WitE 2

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).

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Zorch
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RE: WitE2

Post by Zorch »

I understand there will (finally!) be a War in the East 2 game. Can I have Rommel command a Panzergruppe on June 22 1941? Will it include the Soviet Putilov Stal-5 flying wing transport? Is there an option to form a panzer division using the
Panzer VIII Maus tank? Can the Soviet player order Banzai attacks by out-of-supply units?

The game is absolutely worthless if it doesn't have all of these. [:D]

I'm really looking forward to War in the East 3, in about 2030.
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loki100
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RE: WitE2

Post by loki100 »

ORIGINAL: keitherson

As a strictly WitE player, is there anything in the WitW manual that would be beneficial to read to get a head start on understanding WitE2? Anything that is largely unchanged?

there is nothing that is unchanged from WiTW but logistics (as above) and the broad outlines of the air war are both totally different to WiTE1 and use the broad concepts from WiTW. Also the concept of multi-role units (usually brigades that can be on map as a combat unit or off map as a support unit).

The WItE2 manual has several pages of major changes between WiTW and WiTE2 which may indicate how much has differed (its also got a section on some the more important shifts from WiTE1 to help orientate players making the transfer)
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Erik Rutins
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RE: WitE2

Post by Erik Rutins »

Hi everyone,

Development on WITE2 is going very well, we are in a late beta stage and it's shaping up to be great wargame. It's been a much bigger endeavour than WITW was compared to WITE. We'll be able to share a lot more with you all, including a release timeframe, during December. Stay tuned and you'll know much more in the near future.

Regards,

- Erik
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Sammy5IsAlive
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RE: WitE2

Post by Sammy5IsAlive »

Great news Erik! Eagerly looking forward to hearing more!
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Hanny
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RE: WitE2

Post by Hanny »

ORIGINAL: Erik Rutins

Hi everyone,

Development on WITE2 is going very well, we are in a late beta stage and it's shaping up to be great wargame. It's been a much bigger endeavour than WITW was compared to WITE. We'll be able to share a lot more with you all, including a release timeframe, during December. Stay tuned and you'll know much more in the near future.

Regards,

- Erik

Thanks for the update!.
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EddyBear81
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RE: WitE2

Post by EddyBear81 »

Considering the (huge) gap between WitE and WitW, I really wonder what you are up to...

Great news !
OberGeneral
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RE: WitE2

Post by OberGeneral »

Thanks Erik. Really GREAT news. Very much looking forward to it![&o][&o]
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nukkxx5058
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RE: WitE2

Post by nukkxx5058 »

ORIGINAL: OberGeneral

Thanks Erik. Really GREAT news. Very much looking forward to it![&o][&o]
+1
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Shupov
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RE: WitE2

Post by Shupov »

+1
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Naughteous Maximus
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RE: WitE2

Post by Naughteous Maximus »

Since we will be waiting until next month for more information on WITE2, I was wondering if at least you guys can wet our appetite and let us know what campaigns and scenario's will be in the new upcoming game?
Technopiper
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RE: WitE2

Post by Technopiper »

ORIGINAL: Naughteous Maximus

Since we will be waiting until next month for more information on WITE2, I was wondering if at least you guys can wet our appetite and let us know what campaigns and scenario's will be in the new upcoming game?
Wild guess: Operation Barbarossa?
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nukkxx5058
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RE: WitE2

Post by nukkxx5058 »

ORIGINAL: Technopiper

ORIGINAL: Naughteous Maximus

Since we will be waiting until next month for more information on WITE2, I was wondering if at least you guys can wet our appetite and let us know what campaigns and scenario's will be in the new upcoming game?
Wild guess: Operation Barbarossa?
[:D][:D][:D]
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AlexSF
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RE: WitE2

Post by AlexSF »

"My centre is yielding. My right is retreating. Situation excellent. I am attacking." Maréchal Foch, 1914.
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nukkxx5058
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RE: WitE2

Post by nukkxx5058 »

Cool, thanks !
Watching the Panzer Corps 2 demo on the twitch link and suddently had a bad trip: hope WITE2 won't have all these fancy flashy rotating 3D map and 3D terrain with rending water effects with shadows ... this would definitely be a turn off for me. Hope they stick with a good old school 2D hexes+nato counters game ...
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Erik Rutins
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RE: WitE2

Post by Erik Rutins »

You should all make sure to watch this:

https://www.matrixgames.com/forums/tm.asp?m=4916775
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meskary
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RE: WitE2

Post by meskary »

Great news!
CJM
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RE: WitE2 Release Date!

Post by CJM »

https://www.youtube.com/watch?v=27t70-_DmXU

Go to the 2 hour and 30 minute mark for the WiTE2 discussion. Spring 2021 is the forecasted release date.

A late Christmas gift!!!
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Light4bettor
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RE: WitE2

Post by Light4bettor »

Can who is familiar with WitE2 give a fuller explanation of the new combat-delay rule that is to be implemented? Billings did go over it in the Slitherine twitch interview but only briefly.

Is it related to the system used in the game Operational Art of War?
Sammy5IsAlive
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RE: WitE2

Post by Sammy5IsAlive »

ORIGINAL: Light4bettor

Can who is familiar with WitE2 give a fuller explanation of the new combat-delay rule that is to be implemented? Billings did go over it in the Slitherine twitch interview but only briefly.

Is it related to the system used in the game Operational Art of War?

I'm not sure how much that rule differs between WITW and WITE2 but in the former at least the manual explains it as follows:
14.1.5. COMBAT DELAY MOVEMENT COSTS

Whenever ground combat takes place in a hex, there is a chance that a ‘combat delay’ will be generated for the hex which may slow down future movement from this hex during the current movement phase. This combat delay accumulates as described below with every battle in the hex, but total combat delay in a hex may never exceed nine points. This combat delay is listed at the bottom of the hex pop up and is displayed in the hex inside a small movement compass the same color as the non-phasing player. The graphic display can be toggled on or off using hotkey Ctrl-d. The effect of the delay is that when a unit moves out of a hex, it expends an amount of MPs equal to the combat delay if a non-motorized unit, and three times the combat delay if a motorized unit. As always it must have enough MPs to successfully complete the move or it is not allowed. All combat delays are zeroed out at the start of the next logistics phase. Combat delay points are added to a hex as follows:

3 Points – Deliberate attack with final odds < 5 to 1
2 Points – Deliberate attack with final odds >= 5 to 1 and < 10 to 1
1 Point – Deliberate attack with final odds >= 10 to 1
1 Point – Hasty attack with final odds < 10 to 1.

Note
This rule makes does not make it harder to enter
a hex that was taken in combat, but does make it
harder to move further than that hex during the
current combat phase.


If there are big differences introduced in WITE2 then perhaps one of the Devs will be able to correct me.
Light4bettor
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RE: WitE2

Post by Light4bettor »

Oh ok, I didn't realize it was already being implemented in WitE1. Thanks for the heads up on the rules.
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