...again...

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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Joel Billings
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RE: ...again...

Post by Joel Billings »

There is a lot in the manual about breaking down units. Below is an excerpt without the screenshots. There'a another section detailing support units that are attached to HQs and on map combat units. This is probably more than you want, but it does explain breaking down the units. Also, as for tooltips, there are a lot of them, but they aren't everywhere. There is a commander's report screen with various tabs that allow you to view all kinds of info and take many actions quickly. This screen has a lot of tooltips for the column headers, but I can't say there is always a tool tip. If there isn't, you should be able to look up the specific window in the manual and it should give you all the info you need. Each screen has a section in the Appendix.


7.5.3. Combat Unit Buildup, Breakdown
and Merging
Certain combat units can be built up into larger
formations or broken down into smaller units. In addition,
an equivalent size or smaller combat unit can be merged
into another combat unit of the same type, eliminating
the former and strengthening the latter. Units building
up or merging must
be in the same hex in
movement mode. Unit
buildup or breakdown
is accomplished by
selecting the unit(s)
and then either left
clicking the buildup/
breakdown button on
the map information
tool bar (5.1.2.1) or
using the hotkey ‘b’.
Breakdowns cannot
exceed stacking
limitations, so
combat units can only
breakdown if they
are the only unit in
the hex. Routed and
frozen units cannot
buildup, breakdown,
or merge.

7.5.3.1. Unit Breakdown and Buildup
Certain divisions can breakdown into three regimental
equivalent combat units numbered 1/2/3. The same
three sub-units can be built back up into a division if
they are in the same hex. Broken down divisions with
regiments designated 1/2/3 may assign one support
unit to each regiment. When the parent division is first
broken down, any attached support units will be divided
up one per regiment. If the parent division is reformed,
all support units attached to the 1/2/3 regiments will
once again be attached to the parent division. Note
that some Allied divisions will breakdown into three
brigades rather than regiments.
7.5.3.2. Rules for Regimental and Brigade
Size Units
Combat units smaller than a division, to include broken
down units, do not take control of hexes in their ZOC,
just hexes that they move through (6.3.3). These
regimental/brigade size units pay one additional MP
when moving into an enemy hex. Numbered (1/2/3)
regiments or brigades broken down will be bordered
in blue on the map area when one or more of the
broken down units from the same larger unit has been
selected.
7.5.3.3. Merging Units
Under certain circumstances, two combat units of
the same type can merge together, resulting in one
stronger unit. In order to merge, there must be another
unit of the same type (infantry, armour, motorized,
etc.) in the hex. The merging unit must be of smaller or
equal size to the gaining unit. For example, a brigade
could merge into another brigade, division or corps,
but a division could not merge into a brigade. In order
to merge, the sum of the ready ground elements of the
two units cannot exceed 100 percent of the TOE of the
unit that will remain. If the merging unit is a smaller
size unit, than only one third of its TOE percentage
counts. For example, if a brigade with 90 percent
of its TOE was merging into a Corps with 70 percent
TOE, the sum would still meet the requirement as 90
divided by 3 would be 30, which added to 70 is just
100. When the merge is completed, all elements of the
merging unit will be placed in the gaining unit, and the
merging unit is considered destroyed and permanently
removed from the game. Merging is accomplished by
selecting the ‘MERGE’ link in the detail window of the
combat unit (26.3.14) that will be merging with the
other combat unit.
7.6. Multi-Role Units
Multi-Role units are units that can change during the
game from an “on map” combat Unit to a support
unit. In order to convert from a combat unit to a
support unit, the unit must be stacked with the HQ
unit to which it is attached. ‘Convert’ then becomes
a selectable option on the unit’s detail window. Once
the unit is a support Unit it may be attached directly
to another combat unit. When attached to a unit or
HQ unit as a support unit, it may convert to an on
map combat unit if it would not cause an overstack
situation. When it converts to a combat unit, it will
be placed in the hex with the HQ unit and will have
one movement point remaining. When a multi-role
unit converts to a support unit, it is flagged with
an asterisk and will not be able to be reassigned
elsewhere during the current turn. Multi-Role units
cannot convert while embarked/loaded on ships or
trains. Some Multi-Role units will be split into three
equal units when they are converted to support units
and will be designated Multi-Role/3 on their unit
detail window. All three parts of the multi-role unit
must be attached to the same HQ or combat unit in
order for the unit to be converted back into a combat
unit. Broken down regiments and brigades will display
as battalion sized units.
Ranger, Commando and SSF multi-role units that are
attached directly to an amphibious HQ unit executing
an amphibious invasion have the capability of making a
special “supporting” landing (16.7.2).
Multi-Role units that arrive as reinforcements will be
placed on the map as a combat unit (19.1.1) rather than
attached to an HQ unit as a support unit.
All understanding comes after the fact.
-- Soren Kierkegaard
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FroBodine
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RE: ...again...

Post by FroBodine »

Thank you, my friend. That is indeed good to know. Looks like I'm in trouble, then, because I know next to nothing about the stock market, and I prefer gin.

Thank you very much, Joel. I saw your posting after I wrote this. I was just focusing on this topic to illustrate my concern about how detailed the manual is about the mechanics. This is good to know.

-=Jeff
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cmunson
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RE: ...again...

Post by cmunson »

The manual is over 300 pages. You will find all the detail you could ever ask for about breaking up units or any other topic (as Joel illustrates above). The screens display a lot of data and I suspect players would complain if they had large paragraph size tool tips to contend with covering up data. Matrix and 2by3 support their games 100% and many suggestions posted on these forums get incorporated into later versions so if you buy the game and still feel like you need more tooltips I'm sure you will get a fair listen.

I was a beta tester and many user interface tips from us, the gamers, were incorporated into the game.

I assume from yours posts you have not bought a 2by3 game before so apologies if I didn't answer your question. As a long time player of their games I probably was not looking at it from your perspective.

If you like war gaming I don't see how you could not like this game. Here is 1 page from 300+ in the manual. It is well laid out and has many cross references.



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Chris
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FroBodine
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RE: ...again...

Post by FroBodine »

Thank you too, Chris. You are correct, this will be my first 2by3 game. This will be an excellent Christmas gift from my wife!
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cmunson
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RE: ...again...

Post by cmunson »

Merry Christmas and good gaming.
Chris
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