Q from a starting player: how would you start planning if you knew nothing about the enemy?

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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Cannon_Jackal
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Q from a starting player: how would you start planning if you knew nothing about the enemy?

Post by Cannon_Jackal »

Hello,

Just starting to learn the WitE2, loving it (the depth and even the visuals), but it's a long way to go for me

But my question is - if you are "role-playing" it, and decide to ignore everything you know from history and other sources, how would you start planning your campaign?

(Right now I am trying small scenarios, but the principles should be the same, I guess)

Thank you :)
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Wiedrock
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Re: Q from a starting player: how would you start planning if you knew nothing about the enemy?

Post by Wiedrock »

Cannon_Jackal wrote: Thu May 29, 2025 6:20 am how would you start planning your campaign?
With arrows on a MAP. 8-)
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Cannon_Jackal
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Re: Q from a starting player: how would you start planning if you knew nothing about the enemy?

Post by Cannon_Jackal »

Wiedrock wrote: Thu May 29, 2025 6:35 am With arrows on a MAP. 8-)
LOL, if doing it blindly, then it's a doodle, not a plan :D
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Q-Ball
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Re: Q from a starting player: how would you start planning if you knew nothing about the enemy?

Post by Q-Ball »

Are you talking Grand Campaign, or in general?

There are Axis Player and Soviet Player guides in the War Room, that's a great place to start on strategy

Kind of a big question to answer.....more specifics would help
LordSAS
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Re: Q from a starting player: how would you start planning if you knew nothing about the enemy?

Post by LordSAS »

I actually learned a lot by playing the main grand campaign but increasing my morale/admin/supplies to around 125. This allowed me to make many mistakes but still "advance" in Russia. I also played it knowing it was a test learning game so I didn't get upset when things didn't go my way. It was very fun. Also I took my time learning the air war side of the house over several games.
trooperrob
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Re: Q from a starting player: how would you start planning if you knew nothing about the enemy?

Post by trooperrob »

There are a number of real military resources.
Have a google for army field manuals. america has put many of them online.
or the 7 Questions (British).
Basically:
What is the situation and how does it affect me?
What have I been told to do and why?
What effects do I need to achieve and what direction must I give to develop my plan?
Where can I best accomplish each action or effect?
What resources do I need to accomplish each action or effect?
When and where do these actions take place in relation to each other?
What control measures do I need to impose?

I think that is more for small units but can work for large scale.

What is your objective? What are you trying to achieve? Unit destruction? conquest of territory? conquest of resource centres?
What resources do you have to achieve it.
How can your assets best be used.

Consider the terrain, and enemy strengths.

You know that a vital part of your campaign will require the capture of railways, and railyards.
Many of those are also resource production / Manpower production vital to russia.
Victory points of objectives should guide you.
Also important is the pocketing of enemy forces to cripple his manpower and equipment.

I dont think deception is effective on the AI, but...

The big problem is that all the military manuals are very vague, general principles, as a vast amount depends on objectives, equipment capability, enemy intentions etc.
Sun Tzu is still valid, but is not a direct instruction as to how to win WITE2 as German :)

You are very likely to find that if you do this seriously, then your plans are very likely to be close to what happened in history, as terrain, transport links and vital enemy cities / resources may not move much over time, and you have some understanding of the strengths and capabilities of your forces and the enemy forces.

Sneaking over mountains / forests (The ardennes) / bottlenecks can work if you surprise an enemy, but are also very risky and prone to failure if discovered, and you can be stopped by limited forces.

Identify strong defensive points, eg rivers.
Your aims will often be to break through a defence line, and take the next bridge / river crossing / strong defensive point on the bounce.
Military terms such as Manoevre warfare - break through and go round the enemy rather than fighting more pitched battles than needed.
Combined arms - basically using air, artillery, cavalry, armour and infantry in a combined attack to make the best of the capabilities.

What shortages do you have? as German reinforcements will be low, so you have to try not to waste valuable aircraft / artillery / armour.

Using artillery to break positions is great, if you are american, and have unlimited supply, but do you have the supply needed to bring up ammo and supply for artillery units?
Same with air. Are they an efficient use of your limited supplies.

It probably means identifying strategic goals, eg Moscow, Leningrad.
Identifying how you are going to defeat the enemy defence plan and supply your forces through each stage.

Dislaimer:
Don't claim to be on top of any of this, reading those pamphlets is mostly greek to me!

Someone with more patience than me might give a link to the army planning document for higher operations, but they are not very easy to read.
LordSAS
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Re: Q from a starting player: how would you start planning if you knew nothing about the enemy?

Post by LordSAS »

I learned the most by taking a week and watching you tube videos when I had free time. The air war was so hard until I watched a few.
MarkShot
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Re: Q from a starting player: how would you start planning if you knew nothing about the enemy?

Post by MarkShot »

The scoring system between campaigns and scenarios is a bit different. I feel time is more of a factor in campaigns than scenarios as length of denial or holding is more of an issue. Also, for scenarios, it is easier to consider supply to be static, but for the campaign one really does benefit from contemplation of the flow of the war.

Aside from what is your strategic plan, there are a sequence of 10-20 things needing to be done/checked per turn. At one time, I was working on such a check list.

I never completed it as I still had open issues like whether to let SUs float or manage by hand. Floating was very easy, but being able to amass engineers and arty for siege like Leningrad can be the decisive hammer.

Another issue which I had yet to resolve on my list was TBs. It is easy to leave it on auto pilot. But again like SU's, playing with the TBs can build up some early points for sudden death or to avoid sudden death.

I am sure that air and depots I want to do myself. I think the AI is not sufficiently frugal and is more reactive than proactive.

And one thing I did learn very quickly from the GC is DO NOT NEGLECT YOUR COMMAND STRUCTURE. It easy to be on the attack and be expedient. But you will reach a "humpty dumpty" moment where you will never recover the optimal amount of CP and range such that you maximize good rolls as they escalate.

I am not saying one should min/max or meta, but still the game provides many tools. How deep you go can have instantaneous impacts or long term impacts.

I am just really impressed by what 2by3 has done with this title. The game conveys a serious focus on logistics without making combat irrelevant.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
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