Functional Improvements for Future Versions

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

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Longshanks
Posts: 20
Joined: Thu Jan 15, 2015 4:25 pm

Functional Improvements for Future Versions

Post by Longshanks »

As I learn to play this monster, I've found some "missing items." It's entirely possible they are present and I just haven't found them. Most of these fall into the category of making the player experience more positive. There are no suggestions involving unit ratings, etc. It's also possible this post is misplaced because these are more like suggestions for WitE 2.0. If so, please advise/move. Finally, I'm not complaining (it's a fun game to play), I'm just reporting my novice observations. Perhaps this is old news to veterans. Anyway, here they are:

1) there is no easy way to see which units have not yet been moved, or still have a substantial part of their movement left.
This is particularly important when the front is fluid. I spend a lot of time simply going unit by unit to make sure I haven't skipped one that ought to be moving. It would be nice if there was a way to flag units that have some percentage (to be filled in by the player) of their movement left. Even better, the player could flag the type of units he is looking for (units with a CV of 1 or more, etc).

2. I find the clicks needed to conduct an action to be excessive. If I want to look at the details of a unit, I must right click it, then move the mouse over to the side and left click that. Why can't I just left click on the unit to begin with to inspect it and take whatever action is warranted?

3. I often get a message on air missions that "no aircraft are available." When I inspect my airbases, I find a group that hasn't flown (0% of its miles), has a reasonable morale, is mission-capable and is within range. Even if I set Air Doctrine to 150% I get this message. It's a mystery to me why they don't fly.

4. In fluid situations, moving divisions from one corps to the next can be very tedious (especially for the Soviets). Could we enter an "Organization" mode where we can click on an HQ and then click on units we want in it instead of the current system?

5. The Supply Flag doesn't indicate when a unit has moved out of supply of its HQ. Having the unit change colors or some other marker when it moves out of supply would be most helpful. When moving a unit, I'm interested in what the unit's supply status will be next turn, rather than what it is currently (which is what the Supply Flag shows).

6. Can we get a list of Soviet unit disbanding schedule? It seems grossly unfair that the German player has his Withdrawal sheet for planning and the Soviet player doesn't.

7. Is it possible to add an "Undo" for non-movement and combat activities like Disbanding and Reorganization?

That's not a complete list, but enough for now.


swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: Functional Improvements for Future Versions

Post by swkuh »

3. in re "no aircraft available," try setting % lower, say 30%, and then reduce % by mission to 20/30/40/50... you'll get more missions from more bases.

Once you're familiar with your own set-up style, you won't need so many clicks just to understand your pieces values.

No surprise that you find its tedious, you're not alone.
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