I the only one who thinks the game manual is poorly organized? Damn near 60 pages in and I still dont know how to do the most basic things like move or attack. Still trying to figure out what all the numbers on a unit counter mean, too.

I miss you AE!!!
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bcgames
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RE: The Game Manual

Post by bcgames »

I'm tagged to do the WITW manual. I'd be most interested in your views on how to make that product more useful to you.

v/r

bcgames
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delatbabel
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RE: The Game Manual

Post by delatbabel »

I found the tutorial manual quite useful. In a game of this size and complexity it's probably better to divide the manual up into separate books, e.g. one about movement and combat, one about logistics, supply & production, etc.
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bcgames
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RE: The Game Manual

Post by bcgames »

ORIGINAL: delatbabel
In a game of this size and complexity it's probably better to divide the manual up into separate books, e.g. one about movement and combat, one about logistics, supply & production, etc.
I can see the value of this approach.
elmo3
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RE: The Game Manual

Post by elmo3 »

ORIGINAL: usersatch

Am I the only one who thinks the game manual is poorly organized? Damn near 60 pages in and I still dont know how to do the most basic things like move or attack. Still trying to figure out what all the numbers on a unit counter mean, too.

I miss you AE!!!

Movement, hasty and deliberate attacks, as well as other types of movement and combat are pretty clearly described in Section 5.3. Using the Interface to Conduct Actions, beginning on page 46 in the latest version of the manual. Numbers on the counters are not detailed in one location and can vary depending on whether you are the phasing player and how you have Unit Values Display Type and Unit Counter Info set. I agree a few pictures grouped together in one place would make understanding the numbers on the counters easier.
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misesfan
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RE: The Game Manual

Post by misesfan »

One of the very few issues I have with the game is how information is given regarding stuff you really have no control over.  I mean if we cannot change production from PzKw IV to PzKw V, why would we or should we know what each factory is producing or how many of these items are in the force pool.  In fact, since we cannot directly affect replacements (I know we can indirectly affect them via REFIT), why would that be something we evaluate during a game. 

The manual has some pretty dense information (i.e lots of important info) regarding the entire production process, but why should it be in there if the player really cannot interact with production in any meaningful way?  This is German perspective of course...

Now, if we could determine who got what - then - oh yeah baby - bring it on.  ;)

carlkay58
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RE: The Game Manual

Post by carlkay58 »

My only request is to cut out the graphical page background and leave it more text based - reading the e-book manual or the pdf on my e-reader is a MAJOR pain!
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von Beanie
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RE: The Game Manual

Post by von Beanie »

I always learn computer games by playing them first. A year later I still haven't read more than a few pages of the manual. Following the online discussions is far more valuable to me, especially soon after the game is released, because many new players have the same basic questions that I do.
 
Although producing a manual needs to be done, priority should be given to developing three(?) levels of tutorials (how to read the pieces, move them and fight with them; other things like support units, corps formation, aircraft, etc.; and advanced tactics and strategies). The tutorial with this game was marginal at best, but at least it introduced some of the basic concepts (it really needed to introduce RR repair, since that was a big problem early on).
 
I'm guessing that most anyone that buys one of these games and is not immediately overwhelmed by them probably needs the tutorials more than a manual, along with the ability to reference a manual online. Much like Wikipedia, there should be a version of the manual that can be modified by any of the playtesters and/or the elite guard folks to immediately reflect the latest changes or clarify procedures. Many of these things come up in the first few weeks after the game release, but are rarely seen on the active forum later. 
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RE: The Game Manual

Post by Gandalf »

ORIGINAL: carlkay58

My only request is to cut out the graphical page background and leave it more text based - reading the e-book manual or the pdf on my e-reader is a MAJOR pain!

That's why they provide more than one version of the manual... The ...[US_LETTER] version of the manual is more appropriate for e-readers and/or smart phones.
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RE: The Game Manual

Post by demyansk »

I know this would take a lot of time but a real basic video of playing the game and what screens to look at etc.  It would take time and unfort I dont have the equipment for this.
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RE: The Game Manual

Post by Apollo11 »

Hi all,
ORIGINAL: usersatch

Am I the only one who thinks the game manual is poorly organized? Damn near 60 pages in and I still dont know how to do the most basic things like move or attack. Still trying to figure out what all the numbers on a unit counter mean, too.

I miss you AE!!!

I made the TOC ("Table of Contents") for the WitE manual (original and new -updated one you get with new WitE patches) - I based it on the UV, WitP and WitP-AE... [;)]


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RE: The Game Manual

Post by alfonso »

ORIGINAL: bcgames

I'm tagged to do the WITW manual. I'd be most interested in your views on how to make that product more useful to you.

v/r

bcgames

I do not know if that is the mission of the manual writer, but I miss a more detailed “Guide” to the game. There are a lot of details in the game that for those not-initiated it is a mystery whether they have an effect or no. I don’t know if the manual writer knows everything, but surely he can ask. The “Guide” should include hundreds of tips and explanations. I know that there are forums, but …it would be nice if you, as a team member, could input your wisdom from the beginning.

These are (invented) examples of what I have in mind, being a mixture of self-evident truths and cunning advice.

Altitude: “When flying bombing missions over cities, which tend to be heavily protected by flak, is advisable to send your bombers with the highest altitude level. Instead, when bombing units, precision is required and it is better to send bombers with lower altitude level”

AirBases: “Bombers have a long range, but require more supply to be properly maintained at a base. Therefore if possible try to locate your bombers in your best supplied bases, in the rail grid if possible, even if they are some hexes away from the front”

Air Groups: “The electronic warfare (EW) air groups should be used for…” I even have no idea of what to invent here….but they are listed in 8.1.3.

AntiPartisan warfare: “It is advisable that each Army Group has control over a couple of fighter groups set to night fight to attack the night supply missions performed by the Soviets. The Bf110 (or whichever) is perfectly suited in this regard, thanks to its deadly cannon and the absence of enemy fighters”

Use of Artillery: “Howitzers are the guns of choice in difficult terrain” or “Don`t waste your precious AT guns in places in which no armored forces are detected” or “Against tanks it is more important accuracy than rate of fire: choose your weapons accordingly”. Advantages and disadvantages of rocket launchers…

Use of Subunits: “Machine guns are deadly when confronted by a hasty attack, but they are a liability if under artillery fire”

Tanks: “Pay attention to the tank type that a particular unit has, and reserve your T-34 tanks to the most primordial defensive axis, leaving the units with T-60s to secondary axis of advance”

HQ: “There is no need to move the OKH. It is OK where it sits” or, alternatively “Try to place the OKH behind the ArmyGroup HQ that is making the main effort”

Please remind that those examples are invented, and they are not necessarily applicable to this game.


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RE: The Game Manual

Post by bcgames »

All these are interesting views. What else is on your mind with regard to his topic?
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RE: The Game Manual

Post by alfonso »

ORIGINAL: bcgames

All these are interesting views. What else is on your mind with regard to his topic?

Well, I just summarize by saying that any element included in the game should not only be listed, but also explained, that you should write the manual as if that was the only wargame owned by the reader, that the reader/player is not necessarily a military expert, and that in general it is better to over-explain than under-explain. For a complex game, I would say that the Manual should have also the character of a textbook (or a separate “textbook” could be added?, it is embarrassing to load you with tons of work…). With “textbook character” I mean that connections between different parts of the game might be included when pertinent.


For instance:

Section 14.2.1 from the WITE manual:”Rail line hexes that are in an enemy ZOC are considered to be cut off from the rail network and cannot be used for strategic rail transport, even if the hex is occupied by a friendly combat unit.” I think that this statement could be connected with factory evacuation: something like: “This has the important consequence of having to garrison not only a city to avoid the loss of industry, but also the need to keep an eye on its approaches”. And then, in the section about Evacuation, remind once more the player that an enemy unit parked besides the town will prevent factory evacuation because of the ZOC.
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