Initial thoughts on .41beta

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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DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Initial thoughts on .41beta

Post by DarkHorse2 »

Thank you guys for continuing to work on improvements, bug fixes and added features. :D

Started a new gc41, Axis vs AI game.

Still on 1st turn.

* Default air missions. Looks like default air missions were changed again. This time, Soviet losses were much less than previous canned air missions; however, I did do some minor AC re-basing to better distribute and minimize AC airbase overloading. Did this make a difference? maybe.

(I don't really get too concerned about this as long as I can make up the difference in the subsequent movement ground-support operations...)

About 2/3 through the movement phase. Overall Soviet AC losses currently 4.2k. Soviet Pilots KIA - 1.8k.

* Starting Axis vehicles. WOW, that is a noticeable cut. I sense as the Axis, I am going to really feel this in the upcoming turns. Hopefully, this drastic change is based on some kind of historical context?

* CPP degration. Generally, to take advantage of 1st turn surprise/movement bonuses (and avoid delays), Axis tends to seek hasty attacks at greater than 10-to-1 odds. Obviously, given FoW, it is not uncommon to have odds resolved at much higher odds. At these combat odds, I can see a noticeably reduction in the amount of CPP degradation I previously, typically experienced. As a result, I anticipate that offensive operations will tend to have more momentum and be less brittle.

I currently enjoy this, but may be singing a different tune when it comes to the Soviet winter counter-offensive.

* Bug fixes?

- as far as company-level SUs, still not seeing them get the expected / required support assistance from higher HQs yet. Many running at 5/9, 7/9, etc... Maybe this will stabilize during upcoming logistic phase and be resolved by next turn?

- Theatre Box TOEs? Haven't really progressed far enough to see if this has been fixed, but will be keeping an eye on it.

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Overall, it looks good. But those starting vehicle pool cuts, going from 25k to 5k, ouch! A little concerned about that and will be keeping an eye on how that impacts the subsequent initial turns.
Lurberri
Posts: 133
Joined: Thu May 13, 2021 8:04 am

Re: Initial thoughts on .41beta

Post by Lurberri »

DarkHorse2 wrote: Sun Sep 11, 2022 4:47 pm * CPP degration. Generally, to take advantage of 1st turn surprise/movement bonuses (and avoid delays), Axis tends to seek hasty attacks at greater than 10-to-1 odds. Obviously, given FoW, it is not uncommon to have odds resolved at much higher odds. At these combat odds, I can see a noticeably reduction in the amount of CPP degradation I previously, typically experienced. As a result, I anticipate that offensive operations will tend to have more momentum and be less brittle.

I currently enjoy this, but may be singing a different tune when it comes to the Soviet winter counter-offensive.
It is quite possible that in the case of the Soviets they can take less advantage of these new rules since it is less common for them to get greater than 20-to-1 odds. It can happen, of course, especially if regiments or minor Axis allies are attacked, but I think the new CPP degration rules generally favor the Germans, especially in their initial 1941 offensive, which may be more devastating (and this is not a criticism of the new rules, they are a much needed addition).
hossjww30
Posts: 106
Joined: Sun Nov 26, 2017 2:41 pm

Re: Initial thoughts on .41beta

Post by hossjww30 »

Why does it seem that every beta release has a huge swing in play balance? Why the big change in Axis vehicles? What was the basis for the original starting vehicle count? Wasn't this already researched years ago for WitE1?
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