Combat style

War in Spain 1936-39 is the first in a new wargame series, using a new Land-Sea-Air engine inspired by War in the Pacific - Admiral’s Edition. Gameplay and realism are improved by TRUE AI and a detailed Logistics systems. A hyper detailed OOB reaches down to battalion and company level. A beautiful, hand drawn, 5 nautical mile per hex map massively increases player immersion.

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ham17
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Joined: Sat Jan 17, 2009 2:05 pm

Combat style

Post by ham17 »

This might be a silly question, but is my understanding correct that land combat is executed and resolved in the War in the East style, while naval combat and air combat are executed and resolved in the War in the Pacific AE style?
Alessandro S.
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Re: Combat style

Post by Alessandro S. »

I do not know what the war in the east style is. So I'll tell what I did for combat models.

Naval combat is NOT resolved in the AE style. AE abstracted. We have artificial 3D models of the ships in game that move and fire on a per second time scale.
All shells and torps travel across the tactical map and are checked for collision with ships.

Air is more or less similar to AE. But with ability to attack raids enroute with CAP and even AA if they fly close to either.

Land combat is executed once per day at the end of the day, resembling a day's worth of fighting.
Amphibious assaults are executed in hourly time slices with unload speed being an imperative factor to secure a beach head.
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Dali101
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Re: Combat style

Post by Dali101 »

I know 2by3 games well. It's not exactly the same in ground combat, you can't compare it (nor can it, in a weekly 2by3 turn everything is simply different).
It's similar to AE, more detailed and much improved.
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jwilkerson
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Re: Combat style

Post by jwilkerson »

ham17 wrote: Fri Jan 02, 2026 4:55 am This might be a silly question, but is my understanding correct that land combat is executed and resolved in the War in the East style, while naval combat and air combat are executed and resolved in the War in the Pacific AE style?
AE is (pseudo) WEGO

WITE is IGOUGO ...

The AI did a decent job of comparing them
War in the Pacific: Admiral's Edition
WEGO System: WitP:AE uses a WEGO system (players issue orders simultaneously, and the turn is resolved all at once by the computer).
Gameplay Flow: In a multiplayer game (PBEM - play by email), one player (e.g., Japan) sends a saved file to the other player (Allies). Both players input all their orders, and then the game resolves the turn's actions (movement, combat, etc.) simultaneously when the file is sent back and forth.
Focus: This system is well-suited for the vast, operational-level naval and air warfare of the Pacific theater, where fog of war and delayed reactions are crucial elements. The game is designed around a lot of micro-management in setting up air patrol zones, naval task force waypoints, and supply routes, which are then resolved in the turn.

War in the East
Alternating/Procedural System: War in the East uses a more traditional, procedural, alternating turn sequence where players take actions in specific, intermixing phases.
Gameplay Flow: The turn is broken down into distinct phases (e.g., Logistics, Air Planning, Air Execution, Ground Phase) for each side. In a typical turn:
One player (e.g., Axis) goes through their logistics, air planning, air execution, and ground phases.
The second player (Soviet) has specific phases where they can react or resolve certain actions (like Soviet amphibious phases that resolve during the German turn)
In other words the sequence of play is different between AE and WITE and our new engine, is much closer to AE - especially from a players perspective. Under the hood, new engine is more different as Alessandro mentions.
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
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