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.
Joel Billings wrote: Tue Oct 14, 2025 3:41 pm
As for the impact of CPPs on fire combat, Pavel says combat prep has a direct impact on all types of fire combat. News to me, but not surprising as Gary sometimes slips things in without us getting them documented. Part of the mystery of the great Oz.
Good to know, thanks.
The Great G you mean.
“Amateurs study tactics; professionals study logistics.”
M60A3TTS wrote: Sat Oct 11, 2025 11:16 am
This has me wondering about an item in the manual, from 23.8.1.
The force value of the attacking side is
calculated using the following values for each non-support,
non-artillery division unit attacking:
§§ Corps 15
§§ Division 9
§§ Brigade 5 (3 if the brigade has less than 2,000 men)
§§ Regiment 3
Once the force value exceeds 28 there is a chance that
elements will not get to fire during combat.
Does the on-map Soviet guards heavy rocket brigade get counted against the 28 or not? Strictly speaking it is neither artillery nor a division.
Seems like all "on map Rocket/Artillery" CUs are not adding to the "stacking penalty", so it's as described and they just forgot about mentioning your Brigades (maybe those Brigades were all supposed to be SUs at some point in development).
Once you change the "classification" of those very same Divisions into "Infantry" you clearly see the stacking penalty affecting the hits done. No Rockets were harmed during these tests.
You can also nicely see the difference between 2Corps (stacking 30), vs 3 Divisions(+27stack) or 3 Brigades(+9stack).
The Rockets were modified to not shoot/hit in all 4 tests.
Attachments
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“Amateurs study tactics; professionals study logistics.”
Well, I am playing WITW at the moment. The feel of fatigue and TOE% with CV and MP values is quite similar to WITE-2 at the macro level.
I think CPP, you could say is somewhat analogous to airborne and amphibious prep points, but for general offensive ground operations. It focuses the players attention more on not being able to maintain sustained combat than WITW where this is spread over a number indicators.
Quite a few games like the Paradox and AGEOD games introduce a cohesion concept and indicator. Units/stacks don't do anything well with poor cohesion. And you can view, CPP as the WITE-2 analogue of cohesion.
That's my impression after a couple of weeks of WITW following a couple of weeks of WITE-2.
And no, I will not be writing a peer reviewed paper on the subject of CPP and play implications.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
BTW, it ain't all that easy in WITW either. In fact, I am beginning to like CPP on the card and soft factors as it is a better UI feature than WITW. The command quality border feature is also a nice UI touch.
NOTE: ANY GG GAME ON SALE. GRAB IT. OF COURSE, ALL ARE GEMS, BUT JUST LOSE THE QUALITY ON TODAY'S HIGH RES DISPLAYS THE FURTHER BACK YOU GO. ALL ARE EXPERT MODELS AND UIS.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
MarkShot wrote: Tue Oct 21, 2025 1:15 am
The command quality border feature is also a nice UI touch.
Could you explain what the two Command Quality/Efficiency modes do/show and what to use them exactly for? (I never can remember which is which is which.)
One I think shows the roll chances for the whole Leader Chain, but afaik for that it uses the Leader averages (which, IIRC include Air and Political) and I don't get it what this info would be helpful for (even just Mech and Inf ratings alone used for the average would not provide much info).
“Amateurs study tactics; professionals study logistics.”
In WITW, you either need the CR and DTHQ column to find units beyond their commander's range which impact such things as SU transfers, escalating rolls, and direct arty support. I usually don't use the CR and instead just go to the highlight HQ units looking for blue which is the XXX HQ. Then, click on them to check the CP amount and if any subordinates are red. Then, mess around to fix problems. It is mainly an XXX problems due to the short range of 5 hexes. The other levels of HQ are fewer with much greater range. They don't need addressing each turn.
In WITE-2, for the above if your XX show bright green, then everyone all up the line is within range and not overloaded. I think dark green is you have some problems above the XXX level. This is Command Efficiency. Much easier than click around in WITW.
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The other, Command Quality takes the above into account, but also measures are the commanders assigned along the path, I guess, above or below your national average. The more green, the range is correct, and you have superior HQs assigned. As for WITW, the only way to do this would be walk the tree identifying leaders with poor stats. (and you would have to have a sense are average stats)
Does that help?
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...