War in the West

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

MechFO
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RE: War in the West

Post by MechFO »

ORIGINAL: jaw

ORIGINAL: 2ndACR

Look at a lot of the units withdrawn from the Russian front historically......they were withdrawn to be rebuilt because they were devastated. Not all of them mind you, but a bunch of them had suffered tremendous losses. Look at the German withdraws in Spring 1942......what pressing front were they heading to? None, they were devastated during the blizzard of 41 and needed to refit and retrain. Now, currently, those units leave whether I suffer a single loss to that unit or not. I have watched withdrawing Panzer Div fill out with the cream of the tanks, while the ones I have left are using so called obsolete designs. If the production we currently have is only what basically went to the Eastern front, why must my Eastern Front portion of that production be used to fill out the unit. Let that puppy use the remaining production NOT going to the east. Barring that, give me control so that I have the better tanks for my remaining units.

Now, when or if the linking of the games occurs, then I will have to choose who gets short changed in the deal. Which front is in more pressing need.

I think you don't understand the withdrawals. The only units being withdrawn from the game are those that were either re-deployed to another front (e.g. 10th Panzer Division) or substantially re-organized (e.g. the SS motorized divisions). As long as a unit returned to the Eastern Front after re-building, it is not a withdrawal in the game.

Yes and no. I was looking at Nbw units the other day and what I found was:

WITE:

- unit first in the east, at date xy unit get transferred to the West

Reality:

-unit gets destroyed in the East, gets rebuilt in one of the western Wehrkreise, and because the western front is nearer, gets sent there instead of trucking all the way back east. Very logical.


However, while at first glance these seem the same event, they are not. The rebuilt unit was in quite a few cases new from the ground up (old one was pocketed, got overrun in Bagration etc.), de facto the unit in the West had nothing to do with the old one except reusing a pre-existing name, which was an administrative convenience, nothing more. There's no reason a differently named unit couldn't have been setup with those resources instead, or the resources being used as replacements.

The WITE handling in this context doesn't make sense, because it uses the rebuilt units war history instead of recognizing that from the point of destruction onwards, the real path and game path diverge, and have to diverge. A new unit being set up and then used in the West is very different from withdrawing a functional active unit in the East and sending it West, yet WITE treats both events as being equivalent.

This pretty identical to the handling of my pet peeve, German Divisional Arty TOE's. Sure, WITE is replicating historical administrative decisions, but without any regard for why those decisions were made and in which context the decisions were taken.

EDIT: To me this seems like attempting to avoid potential problems with the Pull-production model if the Germans were to be given more control over their units. If that's the case, give the Germans more control over unit administration and instead impose the limits where they really exited: production. The same mechanism thats's being used for tanks now could also be used for guns. Production figures for everything above 20mm are fairly easily available. No guns in the pool pretty much puts paid to the notion you can have unlimited Arty even if you have the AP's, but the player should be able to use the available !historical! numbers as he sees fit.

KamilS
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RE: War in the West

Post by KamilS »

hehe, that was unnecessary remark

and I have to confess I have written option not opinion

Helpless

it doesn't change the fact - I see no way how we could test (every) option, which is still driven by someone's subjective opinion.


Each opinion is subjective, so real point is if opinion is well founded.


I agree, that not everything can be tested, but I have impression [;)], that ability to adjust own army is not minor feature of this game.


quote:
First blizzard. Soviet cavalry corps.

Is Soviet side benefiting from ability to build them or it does not matter what kind of units Soviet army consists of?
Helpless

I don't understand the question?



Question is - does it matter for outcome of this game that one side has ability to build what they want and other can't do it.


quote:
He seems to want the German to be strictly historical, while the Russians have complete freedom to design their army at will. If he wanted a strictly historical simulation then why on earth did he allow the Russian players complete freedom?



Helpless

You are fighting the windmills. There is no such advantage you are talking about. As Jim says I'm yet to see the late war save file with the historical amount of units built. In fact if you made such list it won't fit into the current amount of free slots. Not to mention arranging all the time schedule. Game still would be in development.

If it doesn't have impact on the game, then I guess I should have same chance to win building for example only ski units, AT units, or maybe not building anything at all. [;)]



(I came up with this stupid example, because I have been taught that making-up most ridiculous circumstances lets check limits of tested model/theory/whatever)
Kamil
jaw
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RE: War in the West

Post by jaw »

ORIGINAL: MechFO

My comments are in red.

Yes and no. I was looking at Nbw units the other day and what I found was:

WITE:

- unit first in the east, at date xy unit get transferred to the West

Reality:

-unit gets destroyed in the East, gets rebuilt in one of the western Wehrkreise, and because the western front is nearer, gets sent there instead of trucking all the way back east. Very logical.


However, while at first glance these seem the same event, they are not. The rebuilt unit was in quite a few cases new from the ground up (old one was pocketed, got overrun in Bagration etc.), de facto the unit in the West had nothing to do with the old one except reusing a pre-existing name, which was an administrative convenience, nothing more. There's no reason a differently named unit couldn't have been setup with those resources instead, or the resources being used as replacements.

If a unit is withdrawn from the Eastern Front never to return it is a withdrawal. It doesn't matter what the reason for the withdrawal was or what the subsequent fate of the withdrawn unit is. Likewise it doesn't matter what the reason is for a unit being a reinforcement. If it is sent to the Eastern Front it is a reinforcement.

The WITE handling in this context doesn't make sense, because it uses the rebuilt units war history instead of recognizing that from the point of destruction onwards, the real path and game path diverge, and have to diverge. A new unit being set up and then used in the West is very different from withdrawing a functional active unit in the East and sending it West, yet WITE treats both events as being equivalent.

Units in the West that never go East are not in the game.

This pretty identical to the handling of my pet peeve, German Divisional Arty TOE's. Sure, WITE is replicating historical administrative decisions, but without any regard for why those decisions were made and in which context the decisions were taken.

I've raised your concern with Joel and offered a compromise solution but have not gotten a decision as of yet.

EDIT: To me this seems like attempting to avoid potential problems with the Pull-production model if the Germans were to be given more control over their units. If that's the case, give the Germans more control over unit administration and instead impose the limits where they really exited: production. The same mechanism thats's being used for tanks now could also be used for guns. Production figures for everything above 20mm are fairly easily available. No guns in the pool pretty much puts paid to the notion you can have unlimited Arty even if you have the AP's, but the player should be able to use the available !historical! numbers as he sees fit.

We've thought about that but for the moment have kicked that can down the road.

Aurelian
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RE: War in the West

Post by Aurelian »

ORIGINAL: 2ndACR

Well, do we have a list of all the Russian units that were built by the Russians at will like they do in the game?
.

So you don't have one. Which means that OKH didn't make any. Which means that to get what you want would make WiTE a fantasy game. And you are against that.

I believe it was John Paul Jones who said "If we can't have what we like, we have to learn to like what we have."
Building a new PC.
Baron von Beer
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RE: War in the West

Post by Baron von Beer »

Jaw: Units that withdrew. Trouble is that some that never withdrew in reality, are still withdrawn in game. Eg: 29th Motorized division. Destroyed at Stalingrad. New division with same name formed.IE new equipment, new personnel, a new division, same number, and sent to Sicily. In WITE world, 29th withdraws. [&:] Reality, had it not been destroyed = 2 motorised divisions. WITE = 1 division.

Same for most of the Stalingrad divisions. New divisions built and went elsewhere, in WITE, original unit sent. 2 separate divisions treated as a single by the game.

Same applies to many support units, etc.

As it currently stands in the world according to WITE, the Yorktown class Yorktown and the Essex class Yorktown were the same ship.
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RCHarmon
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RE: War in the West

Post by RCHarmon »

Quote["So you don't have one. Which means that OKH didn't make any. Which means that to get what you want would make WiTE a fantasy game. And you are against that.

I believe it was John Paul Jones who said "If we can't have what we like, we have to learn to like what we have.""]


We have a good argument being made and instead of addressing the argument the person is patronized.


It is better to say the game is what it is and no changes will be forthcoming.
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2ndACR
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RE: War in the West

Post by 2ndACR »

And hence the reason I shelved this game in my fun against the AI, but not very fun......I have returned to WITP and the new BTR for my more serious games.......at least you can explore what if's in those games. The "bad guy" at least have control over important aspects of the war.

Aurelian can say what he wants, he is a nobody anyway. Helpless is someone, Jaw is helpful.

jaw
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RE: War in the West

Post by jaw »

ORIGINAL: Baron von Beer

Jaw: Units that withdrew. Trouble is that some that never withdrew in reality, are still withdrawn in game. Eg: 29th Motorized division. Destroyed at Stalingrad. New division with same name formed.IE new equipment, new personnel, a new division, same number, and sent to Sicily. In WITE world, 29th withdraws. [&:] Reality, had it not been destroyed = 2 motorised divisions. WITE = 1 division.

Same for most of the Stalingrad divisions. New divisions built and went elsewhere, in WITE, original unit sent. 2 separate divisions treated as a single by the game.

Same applies to many support units, etc.

As it currently stands in the world according to WITE, the Yorktown class Yorktown and the Essex class Yorktown were the same ship.

To begin with, let me say that what I'm trying to do when I comment is to explain the design decisions and the reasoning behind them. Whether you except those decisions or not is your choice but at least I hope I've given everyone a better understanding of the game design.

Your 29th Motorized division example is a good one because it exemplifies the withdrawal philosophy of WitE. The 29th is NOT withdrawn because the historical division was destroyed at Stalingrad. The 29th is withdrawn because a motorized division from the Eastern Front re-building in the West was sent to Italy. In WitE terms what happened at Stalingrad has nothing to do with the 29th's withdrawal. If you check the withdrawal date you will note that the 29th does not withdraw when its historical counterpart surrendered at Stalingrad. The 29th withdraws when it was re-built and sent to Italy.

We could have taken the approach of the old SPI WAR IN THE EAST board game and only had withdrawals or reinforcements when the net strength of the German Army in the East changed. The problem with that approach however is that it doesn't work very well when units can fluxuate in strength as the do in WitE. If a message popped up saying "withdraw one motorized division to the West" what Axis player isn't going to send the weakest division he has to fill the requirement?

What you are asking for is full War In Europe game where you are Hitler and you determine what goes where when. Unfortunately that game is still a few years off.
janh
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RE: War in the West

Post by janh »

ORIGINAL: jaw
To begin with, let me say that what I'm trying to do when I comment is to explain the design decisions and the reasoning behind them. Whether you except those decisions or not is your choice but at least I hope I've given everyone a better understanding of the game design.

Your 29th Motorized division example is a good one because it exemplifies the withdrawal philosophy of WitE. The 29th is NOT withdrawn because the historical division was destroyed at Stalingrad. The 29th is withdrawn because a motorized division from the Eastern Front re-building in the West was sent to Italy. In WitE terms what happened at Stalingrad has nothing to do with the 29th's withdrawal. If you check the withdrawal date you will note that the 29th does not withdraw when its historical counterpart surrendered at Stalingrad. The 29th withdraws when it was re-built and sent to Italy.

We could have taken the approach of the old SPI WAR IN THE EAST board game and only had withdrawals or reinforcements when the net strength of the German Army in the East changed. The problem with that approach however is that it doesn't work very well when units can fluxuate in strength as the do in WitE. If a message popped up saying "withdraw one motorized division to the West" what Axis player isn't going to send the weakest division he has to fill the requirement?

What you are asking for is full War In Europe game where you are Hitler and you determine what goes where when. Unfortunately that game is still a few years off.


... and your explanations are much appreciated since with such a complex game, many thoughts behind design decisions are not easly seen, but still may have had lot of good thought going into them.

I think what he was trying to imply was the 29. Mot. that we use in game wouldn't have been the division at all that would have gone to Italy had it not been destroyed in first place. A replacement division that used the personell and material to rebuild that unit could as well have formed the cadre for another division at home, which then could have been send instead?

Regarding "If a message popped up saying "withdraw one motorized division to the West" what Axis player isn't going to send the weakest division he has to fill the requirement?", why couldn't one connect that will "select one division of XY type and N nationality with a CV value or ToE strenght of at least XX, or suffer, Z AP penalties per turn"? Anyway, hope GG will consider a refinement for WitW withdrawls. Even the old system with pseudo-fronts in WiR wasn't much worse, and would have been easy to refine (nationality criteria agains too many Rumanians out West etc).
Baron von Beer
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RE: War in the West

Post by Baron von Beer »

Exactly. The only tie the division sent to Italy had with the one at Stalingrad was the number assigned to it. It was an entirely different unit with no relation whatsoever to the 29th Motorized division in WITE that is withdrawn in 1943. It was not a division from the Eastern front rebuilt and sent to Italy, it was a new division from the ground up that would have been formed as the XXth Motorized division had the 29th not been destroyed. The same as occurred with the infantry divisions lost there, entirely new units were formed reusing the number, while in game the original formations are instead withdrawn and sent as if they were these new divisions.

As far as a withdrawal system simply requiring X units of Y types, if the same mechanic requiring it be filled to xx% of TO&E before leaving the map that already exists in WITE, there would be no room for the exploitative example you provide as the weakest division would still have to be filled out prior to withdrawal, same as a specific division slated for withdrawal does now. The only difference is the division(s) selected would be more rational relative to the reality within a given WITE campaign, rather than drawn as if every instance of a WITE campaign is a 1:1 carbon copy of the real war, of which there is a minute chance.

And Jaw, I too appreciate your posts. [:)]

MechFO
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RE: War in the West

Post by MechFO »

ORIGINAL: jaw

ORIGINAL: Baron von Beer

Jaw: Units that withdrew. Trouble is that some that never withdrew in reality, are still withdrawn in game. Eg: 29th Motorized division. Destroyed at Stalingrad. New division with same name formed.IE new equipment, new personnel, a new division, same number, and sent to Sicily. In WITE world, 29th withdraws. [&:] Reality, had it not been destroyed = 2 motorised divisions. WITE = 1 division.

Same for most of the Stalingrad divisions. New divisions built and went elsewhere, in WITE, original unit sent. 2 separate divisions treated as a single by the game.

Same applies to many support units, etc.

As it currently stands in the world according to WITE, the Yorktown class Yorktown and the Essex class Yorktown were the same ship.

To begin with, let me say that what I'm trying to do when I comment is to explain the design decisions and the reasoning behind them. Whether you except those decisions or not is your choice but at least I hope I've given everyone a better understanding of the game design.

Your 29th Motorized division example is a good one because it exemplifies the withdrawal philosophy of WitE. The 29th is NOT withdrawn because the historical division was destroyed at Stalingrad. The 29th is withdrawn because a motorized division from the Eastern Front re-building in the West was sent to Italy. In WitE terms what happened at Stalingrad has nothing to do with the 29th's withdrawal. If you check the withdrawal date you will note that the 29th does not withdraw when its historical counterpart surrendered at Stalingrad. The 29th withdraws when it was re-built and sent to Italy.

We could have taken the approach of the old SPI WAR IN THE EAST board game and only had withdrawals or reinforcements when the net strength of the German Army in the East changed. The problem with that approach however is that it doesn't work very well when units can fluxuate in strength as the do in WitE. If a message popped up saying "withdraw one motorized division to the West" what Axis player isn't going to send the weakest division he has to fill the requirement?

What you are asking for is full War In Europe game where you are Hitler and you determine what goes where when. Unfortunately that game is still a few years off.

What Baron said, the only the only common thing between the destroyed and the new unit is the name, if the old unit hadn't been destroyed, it would have gotten a new name. It should be treated as a new unit. 29. Mot B or whatever.

The Yorktown example is an excellent analogy BTW.

As to the Artillery, thanks for taking it up, but I must be honest and say I think you guys are being needlessly complicated. The mechanism is already perfectly implemented in game....the % setting. It's exactly what they did, and what players already do, if needed.

BTW...in another thread you said Trey was the guy to moan to about late war Nbw Abteilungen being used instead of Regiments. How do I reach him?

MechFO
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RE: War in the West

Post by MechFO »

ORIGINAL: janh
Even the old system with pseudo-fronts in WiR wasn't much worse, and would have been easy to refine (nationality criteria agains too many Rumanians out West etc).

Agree, the old WIR system, for all it's abuse potential, really was better in this respect. Put a nationality lock on the boxes...presto, eliminates lots of problems.

It just occurred to me, the functionality, or something close to it already in game with the Romanian,Hungarian surrender events. Obviously it can check it certain unit nationalities are on certain hexes...have to few units....surrender chance for Italy or something like that.
Baron von Beer
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RE: War in the West

Post by Baron von Beer »

In the case of the "second" 29th, it was originally being formed as the 345th Motorized Infantry division, but ended up reusing the title of 29th Motorized Division. [;)] The unit that is withdrawn holds absolutely zero relation with the unit that was sent to Italy. It was an entirely different division, no more in common with the 29th that is withdrawn than with the 60th, or 1st SS Panzer. In this case there should be no withdrawal to begin with.

Same with all the infantry divisions lost in Stalingrad, they were formed using regiments that had been raised to form new divisions, but instead used the numbers of those destroyed. Those new divisions that ended up on other fronts result with the original in-game division that happens to share the same number also being withdrawn, so effectively 2 divisions are sent to Italy, Yugoslavia, etc, instead of the one that was actually sent.

To further add to the irony, in some cases these new divisions wound up on the Eastern Front. eg the 76th ID was destroyed at Stalingrad. A new division was in the process of being formed in early '43 and designated 76th ID and ultimately ended up on the Eastern front in late 1943. The WITE 76th does not withdraw but again the second, new division does not exist in the game. The original 76th ends up representing both the original and new formation, while they were entirely different entities.
MechFO
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RE: War in the West

Post by MechFO »

ORIGINAL: Baron von Beer

In the case of the "second" 29th, it was originally being formed as the 345th Motorized Infantry division, but ended up reusing the title of 29th Motorized Division. [;)] The unit that is withdrawn holds absolutely zero relation with the unit that was sent to Italy. It was an entirely different division, no more in common with the 29th that is withdrawn than with the 60th, or 1st SS Panzer. In this case there should be no withdrawal to begin with.

Same with all the infantry divisions lost in Stalingrad, they were formed using regiments that had been raised to form new divisions, but instead used the numbers of those destroyed. Those new divisions that ended up on other fronts result with the original in-game division that happens to share the same number also being withdrawn, so effectively 2 divisions are sent to Italy, Yugoslavia, etc, instead of the one that was actually sent.

To further add to the irony, in some cases these new divisions wound up on the Eastern Front. eg the 76th ID was destroyed at Stalingrad. A new division was in the process of being formed in early '43 and designated 76th ID and ultimately ended up on the Eastern front in late 1943. The WITE 76th does not withdraw but again the second, new division does not exist in the game. The original 76th ends up representing both the original and new formation, while they were entirely different entities. In this case we actually end up short a division.

Your post before you edited was correct, the unit used to rebuild was the 345. Inf Div after it had been forming for half a year. So was fairly complete by that stage.

And to add insult to injury, the 345. Inf Div was originally supposed to be sent East.

Aufgestellt am 24. November 1942 auf dem Truppenübungsplatz Wildflecken im WK IX als Kriemhilde-Einheit. Am 26. Dezember 1942 erhielt die Division den Befehl, sofort je ein Panzergrenadier-Bataillon und eine Sturmgeschütz-Batterie für die Verwendung im Osten bereitzustellen. Diese erhielten die Nummern 393.Der Abtransport nach Burg b. Magdeburg zur Endausstattung sollte für die Sturmgeschütz-Batterie am 31. Dezember 1942 und für das Panzergrenadier-Bataillon 393 am 7. Januar 1943 erfolgen. Ab 9. Januar 1943 sollte der Abtransport an die Ostfront erfolgen. Die Zuführung des neu aufgestellten Brigadestabs und der Heeres-Flak-Artillerie-Abteilung 272 zur Bildung der geplanten Sturm-Brigade 1 sollte dann an der Front erfolgen, ist aber letztendlich nicht durchgeführt worden. Die ursprünglich für den Osten bestimmte Division wurde im Januar 1943 nach Frankreich verlegt und am 1. April 1943 zur Wiederaufstellung der 29. Infanterie-Division verwendet.

The 29th is called Infanterie here because the correct designation is Infanterie (mot.).

Edit; sorry just saw why edited, it was of course forming as Motorized Division. My bad.
MechFO
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RE: War in the West

Post by MechFO »

Another funny case.

Example:

The 217. Inf Div is destroyed in Russia in November 43. The very few survivors are sent home, and used as a nucleus for the 349. Inf Div in early December. After half a year (half a year seems to be about the standard time allotted for forming a new Div, at least until Bagration) they get sent East and get destroyed in Bagration. New Division gets set up as the 349. Volksgren Div, by renaming what used to be the 567. Volksgren Div. The 349. Volsgren Div was again used in the East in Oktober 44.

So in total we have 3 separate units. The 217, 349 Inf and the 567 Volksgren->new 349 Volksgren.

In game you only find the 217 Inf and 349 Inf, the 349 Volksgren is missing though it is an entirely separate unit.

Again, the Germans lose a Division. If all similar cases are handled like this in WITE, the Germans are missing boatload of Divisions (what their effective strength was is a different matter, at least in the late war cases, but that's a seperate discussion).
IronDuke_slith
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RE: War in the West

Post by IronDuke_slith »

ORIGINAL: janh
ORIGINAL: IronDuke
...
I'm usually keen to hear what people would do with German production if they had the chance.
...
I have no objection to a little tinkering a la WITP
...

I guess that is what most people would wish for. Nothing that is so dramatically different to break out of the realm of realistically-doable or historically plausible courses, but a little leeway a la R&D and production in AE to at least have some fun with it if you like, or chose historical R&D and production instead if you prefer the fixed pictures (would be best if all involved sides were treated the same then).

A few months R&D advance of certain elements that you decide to focus on (robbing peter to pay paul, so to say), e.g. the 262 as fighter by skipping the period it was initially tried to develop it to a fast bomber/CAS aircraft.

I have no issues with anything if I can see a plausible and realistic historical possibility for it. However, you hit problems with any of this stuff. Of 1400 ME262s produced, only a couple of hundred saw active service because of fuel and maintenance issues. Therefore, if someone wants this option, fine, but remember these things had engines that required scarce raw materials and the engines lasted about ten hours each. Therefore, if you want them in 1943, be prepared to see the fleet attrit to nothing by mid 1944.
Or halt the production of certain types of vehicles like the Tiger II, for whatever reason you could come up with, and use the freed resources to expand facilities and production rates for something else instead.

But this entirely depends on how flexible you want it. It isn't that easy for a tank factory to re-tool to start making other AFVs, never mind start making aircraft, or artillery pieces.

Likewise, German production often dispersed and fragmented rather than expanded in situ because of the bombing. Production of things like the ME262 could never be cranked up (even if you magically cooked up the raw materials) simply because many were built in forest clearings, or in bunkers etc. You can't crank up cottage production because it doesn't suit modern production methods, which is where the real increases in productivity are derived.

Also for research, stopping research into the Maus doesn't mean you're going to get the ME262 any earlier by diverting R&D points to it. No engineer working on the Maus would ever have been useful to the V2 program, or the 262 program.
Where you take your assumptions from that never having seen a Panther (meaning people in your game wouldn't even know about it or its performance), and focusing on the advanced Panzer IVH,G,J series, which could cope sufficiently with the T-34s, should translate into a 10 point NM loss, is not clear. There is no unambiguous reason for that.

I disagree. The Panzerwaffe were shocked by the KV and T34. By 1944 they were facing the IS, T34/85 and a series of monster SP guns. Asking them to do that with long barrelled MKIVs when better designs were available to produce would have hit morale hard. You only have to look at the evidence from Normandy to see what a perceived disparity in equipment can have on morale.

The Panther answered a problem that was raised by units in Russia. Ignoring their concerns and providing souped up MKIVs is going to annoy them.

I can live with allowing people to stop the Maus and Tiger II (although I think the effects of such should be fairly minimal) but you're leaving reality when you want anything which quickens the arrival of anything. Stopping research on the Tiger II should not provide the Panther any earlier. I see no historical method by which the two would be connected.
Also, keep in mind that the Panzer V series and the Panzer IV had a very different fuel consumption. Roughly speaking, each Panther (730 l => ca 170 km range on roads) need twice as much as a Panzer IVH,G (470 l => ca 200 km range on roads) or J (680 l => ca 300 km range on roads). So from the perspective of fuel usage, the Panzer IV was more sensible. Looking at kills/per loss statistics, that is little different.


But your extra Tanks are presumably housed in extra Panzer divisions. A Panzer Division in 1944 would have carried four battalions of mechanised/motorised infantry, a recce battalion, 3 battalions of motorised artillery, a battalion of Mech/motorised pioneers, butchers, bakers, battalions of motorised anti-tank and flak artillery, a truck column. All of this requires vehicles the Germans simply couldn't find. They never had enough rubber for tyres for one thing and so your extra range gets eaten up because you have hundreds maybe thousands of other vehicles to fuel, or field infantry free Panzer Regiments which should be theoretically vulnerable to any medium sized Russian infantry unit they happen along.
But you are certainly in general right about fuel being in most cases limiting factor for what R&D and production should allow a player to sensibly do if he wants to avoid running dry, but that's some risk there should be. In AE that certainly is quite acute of a risk.

Building no Panthers over extra MKIVs essentially means a host of factories retooling from the plant that made the Panther to the armaments plant that now needs more 75/48s rather than 75/70s. Fiddling around with aircraft production is pointless since it was lack of fuel and trained pilots, not lack of aircraft that did for the Luftwaffe.

To me, I have no issue making upgrades user controlled. Giving the Panther to the most experienced units you have first seems reasonable etc, but Germany didn't lose because of Hitler's meddling in production or scant resources being wasted on V weapons design. As such, playing with production essentially becomes a bit of chrome, and one that would be difficult to implement with any accuracy.

Regards,
ID
Dili
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RE: War in the West

Post by Dili »

Again, the Germans lose a Division. If all similar cases are handled like this in WITE, the Germans are missing boatload of Divisions

What matters is the number of squads and material that Germans or Soviets created. There is an issue if there will be more corps and divisions if less units are not destroyed but that is about it
MechFO
Posts: 851
Joined: Fri Jun 01, 2007 4:06 am

RE: War in the West

Post by MechFO »

ORIGINAL: Dili
Again, the Germans lose a Division. If all similar cases are handled like this in WITE, the Germans are missing boatload of Divisions

What matters is the number of squads and material that Germans or Soviets created. There is an issue if there will be more corps and divisions if less units are not destroyed but that is about it

From 2nd half 44 onward I agree with you, the rebuilds are from the abstracted Easts share of production, so don't really matter, but before that, West production % is too high if we are not counting all the "new" divisions.
janh
Posts: 1215
Joined: Tue Jun 12, 2007 12:06 pm

RE: War in the West

Post by janh »

ORIGINAL: IronDuke
But this entirely depends on how flexible you want it.

This is true, "on how flexible you want". Since this kind of "PDU on" game mode would surely not please those that would like to stick to simulating historical production and availabilties under the condition that e.g. the air war against germany is always entirely unaffected by developments on the Easter Front, the designers would have to determine their "flexibility", or ask for the customers wish on that.
Given that most WitP:AE games seem to use flexible R&D and production rules, though, I would not be surprised if in the Axis theater also that would become the norm if it were available. The AE system works quite well, surely could be transferred in some manner.
ORIGINAL: IronDuke
To me, I have no issue making upgrades user controlled. Giving the Panther to the most experienced units you have first seems reasonable etc, but Germany didn't lose because of Hitler's meddling in production or scant resources being wasted on V weapons design. As such, playing with production essentially becomes a bit of chrome, and one that would be difficult to implement with any accuracy.

Like in AE's historical setup "scenario 1", even toying with R&D and production is probably only chrome, but for the underdog player who will get beaten on for many long turns by Allied with all their fancy new planes, ground units and ships, it is a source of motivation and perhaps hope -- not to change the outcome, therefore it is too limited in possibilities (R&D advances by hardly a few months, never years, and production limited by resources and on deployment, supply), but hope to inflict some stingy little counterstrikes that are just bold and noteworthy gameplay, rather and make a big difference.

In fact, the limits on the Japanese production are so tricky, that starting players are recommended to play with fixed production since it is easy to derail the economy on the first try with to aggressive expansion plans, or too much focus on certain platforms (like switching all production over to Me262, Panthers or Tigers probably could lead to here).
ORIGINAL: IronDuke
It isn't that easy for a tank factory to re-tool to start making other AFVs, never mind start making aircraft, or artillery pieces.

Good point. So there ought to be distinguishment/penalties for factories to retool from one production line to a very different equipement. I possibly would not allow ground vehicle factories to modify to anything but ground vehicle factories. But perhaps within limits, new builds of factories could be allowed (using some kind of total worker pool or such things).
Factories that just continue along the development of one type (say PzIV series or T-34 series, instead of switching to SPWs, Panthers or KVs) should suffer lower decreases of production rate when switching models. In AE that is modelled by loss of production on switching models too drastically, and it is very time and resource consuming to rebuild (retool) the factories. Factories that are "new builds" and require new machinery anyway, not retooling, are time and resources anyway. Sound like the AE model could be indeed applicable?
ORIGINAL: IronDuke
However, you hit problems with any of this stuff. Of 1400 ME262s produced, only a couple of hundred saw active service because of fuel and maintenance issues. Therefore, if someone wants this option, fine, but remember these things had engines that required scarce raw materials and the engines lasted about ten hours each. Therefore, if you want them in 1943, be prepared to see the fleet attrit to nothing by mid 1944.

True, and I hope to recognize that in a good model. We already have operational losses and that links to supply needs for keeping stuff operational. If supply and fuel would be more limited pools also in WitE, and influence who often and who far players can move their tank/mot. divisions, or how many squadrons to keep active at the front, things like a big fleet of 262 interceptors or divisions of Tiger IIs would be impossible to sustain in a very realistic manner.
ORIGINAL: IronDuke
Also for research, stopping research into the Maus doesn't mean you're going to get the ME262 any earlier by diverting R&D points to it. No engineer working on the Maus would ever have been useful to the V2 program, or the 262 program.

Fully agree, an R&D facility for ground vehicles should remain one. One switching type lines should also reduce the R&D output much more than continuing development on the R&D of that type.
If you consider that often development cycles were lenghtend by researching or engineering in the wrong direction for some while (like the gear box issues with the Tigers, or the Me-262 being too late being recognized as a superior interceptor by the decision makers rather than pushing it as a fast level-bomber), adding some more "heads" added to the development teams might bring in "new ideas" and change this direction, or fill "reseacher-hour" deficits for some "routine" design issues, thus, reduce the delay in the availability. But that mechanic could also work the other way, so and kind of R&D progress could also be further delayed if you bring in the wrong ideas. So perhaps there could be a dice roll also for further delay, not only for an acceleration?
ORIGINAL: IronDuke
Where you take your assumptions from that never having seen a Panther (meaning people in your game wouldn't even know about it or its performance), and focusing on the advanced Panzer IVH,G,J series, which could cope sufficiently with the T-34s, should translate into a 10 point NM loss, is not clear. There is no unambiguous reason for that.

I disagree. The Panzerwaffe were shocked by the KV and T34. By 1944 they were facing the IS, T34/85 and a series of monster SP guns. Asking them to do that with long barrelled MKIVs when better designs were available to produce would have hit morale hard. You only have to look at the evidence from Normandy to see what a perceived disparity in equipment can have on morale.

What I meant here was to assume that in your game (alternate pathway) the Panther was perhaps never introduced of you didn't decide to build it, or may not even research it. Then the front line troops could still get pounded by the Soviet T34 and KVs, and suffer more defeats and resultant moral losses. But they would never have drop from not having available a piece of equipement they never knew existed, or that never had proven superior qualities in the field. It could be different if you shelved the Panther after using him a few month with great success in your game, though? But maybe that kind of detail and rule would be too much while other things seem to be more pressing. Here I could live with a lot of abstraction, since the "PDU" rule already requires some more flexibilty for the sake of more fun.

Regarding what to do if you build say 150% PzIV rates at he cost of shutting down the PzV programm before it launches, well again, would people wish to be allowed to build extra Panzer Divisions, or extra support units with them, but within the limits of their manpower and truck pools? And at the risk of running those down?
I'd say "why not", although the latter will limit the whole effect to "chrome and fun" again.
With PDU, I would make sense to allow the ToEs to be modified within reason: Not only switching out older models of the same category, but you could also allow for e.g. Stugs to be replaced by tanks or tank destroyers as happend in a few cases, or you could allow to switch out a light tank slot against another tank type, if your pools are fuller of that.
People could also come up with an "enhanced Iron Man" scenario with greater resources for the Axis, just for fun like in AE, in which production changes also have bigger impacts.

It could be even more fun if WiEurope one day arrives, and with the opening of Polish campaign in a "PDU" game you can start to tune up the German war economy, pilot training etc. like you essentially do in AE. Since it would be GCs started under the mutual agreement of "PDU" and neglect of fixed producion, it could be just fine and to me, certainly sounds like big fun and much increased replay-value.

But great comments, ID! I can clearly see why GG and team didn't introduce this already -- sizable chunk of developement time, debugging and closing loopholes, I guess. I still hope they start to introduce something like that stepwise until a WiEurope arrives that is on par with AE in this respect.
Jan
jaw
Posts: 1049
Joined: Fri Jul 24, 2009 1:07 pm

RE: War in the West

Post by jaw »

ORIGINAL: Baron von Beer

In the case of the "second" 29th, it was originally being formed as the 345th Motorized Infantry division, but ended up reusing the title of 29th Motorized Division. [;)] The unit that is withdrawn holds absolutely zero relation with the unit that was sent to Italy. It was an entirely different division, no more in common with the 29th that is withdrawn than with the 60th, or 1st SS Panzer. In this case there should be no withdrawal to begin with.

Same with all the infantry divisions lost in Stalingrad, they were formed using regiments that had been raised to form new divisions, but instead used the numbers of those destroyed. Those new divisions that ended up on other fronts result with the original in-game division that happens to share the same number also being withdrawn, so effectively 2 divisions are sent to Italy, Yugoslavia, etc, instead of the one that was actually sent.

To further add to the irony, in some cases these new divisions wound up on the Eastern Front. eg the 76th ID was destroyed at Stalingrad. A new division was in the process of being formed in early '43 and designated 76th ID and ultimately ended up on the Eastern front in late 1943. The WITE 76th does not withdraw but again the second, new division does not exist in the game. The original 76th ends up representing both the original and new formation, while they were entirely different entities.

This is starting to sound like a STAR TREK movie. [:D]

Look, there are a lot of different approaches we could have taken such as nothing withdraws but destroyed units don't come back or only units that WEREN'T destroyed and rebuilt for use elsewhere are withdrawals, etc., etc. but the bottom line is that only a multi-front game would truely satisfy you and that game is in the future. WitE is an operational level game with strategic overtones but still an operational game. If you can get past the restrictions of the design concept, you can still enjoy playing the game for what it is while you wait for the ultimate monster to come.
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