Questions about the game?

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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battlevonwar
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Questions about the game?

Post by battlevonwar »

What's the game play like? I have played a lot of strategic level games and I am curious what's offered underneath the hood? Are the Hexagons and Units large enough for old man's eyes to make out well and the information within? I notice in some of the youtubes people appear to be playing abstract...

Also I read on Steam that the items like Horse Drawn Carts were more effective in bring up supply then truck? Is this true or is there future desires to make this portion of the game more true to form? Or is there a reason for this that is reasonable?

Some seem to have issues balancing out all the game detail? Is that the case for some of you? Steep learning curb?

Finally how is the gameplay through from beginning to end? Is it entertaining? Do you feel as if you're playing Op Typhoon, Case Blue, Op Bagration? Is there a realistic feel to things in this regard and does it get rhetorical or does it hold your interest?

I am more use to Strategic Level Wargames and tend to avoid tactical ones for the most part ... I have played several but it's been awhile... Any info would be most appreciated!

P.S. When is the next Sale likely?
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loki100
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RE: Questions about the game?

Post by loki100 »

some of the Steam posts by 'HB' border on the fictional/dishonest so treat them with considerable caution.

The supply system allows units within 3 hexes of a depot (that has the freight they need) to use horse drawn carts rather than trucks to gain their supply. Now you'll note the condition in the brackets - its important. So a few units close to a small depot on a quiet sector gain from this, if they need to go further for their supply (& often they will) then they use trucks

Play the Velikie-Luki walk through, that will get used to the key game mechanisms. In the end there is a lot of detail but to start you can automate the supply system, the specialist (non divisional) support units and the air war. You end up with a basically divisional level game.

I've played 3 complete games 1941-45 in testing and post-release (both sides). The overall game splits into distinct phases and each feels very different and brings very different challenges. Even the Axis offensive in summer 1942 feels and plays different to the one in 1941.

The game is balanced but will probably be refined for some time yet.
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RE: Questions about the game?

Post by ShaggyHiK »

ORIGINAL: battlevonwar
Also I read on Steam that the items like Horse Drawn Carts were more effective in bring up supply then truck?
Horses are effective if the distance of delivery of the goods is short and the weight of the goods is small.
The horse has a big drawback in the fact that the horse is alive, if it is not watered and fed, it will die.
Unlike a car, in which in case of fuel consumption it is easy to stop the engine.
In addition, as the distance increases, the horse's efficiency in delivering the load decreases. Horses not only deliver ammunition to the troops, but they also have to carry food for their own food, because a workhorse that pulls large loads needs rest and food, it cannot cope with this work on poor food, and the further the journey, the more the more the horse pulls food for itself and the less ammunition and food for the troops.

But I say this from the standpoint of real life, of course.
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RE: Questions about the game?

Post by AlbertN »

By what I've read in the manual it's a simple business.

Within 3 hexes of range from depot, the Freight is pulled via Horses.
If more than 3 hexes are intervening, Trucks are used.

Trucks are quantified, and subject to losses due to usage, depending on distance covered, terrain / roads they have to travel through, etcetera.
Horses do not break but the Freight the Horse carries have half efficiency. (Exactly for the 'need to carry my own food too reason).

So if Truck has 1:1 ratio (1 Freight = 1 Supply for instance) the Horse has a 2:1 ratio (2 Freight = 1 Supply).
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RE: Questions about the game?

Post by loki100 »

ORIGINAL: AlbertN

By what I've read in the manual it's a simple business.

Within 3 hexes of range from depot, the Freight is pulled via Horses.
If more than 3 hexes are intervening, Trucks are used.

...

Not quite

You are missing the key variable, horses are used IF the depot is within 3 hexes AND has enough to supply the unit's demands

So a unit 3 hexes from a depot could well still be using trucks to get its supply
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RE: Questions about the game?

Post by Zovs »

What's the game like to play?

To me it's pure joy, total emersion and is a gift that keeps on giving.

WITE2 is game that borders somewhat on the strategic but far more on the Army/Corps/Divisional operational level. What I mean by that is the strategic options are limited in scope, you decide where the main direction of attack is to go as the Axis (are your priorities Leningrad at all costs? Moscow or bust? or the Southern route), but as the Axis you can't strategic influence things too much. There is an advanced option to turn on Theater Boxes which gives you control of the forces that are off map, but if you muck it up you could see those theaters dramatically shift in VP towards the Soviets and likewise if you pour too many on map units into the theater boxes you'll not have enough units on the map. So strategically speaking you have a little wiggle room with TB on, but no an overwhelming amount. The Axis has no way to influence the strategic production and direction of things. The Soviet side can produce Rifle Corps, Tank and Mech Corps later on during the war, but the strategic decisions are minimal in my view. As a direct comparison WarPlan is a Strategic level Corps/Army level game, and you have tons of strategic options available (where and when to attack France, 1939 or May 1940 or wait till June 1940?) or how much if any to send assets to North Africa. WITE2 is not a strategic level war game, it's mainly operational in scope with some strategic elements.

WITE2 in my opinion puts you at basically the level of command as OKH and STAVKA, plus you also are playing the role of OKL and VVS commander and also the Army Group, Army, Corps and divisional commander as well.

All that may sound like a like (and it is) but the UI is pretty intuitive in my opinion. The game mechanics are pretty straight forward and simple, putting it all together takes some practice, but it's not out of reach. Knowing GG WITE or WITW is helpful but not necessary.

If your comfortable with moving divisions around the map and just making sure they are within command range of their assigned Corps HQ (5 hexes) and that Corps HQ is within command range of their assigned Army HQ (15 hexes) and then that Army HQ is within the command range of their Army Group HQ (45 hexes) and that Army Group HQ are then within command range of their Army HQs (90 hexes) then you'll be fine.

For example the 1st Infantry Division is assigned to the I Corps HQ and that command range is 5 hexes. The I Corps HQ is assigned to the 18th Army HQ and this range is 15 hexes. The 18th Army is assigned to the Army Group North HQ and this range is 45 hexes and lastly the Army Group North HQ is assigned to OKH and this range is 90 hexes.

Each game turn consists of 4 phases, 2 phases for each side (Axis and Soviets), and during the Axis turn he will perform his Air Execution phase followed by his Ground Execution phase, and then the Soviet player gets his Air Execution phase followed by his Ground Execution phase. During his Air Execution Phase, you plan out your air missions (this can be automated or run manually once you learn how to do it) such as, Ground Support, Ground Attack, Recon, City Bombing, Naval Patrol or Air Supremacy and execute them. Then each side gets a ground movement phase to move his units and perform combat. Combat is conducted during the movement phase, there are two types of attacks hasty and deliberate. Once the Air Phase and Ground Execution phase is complete the other player does his Air and Ground Phases.

Its really that simple. The complexity comes in managing your forces, supply, and other resources well. You can't attack non stop, there is a thing called Combat Prep and each unit also has Experience, Morale, Fatigue and a unit TOE. There is literally a lot of things going on under the hood but you don't know need to know them all to get started. You can learn as you go (or grow) and the manual (both the version release manual and the add on living manual) are great tools, plus you can learn from the community at large. Supply in its simplest form is where invisible freight is moved from your National Supply Source to Supply Depots, each on map Supply Depot has a range from 1-4 which indicates how much supply you want to move through or to that Depot. Generally you want your Depots repaired and at 4 near the front and 0 near your NSS so that the flow of supplies goes towards the front. Each division needs a certain amount of supply which is ammo, fuel or supplies and they divisions and HQ use trucks to get it from the Depot to the units. This is a simplistic version but the gist of it and you can let the AI manage your Depots until you get the hang of it. Railroads and roads are important here and you do get RR repair units.

Taking Operation Typhoon as an example...

The default Air Directives (i.e. the air missions) for the scenario are: three Recon missions and three Ground Support Missions, you don't even have to (if you don't want to, look at what or how these operate or were setup, you can come back to that on turn 2 by reading the manual and searching for AD or just let the AI run the air war for you as you go along). If you are completely new to the game I do recommending reading chapter 4 I think it is, which will give you an excellent overview of the game from top to bottom, then you can come back later and look stuff up.

So after clicking execute the Air Directives fly their missions, in my example I lost 7 aircraft and 14 were damaged from these three recon missions (all flak related).

Now its the ground phase and I zoomed out 2 levels to give a better view of the lower southern half of the map:

Image

Just to the north of the map (you can just see it) is Orel which is a victory city, part of a strategy to to try is to encircle the units in the south.

I zoomed out one level more so you can see the VP hexes (the ones with the flags) that I'll try to drive towards from the south.

Image

Zooming back in all the way in (I have Fog of War (FOW) turned off for this demo), you can see a in close view.

Image

Selected the XXXIV Corps (outlined in Purple) shows the two division's that are assigned to it (outlined in both blue and red on the map). To the right you can see the gold outlined selected Corps HQ and that little flag there on the right showing 4:10 is the number of units assigned and command points this HQ can command. In this case 4 command points are being used out of 10, or roughly speaking each division costs 2 CP and theoretically this HQ could command up to 5 divisions, but each time a division splits into its regimental portions (3 for divisions) the CP which switch from 2 to 3, so the general idea is to not overload your HQ if at all possible. You can also see the Supply priority is set to 1, and you can see how much supply, fuel the HQ has (as well as the number of men in both the HQ and the 45th ID.

Image

Select its sister division the 134th ID we can now see how far this unit could move:

Image

But before doing that lets demo breaking the division down and moving it instead. Now here is the division broken down:

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So this is what it looks like after quickly moving those regiments into position:

Image

As you can see reselecting the parent HQ those regiment are out of command range. But before moving the Corps HQ, lets move the 45th ID in place and then move the HQ to get all units back in command.

Image

As you can see now, all is well (all are outlined in blue).

So now your probably asking why I moved those regiments into those hexes, well that was so I move the rest of the infantry into these positions:

Image

And your probably asking why I did that, well that is so I could do these moves and then this HA (hasty attack):

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So here is the finally moves for 2nd Panzer Group, not perfect but good enough I think.

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Hopefully that gives you a little idea of how the game plays.

...
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RE: Questions about the game?

Post by GibsonPete »

I find your lack of faith disturbing. Purchase the game and learn the power of the dark side. As the Soviet Union learn why it is unwise to lower your defenses. As the Axis bring peace, freedom, justice and security to a new empire. The game is enjoyable, but you must be careful to not choke on your aspirations. The game is frustrating. To a few it is 'all too easy." To some the game is strategic in depth and unforgiving. To others it is a beer and pretzels walk in the park. It is less expensive than taking your partner to a nice restaurant. It is more expensive that a drive thru burger. Too many the game is balanced and bug free. To the biased it is unplayable and unbalanced. We would be honored if you would join us.
“Reader, suppose you were an idiot. And suppose you were a member of Congress. But I repeat myself.”
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RE: Questions about the game?

Post by Zovs »

Here is a follow on to my post above for the end of turn 1 in Operation Typhoon. There is always more than one way to skin a cat.

Here is a follow up to my post:

This is the end of turn 1.

Vyazma threatened

Image

This puts 6 Rifle Divisions in jeopardy, plus 2 Cavalry Divisions and also encircles 1 Mech Division (107 Mech).

Bryansk Pocket

Image

This potentially pockets:

19x Rifle Divisions
2x Cavalry Divisions
1x Tank Divisions
1x NKVD Motorized Regiment
1x NKVD Border Regiment

Smaller sub-pocket (Putivl)
1x Rifle Division
1x Guards Rifle Division
1x Cavalry Division

Plus puts the following units near Sumy in a disadvantage:
5x Rifle Divisions
3x Cavalry Divisions

Here are a few close ups:

Sumy area:
Image

Bryansk area:
Image

3rd Panzer, 4th and 9th Army areas:
Image

By far if I can keep this pocket closed with the 25 trapped divisions it will be a big haul on turn 2 for surrenders.

Image

Turn 1 losses:

Ground:
Image

Air:
Image

Image
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RE: Questions about the game?

Post by Zovs »

deleted double post
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RE: Questions about the game?

Post by loki100 »

ORIGINAL: Zovs

Here is a follow on to my post above for the end of turn 1 in Operation Typhoon. There is always more than one way to skin a cat.
..

I profoundly disagree

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RE: Questions about the game?

Post by KenchiSulla »

Zovs, where can I get the HQ art you are using?
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RE: Questions about the game?

Post by zakblood »

ORIGINAL: loki100

some of the Steam posts by 'HB' border on the fictional/dishonest so treat them with considerable caution.

The supply system allows units within 3 hexes of a depot (that has the freight they need) to use horse drawn carts rather than trucks to gain their supply. Now you'll note the condition in the brackets - its important. So a few units close to a small depot on a quiet sector gain from this, if they need to go further for their supply (& often they will) then they use trucks

Play the Velikie-Luki walk through, that will get used to the key game mechanisms. In the end there is a lot of detail but to start you can automate the supply system, the specialist (non divisional) support units and the air war. You end up with a basically divisional level game.

I've played 3 complete games 1941-45 in testing and post-release (both sides). The overall game splits into distinct phases and each feels very different and brings very different challenges. Even the Axis offensive in summer 1942 feels and plays different to the one in 1941.

The game is balanced but will probably be refined for some time yet.

i reported his posts on steam, but it seems the moderation on steam is rather slow and somewhat lacking atm i'm sorry to say
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loki100
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RE: Questions about the game?

Post by loki100 »

think he's desperate to become a martyr.

Its partly the tone but more worrying the air of knowledge allied to writing rubbish - which sounds plausible to those with no experience of the game - hence the sheer number of hares and red herrings he has set off in a single thread.
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RE: Questions about the game?

Post by Zovs »

ORIGINAL: KenchiSulla

Zovs, where can I get the HQ art you are using?

KenchiSulla you can get them here (end of the first post, version 1.5):

https://www.matrixgames.com/forums/tm.a ... =&#5113728
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RE: Questions about the game?

Post by KenchiSulla »

Thanks a bunch
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RE: Questions about the game?

Post by MakeeLearn »

ORIGINAL: loki100

ORIGINAL: Zovs

Here is a follow on to my post above for the end of turn 1 in Operation Typhoon. There is always more than one way to skin a cat.
..

I profoundly disagree

Image

Why is there more than one way to skin a cat?

Because it takes all those ways TO skin a cat.

I skinned my first cat with Eugene "Sledgehammer" Sledge. With the Old Breed, The Pacific.

It is easier to skin a deer than it is to skin a cat!






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RE: Questions about the game?

Post by Yogol »

ORIGINAL: GibsonPete

I find your lack of faith disturbing. Purchase the game and learn the power of the dark side. As the Soviet Union learn why it is unwise to lower your defenses. As the Axis bring peace, freedom, justice and security to a new empire. The game is enjoyable, but you must be careful to not choke on your aspirations. The game is frustrating. To a few it is 'all too easy." To some the game is strategic in depth and unforgiving. To others it is a beer and pretzels walk in the park. It is less expensive than taking your partner to a nice restaurant. It is more expensive that a drive thru burger. Too many the game is balanced and bug free. To the biased it is unplayable and unbalanced. We would be honored if you would join us.

This!!!
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RE: Questions about the game?

Post by Fraggo5 »

I believe the game is very good value for money and GibsonPete sums it up nicely as well as the more in depth illustrated post by Zovs . I can remember paying something like £80.00 for Carrier Force by SSI for my Atari 800 back in 1983 probably close to a weeks wages back then, that really pleased my ex wife no end!!!
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RE: Questions about the game?

Post by battlevonwar »

Incredible feedback, this looks like a very deep game and I enjoyed all of your banter. Plus informative detail... It appears that getting into this will take more than a month or two to truly get the deeper feel. I think shall take the time but boy playing a game or even a scenario would seem an undertaking. I only feel that humans offer good opponents as I know AI stacks things to take advantage of you. So you're basically facing a dumb set of bricks vs a person that will out think you. I would of died to have played SSIs games vs humans back in the day. So this looks pleasing. The price is hefty but I may see if there is a Holiday Sale?

Or just make an impulsive purchase!

I have been reading around some of my other opponents from other games are camping out in here so... I can just see games like these becoming epic, long and wonderous!
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RE: Questions about the game?

Post by TallBlondJohn »

WITE2's genius is that is it very deep, but can be played very shallow. Use all the AI aids and a short scenario and you can just push counters around. The Road to Leningrad scenario is excellent for this, its playable in a day or over a few evenings. Or you can micro-manage everything and take months - its your choice. I must warn you though that it is capable of taking over your life - a full campaign will be a few months, plus every hour you are mulling over what to do. For fun per hour played, its by far the most rewarding game I've ever had(I play RPGs, shooters, strategic wargames. The only thing I can't stand is so called real-time strategy).

The AI is excellent considering the huge challenge of making it any good at all. It has access to a few cheats but provides a worthy opponent, and can provide surprises. Its only obvious flaw (currently) is that it likes to build straight defensive lines and so doesn't use rivers very well.

It should be noted the screenshots above are using a map mod (Memories of the Rain) and a counter mod. Such mods are easy to install if you prefer them to the OOB game (just backup the graphics folders and overwrite them with the new art).
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