Game Suggestions:

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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Shupov
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RE: Game Suggestions:

Post by Shupov »

Please make Air and Ground HQ's look different from each other.  I suggest adding the "sideways" figure 8 to the Air HQ's symbol.
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Shupov
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% TOE Filter

Post by Shupov »

The Commanders Report for Air Group display has a Pct Ready function that allows selection of a range of ready aircraft in an air group.

I like to set ground units with less than 50% TOE to Refit mode. It would be helpful if there was a Pct TOE filter on the Commanders Report Units display that allowed selecting a TOE range. Then I could select a range from 0 to 49 % TOE and change all the units to Refit mode at once.

Once the units had attained 50% TOE I could then select a range from 50 to 100% TOE and change all the units back to Ready mode.
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AFV
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RE: Game Suggestions:

Post by AFV »

I think territory should mean something. I don't support putting in rules not allowing the German to retreat, or forcing the Soviet to counter-attack, but why not give points per turn that objectives are held, similar to what the scenarios have? That way, its not a no-brainer on whether the Soviets run to the east at the start, they need to factor in holding territory (a little bit), and likewise, its not a no-brainer for the German to retreat to the west before blizzard. You still might elect to do those things, but pay a small price on victory points.
Djouk
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RE: Game Suggestions:

Post by Djouk »

Why not allow to carry on a game against ia when a player resigned ? Or to play vs ia a muliplayer game still in play ? i also recognize it s hard to be objective with this game, tentation is great to customize it as i would like and i try to respect some historical aspects. About german withdrawals conceptors have done a fabulous work but i wonder why some divisions are just here for just few turns or retired when they occupy vital areas. Italians are there then disapear ...so they just got an invitation and go home. I suppose that historically all these withdrawals came with reserve units and or with global european strategy. Finally trying to absolutely respecting history give this strange aspect of the game because are we hold to follow Big strategy of this era even if in fact entire outcome of this war is here in russia ? It would be simple to let or no withdrawals with an option at start of a game. So with no withdrawals why not giving more or less forces to the axis but letting him develop its own global strategy just acting on reserve pool ? Yes i imagine conceptors are responding me just to wait an overall bigger game at all eureopean scale where you could also change all production... Go to Time of fury , ok but this game go far from realism and history !
Walloc
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RE: Game Suggestions:

Post by Walloc »

I got a suggestion concerning interdictions after noticing an issue that possibly could be used by the those inclined to do so.

While playing russian I many times have find my self in a situasion where I have low moral units that I need to move back 10+ hexes to get the refit moral bonus. I noticed how many times where near the end of that kinda move those units get interdicted. Its outside the range of the short legged german figthers. Not that many Me110 to go around. Meaning i have a field day killing the longer ranged unescorted level bombers.

Now if i was an evil man i'd take X number of units and run North/South out side the figther escort range of the intediction mission. Peppering that area with airbases/interceptors and i'd be killing lots of level bombers. Even if u not evil it still happens unintentionallyl, but the possibility for abuse excists.
Not much u can do about it as opponent. The only control u have over interdiction missions is whether to have em at all by percentages.
The missions em self are entirely computer controlled for obvious reasons.

What about making some adjustments. Things i could think off, off the bat. No idea the program'ability of em.

1. No interdiction outside escort range

2. A button on or off above suggestion.

3. Allowing players to set a max range for interdictions in hexes. Either from airbase or own controlled hexes, i guess.

4 Suggestion for other and better ideas appriciated.


Kind regards,

Rasmus
Shane95
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RE: Game Suggestions:

Post by Shane95 »

some suggestions :

1) Maskirovka.  From mid 43 on Axis recon was often inable to spot russian units, army , fronts. Is this reflected in the game mechanics ? The Partisans also must be  able to increase the DL of axis units not only adiacent but also moving near.

2)  Partisans : in the game are essentially abstracted, why don't permit to the soviet player to launch partisans offensives (as historically happened  before kursk or Bagration) ? the soviet select an hex and, with an AP cost, for a turn all the partisans unit in a xy range may do greater damage in more hexes but then will convert to cadre.

3) Festung : the AI is unable to create fortified lines or cities, historically the axis created many fortified lines, and many cities were transofrmed in festung.  So why don't create them automatically ? when a russian unit move within 5 hexes of Kustrin,  Konigsberg , Memel and the other cities historically transformed in fortresses then will appear a fort 3 counter. The same per fortified lines like Panther.

   
Brandle
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RE: Game Suggestions:

Post by Brandle »

Hi,

Great product. some ideas that I have based on playing for a few months:

When a HQ is destroyed, instead of the total manpower and support units remaining in tact, just the commander and small staff has a chance of being flown out of the pocket. A chance relative to the distance between where they are destroyed and where they reappear. The way it is now, too many units survive for no apparent reason and cross great distances too.

Open cockpit, Ground attack and very old Soviet planes get stripped of their oxygen. This would result in low max altitudes and give the Germans the advantage they need, in the air, for the first few months of the war.

As far as balance in the GC, maybe we can try a combo of No Soviet Turn 1. Just 2 German turns in a row but only movement in the North and Center for the first turn. The lack of a Soviet turn 1 would emulate Stalins paralysis in the first few days and the lack of movement on the southern front would represent the lower quality of roads, compared to the North.
Magnum88
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RE: Game Suggestions:

Post by Magnum88 »

I still think the GC victory conditions need improvement to place some importance to holding key locations during the campaign and not just at the end, like with the smaller scenarios. Keep the present conditions as the "official" victory conditions and add a per turn victory point accumulation that can be tracked over time. Additionally, have a bonus one-time score for taking certain cities by a certain turn. This could give both players an incentive to stand their ground. This would allow the player base to decide a good winning score in comparison to other games. As a side benefit it could give players hope if they perceive they have had a bad opening. On the website a chart of high, low, and average scores per turn could be posted, taken from server games, and allow players to compare their progress against others and and the resulting final score.

Another suggestion would be to have a minimum strategic movement cost based on a fixed percentage of unit maximum not current TOE. I have heard how cheap it is to move shell units around as the Soviet player because the bulk of the equipment and manpower for these reconstituted/newly organized units is moved as reinforcements and abstracted into the supply system so it is essentially free in strategic movement terms. This would put more stress on the Soviet player to balance troop movement with factory evacuation. Currently, it seems an experienced Soviet player has no problems evacuating all the important factories, except the lost causes at the start (i.e. Minsk).

Finally, pocketed territory should only slowly change control automatically. It seems absurd that the Axis closes the Pripyat Marsh pocket and the next week huge amounts of territory change control. Enemy hexes in encircled areas not occupied by or within the ZOC of an enemy unit and within 9 MPs of a friendly controlled hex would change control. Use a hypothetical 70 morale non-motorized unit for MP calculations (representing rear area security forces). This would mean up to 3 hexes along the edges of the pocket would change control.
Djouk
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RE: Game Suggestions:

Post by Djouk »

Look like nobody s talking about intelligence services. This is just an idea to add fun to this game. Belligerant got some good or bad informations about was doing other camp. I learned that Hitler didn t pay much attention to these informations and he paid moreover for that ... And you know that soviets with enigma decrypting knew when how and where and with who would be fought kursk battle. Each camp tried to confuse the other too, this is a war into the war. Dont need to do something complex, just inform players where some general are affected, where some big armies are massed etc... This being right or wrong because this may also be a ruse game ! This could be more complex giving for example points to players which at some moment will increase false informations as a diversion for major offensives. Many ideas may come with this approach. Historically i assume that allies had a great advantage but i plaid for a random or equilibre statut, it s a luck that enigma was analysed by allies and that axis didn t discovered this. I remember that moreover admiral canaris chief of an intelligence service was a traitor to axis cause but they got some good informations however.
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LiquidSky
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RE: Game Suggestions:

Post by LiquidSky »



Things I would like to see:

Movement costs in the opposite direction of the front cost quadruple. Double in the NE(W) SE(W) direction, when a general "do not retreat" order is in effect (for either side)

Get rid of ownership of hexes. It is silly for these large pockets to auto convert control just because a couple divisions met somewhere miles away from the front. If you want to own it, put a unit on it.

Attacking a hex should add a movement cost penalty to it for future units to move in. Movement is time. If it takes full movement to take a hex, then other units will have to wait to enter it, since it took the whole week to take the hex.

Get rid of isolation effects. If a unit has combat supplies, it should be allowed to fight its way out if that is what it wants....but see the first thing I would like to see. ( costs more to move backwards) Most Russians wouldnt even know they were isolated and would probably still be attacking forward. It is also silly that my panzer divisions can ignore a pocket and drive forward. Wouldnt that mean that there is no pocket, and the Russians can just retreat back since there is nobody there holding them (ie the panzers are moving east?) Base surrender on level of supply.

For the first month (July), randomize the Russian morale of the front line units so that some may be strong enough to attack. (or defend). You can still track what it should be, and set it in August. There were many instances of a stubborn defence, or even a few counter attacks.

Get rid of the TOE percentage setting. Instead, allow the TOE of the divisions to be changed manually, but in a one way trip. Just put a minumum time inbetween changes. If you feel the need to change the TOE, you will have to live with it to the next one. Or if you want to get the better ones as the Russians, you will have to go through the worst ones first.

“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great
orey22
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RE: Game Suggestions:

Post by orey22 »

I would like to see the Division Sized unit represented like War in Russia, you know what Regiments were apart of it, and you can transfer regiments from Division to Division. I have War in the East, who knows maybe it's there and I missed it. It's a little generic to see Men / Tanks / Guns, but not have the ability to put select SS Units, or Guard Units into the Divisions to create elite Divisions etc.
Tauroggen
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RE: Game Suggestions:

Post by Tauroggen »

After playing so many hours I sometimes get a feeling "what am I doing here", just moving counters around a virtual map.

Why don't you put more flavour in the game? At a marginal cost and without technical problems you could make it more fun.

For example:

A.
Show me some pictures! Human faces!

1.
Why not name a few guys who got medals of honour (Red banner oder Ritterkreuz) after successful battles.
You could also promote these guys, a Major gets Colonel because he distinguished in combat. And then General Major, and after another promotion, to Generalleutnant (2-Stars-General) he arrives in the leader pool...

You could list the men in the divisional statistics who got medals of honour. This would show the experience of the unit in the number of medals.
Maybe you could even allow to manually transfer these guys to inexperienced units to train them faster.

2.
Why not summarize important battles in a "newspaper style". Conquered so many factories, people, and so on...

3.
I miss the messages about the civilian population.
How many are working to build my fortifications? How many are happy/unhappy with my presence.

4.
I would like to be able to influence the populations moral:
If I do not take away all their food and transport, their moral and loyalty rises, if I take it away completely, it falls.
Even the amount of people going to partisan units or joining German side as Hiwis could be changed by my decisions.

Historically these were important issues. The German side could have much more supported a Ucrainian National Movement and also a white Russian movement (Wlassow). These may be political matters, but the Hiwis are already part of the game, so why not make it flexible and allow the player to make decisions


B.
It would be nice if I could give parts of my front to the AI, and command only the parts of the front I want to. For example I can choose for each Army if I take control or the AI.
This would save time, precious time, for this game is a monster time killer.

A future pipe dream: I can take a look at the battlefield as a General in an egoshooter-3D-animation, for example in a breakthrough situation. Remember: Tank units offensives are to be led in a frontline HQ, not 50 miles backwards, was a German doctrine!
This would add a tactical level. You decide if and how to attack after taking a look through binoculars or watching the reconnaissance unit moving forward.
1jasonoz
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RE: Game Suggestions:

Post by 1jasonoz »

A WOTIF section for scenario's.

WOTIF:

1. Operation SeaLion had been a success and allowed the Germans to move all of their forces except some occupying forces to the East in time for the invasion of Russia?

2. The Germans decided to put more troops into North Africa resulting in the Germans and Italians successfully taking Cario/Alexandria and the middle east threatening Southern Russia.

3. DDay is a failure allowing the Germans to transfer 75% of the western fronts troops to the east in say early August 1944?

4. What if battle of Berlin; Hitler moved the 6th SS Panzer Army to Berlin rather than south to Budapest?

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Captain B
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RE: Game Suggestions:

Post by Captain B »

Any thought to adding factories captured/destroyed to the casualty list? Or to a separate listing? Or to the commander's report? Would be handy to know how many Factories have been eliminated and won't be there to arm future units.
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rbm1954
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RE: Game Suggestions:

Post by rbm1954 »

As with previous posters, I apologize in advance for repetition. This is a magnificent game. I have been playing divisional level games since the original SPI War in the East. I had war in Europe set up in my bedroom for months in 1774-75 and I slept under the game table. The interaction of game design features goes a long way toward addressing time synchronization issues in games of this scale. The supply system is a work of art. The Ai is quite good. So far, I have only played Germans against the AI. Anyway, here are my suggestions:
- I would love to see a unit mode filter in the commanders screen - filter by refit, ready, reserve.
- The unit popup should contain the unit location. I run into this problem when deploying Corps HQ from north to south and lose track of an attached unit.
- When reassigning support units, always display all Army Group HQ.
- Export game to CSV file.
- Copy commanders screen to clipboard so I can paste it into a spreadsheet program. Otherwise I transcribe unit locations into notepad and find them when I close the commander screen.
- I would like to pop up unit detail screen from the commander's report.
- The one change to game mechanics that I would like to see is a mobile unit base moral kicker - maybe 5 points.
- In addition, a nice to have feature in which some Axis units obtain elite status over time in a similar manner as Russian Guards units would be cool. It should be slower than guards unit creation.
- Finally, I searched the most recent documentation for Transit Pool and found no mention. I would love to see a better description of the creation of automatic ground elements - especially those that are manpower dependent.

Thank you for realizing the potential of the PC in divisional level games.





Jabba
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RE: Game Suggestions:

Post by Jabba »

I really wish that the interface for selecting and deselecting units was more intuitive and consistent.

On the map you deselect units by right-clicking, but in the unit panel you deselect by left-clicking. Why oh why can't it be by right-clicking as well? [&:]

This would also be consistent with other games - Panzer Corps, Total War etc - and it feels right. One system of clicks for the map and another for the panel is a recipe for frustration.

It would be far more intuitive and logical if, in the unit panel, you deselected by right-clicking and brought up the unit details by left-clicking - the opposite of the present system.

No doubt it is too late to change this, but perhaps the developers would give more thought to such matters for future games.
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invernomuto
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RE: Game Suggestions:

Post by invernomuto »

Just a quick suggestion, maybe already told by others, to make the Soviet fight for important location.
Give a small national morale bonus for Germany and penality for Soviet if important victory location are taken.
For example, if Moscow fall, soviet get a -X to their national morale untill Moscow is liberated. Axis could get +X bonus if Leningrad or Rostov fall in 1941 etc.
In short, make national morale (a little) tied to territorial gain/loss.
Bye.

Davide
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Rufus T. Firefly
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RE: Game Suggestions:

Post by Rufus T. Firefly »

Not sure I've seen that particular suggestion before. I like it.[:)]
Rufus T. Firefly: Do you realize our army is facing disastrous defeat? What do you intend to do about it?
Chicolini: I've done it already. I've changed to the other side.
Firefly: What are you doing over here?
Chicolini: Well, the food is better
timmyab
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RE: Game Suggestions:

Post by timmyab »

Yes, it's a good suggestion and it's been made before.

A couple of suggestions from me.
I'd like to see Soviet armored units with large numbers of T-34s or KV-1s given much more punch.At the moment the Axis player couldn't care less about them.They should fear them.
German units equipped with 88mm guns should be worth their weight in gold in 1941.You don't get any sense of this historical truth in the game.
I'd also like to see Soviet anti tank brigades play a more important role in the game.The German player should sweat just a little when his panzer divisions meet one of these units.

A blizzard scenario would be cool, (pun intended).
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Tarhunnas
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RE: Game Suggestions:

Post by Tarhunnas »

I am not sure individual equipment would show at the level of WITE. Anecdotes always tend to emphasize the most effective and/or scary type of equipment regardless of its actual prevalence. Americans were always attacked by Tiger tanks, all Germans in trouble on the Eastern front were always assailed by T-34s, and 88s broke up every allied offensive.
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