WitW - General notes

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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Zovs
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WitW - General notes

Post by Zovs »

So I have played WitE a lot (was a tester) and I am also testing the new one out, but I needed to learn the 'new' air war rules and how to use them so I cracked (finally) my WitW/Torch up and played through the 4 videos and am running a couple of scenario's solo against the AI and having a real blast.

Lots to learn still but why did I wait so long?

Anyway any tips, tricks or things I should know?

Got Sea Transport down I think, got stuck a few times and realized that the port size was too small to off load from the ships, so had to sail them back out to a bigger port (Salerno was the issue port), I set it to repair the port priority thinking (should read the manual) it would repair the port so they can off load (got the British 7th Armoured Division and the 3rd US Infantry division stuck on ships for the last 3 turns).

Also need to figure out how to break the "Catanzaro" Line shown below.

Still learning the air game.

Having a blast though...

"Catanzaro Line"
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RE: WitW - General notes

Post by comsolut »

Navy can help a lot with attacks along the coast.
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RE: WitW - General notes

Post by xhoel »

Attack the regiment after bombing it heavily from the air. Also keep GS on and use the Naval units to bomb them (just move them to the hex adjecent). The reason why you want to attack the regiment is that they are much weaker than they appear because of smaller size.

Also I recommend you take a look at the AARs!

Alternatively you can land to the north-east in the plains there. The Axis won't be able to resist much in open ground.

Good luck!
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RE: WitW - General notes

Post by Zovs »

Thanks all. By naval do you mean those Amph HQ's? I moved them all back to port, not sure what to do with them after they unloaded. They do have TF elements so maybe moving them away was a bad idea?
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RE: WitW - General notes

Post by xhoel »

Yeah I mean the Amph HQs. They have a lot of naval guns in them which help a lot with destroying and disrupting an enemy. I hate to toot my own horn here, but since i talked about this in my AAR take a look at this post to see their effects on the defenders:

https://www.matrixgames.com/forums/tm.a ... ey=�

The idea is to keep one or two adjecent to the hex during the battle (it counts as naval fire during the battle) and also leave one adjecent to the hex after the battle (since it causes attrition losses to the enemy).
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RE: WitW - General notes

Post by Zovs »

Thanks xhoel, starting to read your AAR.

Your map looks different, mod?
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RE: WitW - General notes

Post by xhoel »

Cheers, I hope you find the parts about naval guns informative.

Yes I am using a map mod, can't recall the name though!
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RE: WitW - General notes

Post by Searry »

Hello! You could also use a USA HQ to activate 12 arty per battle IIRC.
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RE: WitW - General notes

Post by Zovs »

ORIGINAL: Searry

Hello! You could also use a USA HQ to activate 12 arty per battle IIRC.

Could you explain and expound on that please?
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RE: WitW - General notes

Post by Searry »

Pasted from the manual:
15.4.2. WESTERN ALLIED ARTILLERY COORDINATION
US HQ units can provide up to an additional 6 artillery support units over the normal support limits. British and Canadian HQ units can provide up to an additional 4 artillery support units over the normal support limits. In addition, these nationalities have a greater chance that their artillery support units will be committed into a battle.

I would fill a HQ or two with heavy arty and normal arty, fill the units facing the hexes with engineers and have GS and an amphibious HQ to support an attack.
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RE: WitW - General notes

Post by Zovs »

Thanks for that Searry, makes a ton of sense!

Been on the Eastern Front for far too long!

lol
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RE: WitW - General notes

Post by cfulbright »

Assign one engineer bn and five armored brigade break-down bns's to those two British divisions facing the regiment. Also move a third div into that hex, but don't use it in the attack, have it advance into the empty hex after the attack. Assign one engineer and two armored bns to it in case the enemy counters.

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RE: WitW - General notes

Post by Zovs »

Thanks Cary!
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RE: WitW - General notes

Post by Zovs »

So I kind of scratched that scenario for a while and instead switch to Battleground Italy 43-45 to learn more.

As the W. Allies I think I am sunk, lol, it's now turn 17 (Oct. 30 1943) and this is my front lines, still waiting for all the airborne to reach 100 prep and the Amph HQ as well. Its been 7 or 8 turns and the airborne have been on P95, how to I get them to P100 to drop?

Stuck in the rain, waiting for mud...Ike will be not pleased...lol

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RE: WitW - General notes

Post by cfulbright »

The airborne will never go above 95%.

The amphib get more prep points per turn the bigger the port is. So prep them in Tunis, Algiers, and Palermo.

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RE: WitW - General notes

Post by Zovs »

Thanks Cary, so the airborne are showing P95 but I don't see a drop button is that because of the heavy rain?
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RE: WitW - General notes

Post by Zovs »

Here is a proposed attack, but notice the highlighted in yellow danger signs, so need to wait till the mud turns to something else. But I know from real history I am way behind scedule, I don't have any units in Salerno. So I may reboot this soon.

Great learning and having fun (but spent too many hours on getting the fonts right lol).

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RE: WitW - General notes

Post by Zovs »

Duh!!!!

I had to switch to Air Transport mode to see the Drop button!

Face slaps my own head!

Scratching this one and restarting...learned a lot. Next go around after blowing out Sicily will be hitting Salerno as well.

Thanks for the help fellows!

Sorry for my embarrassments[:D]...
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RE: WitW - General notes

Post by cfulbright »

You have to hit the F9 button to get the Drop button to appear. And don't forget to make sure all your Transport air groups are set to Day/Night.

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RE: WitW - General notes

Post by cfulbright »

Move your Naval TF's up to the hexes next to Messina to provide Naval Support during the ground attack. Just remember to put the right ones back in the original hexes after the attack.

Cary
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