WitE 2
Moderators: Joel Billings, Sabre21, elmo3
RE: WitE 2
Off the map = support units. They are probably handling the Soviet brigades (and some German regiments) as convertibles, like WitW. Meaning they can switch between on map units and off map support units attachable to divisions and corps.
- Joel Billings
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RE: WitE 2
Yes, Soviet infantry brigades are multi-role, so they can be on or off map support units. Tank brigades can only be support units as they are very small units. Since Soviet divisions can attach 1 support unit, you can directly assign a tank brigade to a division, or you can leave them in HQs where they will act like other support units. There are some other small units that were on map in WitE but are going to be support units in WitE2. Currently the plan is still to use the brigades to build up to form Tank and Mech Corps.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: WitE 2
ORIGINAL: Joel Billings
Tank brigades can only be support units as they are very small units.
Currently the plan is still to use the brigades to build up to form Tank and Mech Corps.
It will be possible to build up a corps from support units? Nice!
RE: WitE 2
Anything that reduces the on map clutter on the Soviet side is a good thing. The late war Soviet on map units especially need thinning down. Maybe even division sized units should be attachable to HQs or corps in 44/45. Also if at least one HQ could stack for free that would help too.
RE: WitE 2
It is not just 'clutter' that is being worked on. Pavel has coded a new right mouse click function so that much can be accessed without having to remember hot keys or manoeuvre the mouse cursor to the top tool bar. Screenshot gives a flavour and for the record the double rail art is placeholder quality.


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John
WitE2 Asst Producer
WitE & WitW Dev
WitE2 Asst Producer
WitE & WitW Dev
- MrBlizzard
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RE: WitE 2
Will Airfields be static on map or will be also AF base counters like now?
Thanks for preview.
Thanks for preview.
Blizzard
- Revthought
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RE: WitE 2
ORIGINAL: Red Lancer
What an odd thing to say. Cost and Time are for Matrix to decide - not those of us working directly on the game.
Well that's not entirely true, now is it. [:'(]
If Matrix said "WITE2 releases tomorrow with Oculus compatibility and includes an integrated T34 simulation so the players can engage in tank battles and effect the outcome of the campaign!" that would be meaningless; unless, of course, those of you working directly on the game had finished the game, included Oculus compatibility, and built a dynamic tank simulator into the game. [:D]
Similarly, it costs money to pay you, so it's very unlikely such an announcement will included "AND the game is free!"
Playing at war is a far better vocation than making people fight in them.
RE: WitE 2
No - it is absolutely true.
I can state quite categorically that I have no existing contract or expectation of payment for my work on WitE2. I am first and foremost a volunteer and I do this in my free time because I enjoy doing so. I have a completely separate fulltime job. Volunteer effort is pivotal in delivering these games.
I can state quite categorically that I have no existing contract or expectation of payment for my work on WitE2. I am first and foremost a volunteer and I do this in my free time because I enjoy doing so. I have a completely separate fulltime job. Volunteer effort is pivotal in delivering these games.
John
WitE2 Asst Producer
WitE & WitW Dev
WitE2 Asst Producer
WitE & WitW Dev
RE: WitE 2
more odd comments, developers make games, publishers sell them and work out prices
Windows 11 Pro 64-bit (10.0, Build 26100) (26100.ge_release.240331-1435) 24H2
RE: WitE 2
I appreciate all the time people put into these games without necessarily getting paid for it. I wish I had the mental energy to work my job and do creative things on the side. I have hard enough time playing games let alone developing one 

- Mark
- barrykimmerly
- Posts: 17
- Joined: Sun Jun 06, 2010 8:18 pm
RE: WitE 2
This is my first post on the WITE forum.
I have played wargames, and eastern front games are my all time favourite, for about 45 years now, (I am 57). I strongly suspect there are other, now retired, long time gamers out there. My perspective just may resonate with others. We will see.
First of all, kudos to all who took part in creating, and helping to improve this game system. This system, and this game in particular, is nothing short of --- amazing, (Add whatever adjective you want). And now it will get even better with WITEII. I will definitely be a day one customer. Having said all that, and I mean every word; I humbly wish to ask a few questions about this new game:
1) Will WITEII finally get rid of all those small RR repair units from the map? The concept is great and makes perfect sense to me but could we at least get a less invasive icon to represent those units. Also why do they count against stacking? I understand that you need to know they are there, but to count against stacking seems wrong to me...
2) The most obvious way to deal with the western front in WITEII is to include it. Hear me out on this... I understand that a lot of work has to be done yet to make this system into a full WWII game and I am not suggesting a full WWII campaign starting on 22 June 1941. What I am suggesting is more of an interactive, "Western front box", if you will. My vision for this would not be a full map scenario, but an eastern front scenario with a striped down western front inclusion. The western front would be inactive until the spring of 1943 and after that the allied player would start playing both fronts. The axis player would have full control of forces from both fronts, (After western front activation). Leave out the strategic air war entirely, (Just do not include the allied strategic air forces). Am I out to lunch on this idea?
3) I understand that this is not a game system where the player can mess with production. I agree with this development decision. I do wish to comment on the dramatic difference between player control of force structure between the two sides. I personally am of the opinion that the axis player should have some control over their force structure. Not nearly as much as the soviet player has, but some. The ability to decide to build a few optional units, (If you have the production pool level to support it), and or the ability to have some choice in a couple of different TOE's for your divisions would seem fair if it is possible to do within the program. Also why not allow the axis to have some control over their support unit mix?
Do these ideas make any sense to any of the Grognards that I know are out there?...
I have played wargames, and eastern front games are my all time favourite, for about 45 years now, (I am 57). I strongly suspect there are other, now retired, long time gamers out there. My perspective just may resonate with others. We will see.
First of all, kudos to all who took part in creating, and helping to improve this game system. This system, and this game in particular, is nothing short of --- amazing, (Add whatever adjective you want). And now it will get even better with WITEII. I will definitely be a day one customer. Having said all that, and I mean every word; I humbly wish to ask a few questions about this new game:
1) Will WITEII finally get rid of all those small RR repair units from the map? The concept is great and makes perfect sense to me but could we at least get a less invasive icon to represent those units. Also why do they count against stacking? I understand that you need to know they are there, but to count against stacking seems wrong to me...
2) The most obvious way to deal with the western front in WITEII is to include it. Hear me out on this... I understand that a lot of work has to be done yet to make this system into a full WWII game and I am not suggesting a full WWII campaign starting on 22 June 1941. What I am suggesting is more of an interactive, "Western front box", if you will. My vision for this would not be a full map scenario, but an eastern front scenario with a striped down western front inclusion. The western front would be inactive until the spring of 1943 and after that the allied player would start playing both fronts. The axis player would have full control of forces from both fronts, (After western front activation). Leave out the strategic air war entirely, (Just do not include the allied strategic air forces). Am I out to lunch on this idea?
3) I understand that this is not a game system where the player can mess with production. I agree with this development decision. I do wish to comment on the dramatic difference between player control of force structure between the two sides. I personally am of the opinion that the axis player should have some control over their force structure. Not nearly as much as the soviet player has, but some. The ability to decide to build a few optional units, (If you have the production pool level to support it), and or the ability to have some choice in a couple of different TOE's for your divisions would seem fair if it is possible to do within the program. Also why not allow the axis to have some control over their support unit mix?
Do these ideas make any sense to any of the Grognards that I know are out there?...
Barry
RE: WitE 2
ORIGINAL: barrykimmerl
This is my first post on the WITE forum.
1) Will WITEII finally get rid of all those small RR repair units from the map? The concept is great and makes perfect sense to me but could we at least get a less invasive icon to represent those units. Also why do they count against stacking? I understand that you need to know they are there, but to count against stacking seems wrong to me...
2) The most obvious way to deal with the western front in WITEII is to include it. Hear me out on this... I understand that a lot of work has to be done yet to make this system into a full WWII game and I am not suggesting a full WWII campaign starting on 22 June 1941. What I am suggesting is more of an interactive, "Western front box", if you will. My vision for this would not be a full map scenario, but an eastern front scenario with a striped down western front inclusion. The western front would be inactive until the spring of 1943 and after that the allied player would start playing both fronts. The axis player would have full control of forces from both fronts, (After western front activation). Leave out the strategic air war entirely, (Just do not include the allied strategic air forces). Am I out to lunch on this idea?
3) I understand that this is not a game system where the player can mess with production. I agree with this development decision. I do wish to comment on the dramatic difference between player control of force structure between the two sides. I personally am of the opinion that the axis player should have some control over their force structure. Not nearly as much as the soviet player has, but some. The ability to decide to build a few optional units, (If you have the production pool level to support it), and or the ability to have some choice in a couple of different TOE's for your divisions would seem fair if it is possible to do within the program. Also why not allow the axis to have some control over their support unit mix?
Welcome to the community. Bullet one is already fixed with a remove unit button. Bullet two is so far down the road why worry about it. Bullet three I agree would be nice for support units. Either way I will buy the game and enjoy it.
RE: WitE 2
Regarding point 2, WitW has an option for an East Front Box. However, that box has its own share of problems and I think many players prefer to just play without the box.
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RE: WitE 2
Will it be possible for map modding? Screenshot at previous page and WITW map does not look good.
RE: WitE 2
Maps is composed of one-hex tiles, so I guess you can supply your own tiles, but there is no way to supply a fully hand drawn map like in WitE 1. So it will always feel a bit more artificial.
On the plus side it means it will be possible to correct the map once WitE2 ships, something that is impossible in WitE 1 (withouth engaging the artist again, for which there are no funds).
On the plus side it means it will be possible to correct the map once WitE2 ships, something that is impossible in WitE 1 (withouth engaging the artist again, for which there are no funds).
- Manstein63
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RE: WitE 2
Are there any plans to allow Axis Minors (especially the Fun Loving Finns) to be able to attach 1 non artillery SU's to each of their divisions?
Manstein63
Manstein63
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Frank Zappa (Muffin Man)
- barrykimmerly
- Posts: 17
- Joined: Sun Jun 06, 2010 8:18 pm
RE: WitE 2
WitW has an option for an East Front Box. However, that box has its own share of problems and I think many players prefer to just play without the box.
I like the WITW east front box but I agree that there are problems. To me the only really good solution is to include both fronts. I suspect that cOOper is correct that it will be a long time before we get this but I sincerely hope that he is incorrect and some form of 1941 scenario with both fronts becomes available for us sooner rather than latter. I can hope [:)]
Barry
RE: WitE 2
ORIGINAL: barrykimmerl
2) The most obvious way to deal with the western front in WITEII is to include it. Hear me out on this... I understand that a lot of work has to be done yet to make this system into a full WWII game and I am not suggesting a full WWII campaign starting on 22 June 1941. What I am suggesting is more of an interactive, "Western front box", if you will. My vision for this would not be a full map scenario, but an eastern front scenario with a striped down western front inclusion. The western front would be inactive until the spring of 1943 and after that the allied player would start playing both fronts. The axis player would have full control of forces from both fronts, (After western front activation). Leave out the strategic air war entirely, (Just do not include the allied strategic air forces). Am I out to lunch on this idea?
However you do it, the time commitment to play this game would be enormous. I can barely fit in one WITE game, some people here have 3-4 going. [&:]
It would be fun if the game supported multiple players on the same side somehow.
RKhan
- barrykimmerly
- Posts: 17
- Joined: Sun Jun 06, 2010 8:18 pm
RE: WitE 2
ORIGINAL: RKhan
ORIGINAL: barrykimmerl
2) The most obvious way to deal with the western front in WITEII is to include it. Hear me out on this... I understand that a lot of work has to be done yet to make this system into a full WWII game and I am not suggesting a full WWII campaign starting on 22 June 1941. What I am suggesting is more of an interactive, "Western front box", if you will. My vision for this would not be a full map scenario, but an eastern front scenario with a striped down western front inclusion. The western front would be inactive until the spring of 1943 and after that the allied player would start playing both fronts. The axis player would have full control of forces from both fronts, (After western front activation). Leave out the strategic air war entirely, (Just do not include the allied strategic air forces). Am I out to lunch on this idea?
However you do it, the time commitment to play this game would be enormous. I can barely fit in one WITE game, some people here have 3-4 going. [&:]
It would be fun if the game supported multiple players on the same side somehow.
I believe that WITW does support multiple players, (Land player and Air player), although I have not tried to play a game that way.
I agree with you RKhan but there are still players out there, (Like me), that will play that kind of game. I have played WITP AE since it was released. I just hope that there are enough of us to make it worth while for the publisher to continue this series as it gets more massive and complex. Count me in, and for the record I think these games are under priced.
Barry