WitW: The Big Differences from WitE - Part 8 - Weather

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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WitW: The Big Differences from WitE - Part 8 - Weather

Post by RedLancer »

The WitE the weather system was simple compared to WitW. There was one set of weather conditions that varied by date and region leading to many players insisting on random weather.

The WitW system is dynamic and not slavishly tied to a set calender. There are 5 different types of weather fronts that can enter the map and alter the base air condition in a hex depending on the time of year, the base weather and the climate zone.

Secondly there are separate air and ground weather conditions which are both shown on the map but you can toggle the display as you wish.

The six air weather conditions are: Clear, Rain (light summer rains, no more than 2-3 days a week), Heavy Rain, Cold (light snow, clear sky most of the time), Snowfall (more regular snowfall with more cloud cover) & Blizzards (snow storms + very low temp. Air weather impacts air ops and can prevent flying.

The six ground conditions are: Clear, Light Mud, Heavy Mud, Light Snow, Snow & Heavy Snow. Each condition adds an additional penalty for movement through a hex. Although the map has no roads each hex is rated for the quality of its road system: Good, Average or Poor. The quality of the road system impacts how the ground weather condition impacts movement and combat. The better the road system, the less impact weather has on movement and ground combat.

The air and ground conditions interact - lots of rain leads to mud and the more snow or cold the increased chance of heavy snow and ice on the ground.

Finally the weather changes before the Allied turn which gives them the advantage as they had better forecasting abilities.
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RE: WitW: The Big Differences from WitE - Part 8 - Weather

Post by zakblood »

sounds and looks good, thanks for sharing
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RE: WitW: The Big Differences from WitE - Part 8 - Weather

Post by HMSWarspite »

ORIGINAL: Red Lancer

Finally the weather changes before the Allied turn which gives them the advantage as they had better forecasting abilities.

Sorry, cant resist: better forecasting abilities or just better data (Ge having no Atlantic weather recon worth a thing by 1943-5)?

Just seeing if there are weather forecasting history geeks on here :)
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RE: WitW: The Big Differences from WitE - Part 8 - Weather

Post by warshipbuilder »

So does this mean that June 6th could be a bright sunny day?
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RE: WitW: The Big Differences from WitE - Part 8 - Weather

Post by RedLancer »

Yes - it could be anyone of the six air conditions but the predominate condition in the data for the Humid Temperate area in June is clear. In the D-Day scenario it's raining which is the closest match as scenario designers can set the turn one weather.
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RE: WitW: The Big Differences from WitE - Part 8 - Weather

Post by Balou »

ORIGINAL: Red Lancer
Although the map has no roads each hex is rated for the quality of its road system: Good, Average or Poor. The quality of the road system impacts how the ground weather condition impacts movement and combat. The better the road system, the less impact weather has on movement and ground combat.

The air and ground conditions interact - lots of rain leads to mud and the more snow or cold the increased chance of heavy snow and ice on the ground.

Beeing a logistics afficionado, will road conditions have an impact on command range (Hq to units) or supply status (distance to the nearest depot), eg in the Ardennes ?
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RE: WitW: The Big Differences from WitE - Part 8 - Weather

Post by RedLancer »

Command range is based on hexes so weather has no effect.

Supply distance does have an effect as it's based on MPs. The table below shows the increased weather costs - but remember road quality is based on country. i.e. all French hexes have the same quality but of course more arduous terrain has an additional MP cost.

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RE: WitW: The Big Differences from WitE - Part 8 - Weather

Post by RedLancer »

From a logistic perspective punching through the Ardennes is complicated by where you build your depots. Bitburg or Trier to start but once you cross the border to create a depot in Clervaux you need to open the rail through Aachen or Luxembourg.

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RE: WitW: The Big Differences from WitE - Part 8 - Weather

Post by wosung »

It should be "Ziegenhain" instead of "Ziegnehain".

https://www.google.de/maps/place/Ziegen ... d510daccc0
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