Took the plunge

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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MasterGunner309
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Took the plunge

Post by MasterGunner309 »

Hello everyone. Just wanted to put out on the net that I took the plunge into WitW. I hope to lean on these forums as a resource to guide me in my advances across Europe. I've played a few hex based games, but having WitW just dangling out in front of me, it was too much for me to resist. They say its too detailed and the learning curve is too steep. Well, lets just see. Looking forward to many adventures.
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zakblood
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RE: Took the plunge

Post by zakblood »

i said all above tbh,
They say its too detailed and the learning curve is too steep
then again i'm wrong a lot so enjoy and welcome to the benchmark war game, which all inspire to reach and live up to...

enjoy, learn as you go, watch the video's, read the manuals and easy guides if you wish or not, i haven't as yet, but most of all, don't be upset and bothered it you die a lot or loose a lot, it's the game, it's epic in scale and in needs, but over time you get better so in time depending on your ability, you win as you learn more, and over the years you get your moneys worth out of the game many times over with the hours spent and put in on this game.

there's a few like it, but imo none better[;)]

enjoy and welcome aboard...
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IslandInland
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RE: Took the plunge

Post by IslandInland »

You can play the game without reading a word of the manual. The first time I played I just jumped right in. It's as complex as you want it to be. Of course if you want to win then you should read the manual. [:D]

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ultradave
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RE: Took the plunge

Post by ultradave »

If you read the players guide, keep the last few pages printed out and handy, watch the included tutorial videos (do this if nothing else), and then play through Operation Husky a few times to get comfortable with how things work (and Husky is short so it's a good starter), you should be well on the way and ready to tackle something larger.

And there is lots of help - tons of good advice and AARs to look over.
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whoofe
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RE: Took the plunge

Post by whoofe »

I'd call this game only moderately difficult to play, but very difficult to master. there is a LOT of information to keep track of. I often find myself naming a saved turn something to remind me to do in the following turn so I wont forget next time I play.

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LiquidSky
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RE: Took the plunge

Post by LiquidSky »

[:D]

I studied the manual before I started playing...then I picked a scenario (Breakout I believe) and just did the air phase over and over trying different things to see how far I could get in one ground turn after.

I did a lot of campaign games solo with FOW off trying different things...

Then I played Pelton [:D]

Now I am a veteran of many games..playing both sides. But it took all year to get here.
“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great
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KWG
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RE: Took the plunge

Post by KWG »

Ease the seat back, adjust the mirrors, ease off the clutch...OHHH and put your helmet on
"A word was said - a mare is standing by the fence."
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coolts
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RE: Took the plunge

Post by coolts »

I've been pottering around with this and War in the East for years and I'm still learning every damn day! I printed the manual for WitW off and the look on my fiancés face when she saw it. THATS A GAME?!?!?! Hahahah

Its angry birds for intelligent people.[&o]

And it will last you years.
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
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MasterGunner309
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RE: Took the plunge

Post by MasterGunner309 »

Good morning.

I wanted to thank everyone for the encouraging words. I just wanted to give a SITREP of where I'm at so far. I've ran Operation Husky about 5-6 times. It's the only scenario I've ran. I feel pretty comfortable with creating and managing AD and amphibious operations. The problem I'm having is actually winning the scenario. I always get an Axis Minor victory.

I land my units based on the prep that is already provided by the scenario. I F3 Naval Transport the rest of the maneuver units and supporting HQ into zones near the landings. After losing the 3rd BDE of the 82nd about 50% of the time, I delayed their jumps until the initial landings. Once everyone is on dry land I follow the historical paths, the US drives north, while the BR forces move up along the coast. I drive the US forces northeast once the island is split in half. I just forego the objectives one the west side of the island. I would rather use the US forces and BR forces to pinch the Axis in the Northwest.

I just run out of time before i can do any serious damage to the Axis. Maybe i need to adjust my AD more, or I'm not being smart with my land attacks. Either way, until i get a victory I can't seem to bring myself to the next scenario. The problem is that I'm having a great time just running Husky!! lol. I can't wait to get my teeth into Italy and eventually Europe.

Also, in Husky, I'm losing about 1,200 men per turn.......how and why?

Anyway, I should be getting my hard copy book today or tomorrow. I've been watching the vids and using the players handbook per you guys recommendations and it's worked out great. I leave the manual up on the second screen and just Ctrl+F when I have a particular question, so mainly its just a reference.

Off to a great start so far, loving the game!
carlkay58
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RE: Took the plunge

Post by carlkay58 »

The 1200 men loss per turn is probably attrition. Each supply phase you will lose men to attrition - it is more in bad weather and the more units you have in enemy ZOCs.

Try and move as quickly as you can. Use Ground Attack ADs to slow down the enemy through Interdiction or Unit attacks. This will disrupt them and give you a boost in combat.

If the combat is along the coast, move your Naval Amphib HQs adjacent to the enemy unit to benefit from Naval Gun Support - this will also disrupt a lot of the enemy formations and give you a boost in combat.
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Seminole
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RE: Took the plunge

Post by Seminole »

I just run out of time before i can do any serious damage to the Axis. Maybe i need to adjust my AD more, or I'm not being smart with my land attacks. Either way, until i get a victory I can't seem to bring myself to the next scenario. The problem is that I'm having a great time just running Husky!! lol. I can't wait to get my teeth into Italy and eventually Europe.

Generate an AAR next time and we can get more specific, but the first question for any Allied player is, what are you doing with your Task Forces?
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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Seminole
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RE: Took the plunge

Post by Seminole »

I just run out of time before i can do any serious damage to the Axis. Maybe i need to adjust my AD more, or I'm not being smart with my land attacks. Either way, until i get a victory I can't seem to bring myself to the next scenario. The problem is that I'm having a great time just running Husky!! lol. I can't wait to get my teeth into Italy and eventually Europe.

Generate an AAR next time and we can get more specific, but the first question for any Allied player is, what are you doing with your Task Forces?
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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MasterGunner309
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RE: Took the plunge

Post by MasterGunner309 »

Well the quick answer is that I'm moving them back to their original port one turn after the landings. I didn't realize I got support from naval gunfire even though I see them in the formation. I also read that I get supply from the TF HQ to the landing zone. Is that just during the turn or for as long as the are adjacent to the port? I'll dig into the manual and find out the specifics on TF HQ and supply upon landings.

I'll also run Husky again and put it in the AAR section with screen caps and thoughts.

This is fun! Thanks for your support and input.
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KWG
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RE: Took the plunge

Post by KWG »

I believe they have to be adjacent to the port or you will lose your temporary port. However one Task Force can be adjacent to 2 temporary ports and keep them both going.

Key is getting a depot (port) on a functioning rail line so you can rail supplies to the depots nearer to the troops. This takes the burden off the trucks having to drive supplies to the troops from far away depots.
"A word was said - a mare is standing by the fence."
whoofe
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RE: Took the plunge

Post by whoofe »

ORIGINAL: Hero

Well the quick answer is that I'm moving them back to their original port one turn after the landings. I didn't realize I got support from naval gunfire even though I see them in the formation. I also read that I get supply from the TF HQ to the landing zone. Is that just during the turn or for as long as the are adjacent to the port? I'll dig into the manual and find out the specifics on TF HQ and supply upon landings.

I'll also run Husky again and put it in the AAR section with screen caps and thoughts.

This is fun! Thanks for your support and input.

by moving them back to port immediately after the landings, you are leaving your temporary ports to disappear.

you need those amphib fleets to support those ports, so that you continue to get supply. if a hex borders two of those temp ports, you can have one amphib HQ support both temp ports by being in that hex

once you capture permanent ports, you can think about removing the amphib HQs. also - a port size 1 or 2, if captured, you can move a amphib HQ adjacent to those and they will be repaired to 100% the next turn

having ports in good repair is the key to logistics and that is the key to having units strong enough to move and attack

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Seminole
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RE: Took the plunge

Post by Seminole »

Well the quick answer is that I'm moving them back to their original port one turn after the landings. I didn't realize I got support from naval gunfire even though I see them in the formation. I also read that I get supply from the TF HQ to the landing zone. Is that just during the turn or for as long as the are adjacent to the port? I'll dig into the manual and find out the specifics on TF HQ and supply upon landings.

As covered above, temporary ports need a TF adjacent to them in order to receive supplies. In good weather temp ports should be able to pull ~27k tons of freight.
TF's ability to repair level 1 and level 2 ports, also mentioned above, is important to untethering your invasion from the beaches and freeing your remaining TF for other uses.
Another critically important aspect of TFs is that a temporary port acts as a 'national supply source', which means that so long as your units can trace a supply path to a temporary port (has to have the adjacent TF) they are not considered in isolated status even if the Axis get control of the sea lanes and block resupply. When units can't trace a supply path to a national supply source they 'hunker down' and fight with a much lower CV.
In this regard, you can consider using TFs the way that Sherman did. You can be less worried about maintaining supply lines to Tennessee if you're planning to meet the boats in Savannah, Georgia...

I've posted some Battleground Italy AARs to show how I've used TFs. They not only are fantastic for providing in turn supporting fire, their mobility allows them to gather and participate in several coastal battles before returning at the end of the turn to their respective needs (prepping for next invasion, repairing ports, blocking supplies, or supporting temporary ports).
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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MasterGunner309
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RE: Took the plunge

Post by MasterGunner309 »

sway dot com / Uyg-7roaDTzGp8y4

that is my AAR. I cant post links yet, too new i guess. Check it out and tell me what you think
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KWG
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RE: Took the plunge

Post by KWG »

Nice... Did you boat over 82nd?.... BAD DOG! You should have jumped them in after the invasion, in safe drop zones behind your lines.
"A word was said - a mare is standing by the fence."
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MasterGunner309
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RE: Took the plunge

Post by MasterGunner309 »

Lol I slow boat them over. In previous jumps I was losing a regiment about %50 of the time. Not sure if I just didn't have the timing down or maybe I should have just waited for the next turn. Not sure, I need to read up on AB ops.
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jacktimes2
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RE: Took the plunge

Post by jacktimes2 »

Regiments can drift off course, even into the sea (death). As far as I'm aware, however, divisions don't drift.
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