Living Manual

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.

Moderator: Joel Billings

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Wiedrock
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Re: Living Manual

Post by Wiedrock »

There are some rules regarding SU committments (likely Artillery) different than what is described in the manual.
Living Manual 1.33 [V01.04.19 wrote:, p.413f]23.6.1. Support Unit Commitment
The maximum number of attached support units that can be committed by
headquarters units to a single battle is 6
, with the exception where the defending
combat units are in a light urban or heavy urban hex, where the maximum is 18.
Note this limit is in addition to the commitment of Support Units that
are directly attached to Combat Units involved in the combat.

[...]

23.6.2. Defender Artillery Special Commitment
Artillery support units attached to a defending HQ unit have priority to be committed
into a battle during a special commitment phase. During this round of commitments,
defending HQ units have a chance of committing 3 more than the normal limit of
Support Units (so 9 or 21 instead of 6 or 18)
. After this round, the normal commitment
round is conducted.
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Wiedrock
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Re: Living Manual

Post by Wiedrock »

Wiedrock wrote: Sat Aug 22, 2026 10:24 pm
Living Manual wrote:19.3.3. Barrage Balloons
All ports are assumed to have barrage balloons that will impact any raid that is
bombing anything in the port's hex. Aircraft bombing under 3000 feet have a chance
of being destroyed by the barrage balloon equal to two times the size of the port (port
3 means a 6% chance that bombing aircraft will be destroyed). For night missions, the
percentage chance is tripled (so port level 3 means that each plane has an 18%
chance of being destroyed).
But don't worry, here the results at 3k with the 50kg which finds us another Manual error since Balloons seemingly also affect planes flying at 3k.
Barrage Balloons seem to affect planes flying up to 4000ft (at least) and not just planes under 3k.
At 5k I have not encountered any anymore.
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MarkShot
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Re: Living Manual

Post by MarkShot »

40,000'? Wow, that is high! Can you do anything other than fire bomb a city at that height? Of course, we know the USSR copied the B-29 part for part, but they nor the Germans ever got their hands on the much over hyped tech of its day; the Norden Bomb Site. An analog computer which could not find a pick barrel in a yard full of barrels behind the factory producing them. :lol:

(sorry, misread ... getting old, cataracts a thing for 2by3 to keep in mind as I do think demographic buying their games are older)
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
Lurberri
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Re: Living Manual

Post by Lurberri »

These two points should be modified in the Living Manual, provided they have been fully clarified:
https://forums.matrixgames.com/viewtopic.php?t=407204
https://forums.matrixgames.com/viewtopic.php?p=5288533
Lurberri
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Re: Living Manual

Post by Lurberri »

Joel Billings wrote: Wed Nov 13, 2024 2:27 am For next update to the living manual re leaders and impact on combat: https://www.matrixgames.com/forums/view ... 7&t=407183
These sections have not yet been corrected. The fact that leaders do not participate directly in combat was clarified some time ago, but this has not yet been added to sections 15.3.3, 15.3.5, and 23.8.1 of the Living Manual, which address the matter directly.
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Re: Living Manual

Post by Joel Billings »

I've updated the next version of the living manual with items up to this point. I didn't see anything in section 23.8.1 having to do with leader ratings and ground combat, so I didn't make a change in that section. If there are items that have been mentioned in other topics that you think qualifies for a change in the living manual, please post a note here. If I see something elsewhere, I try to post a link to it here, because if I don't, I'm likely to forget about it. I've probably forgotten something now that was mentioned elsewhere, so please jog my memory if you know of something. Thanks.
All understanding comes after the fact.
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Lurberri
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Re: Living Manual

Post by Lurberri »

It is found in the first comment of the link that comes in that message: https://forums.matrixgames.com/viewtopi ... 7&t=407183
Living Manual 1.27, p.416f wrote: 23.8. GENERAL GROUND COMBAT RULES
23.8.1. Description of Ground Combat


Ground combat is conducted by an automated tactical combat system consisting of a
variable number of rounds where the various ground elements engage each other.

[...]

The next step is to determine which ground elements will be able to fire. There are multiple factors involved, including the type of attack (hasty or deliberate), enemy unit detection level (DL), defending fortification modifier, attacking unit morale and supply status (especially ammo), individual ground element experience, fatigue, ammo usage and range of their equipped devices, and leader initiative and ground combat rating (mech or infantry) checks (15.5).
Lurberri
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Re: Living Manual

Post by Lurberri »

Oh, sorry, it has been corrected. I thought all corrections made since the initial manual always appeared in red in the "Living Manual." In this case, it was simply removed directly from the original text.
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Wiedrock
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Re: Living Manual

Post by Wiedrock »

25.5.5. Using Horses for Supply
Axis and Soviet units can receive supply and replacements from a depot without
having to use vehicles up to 3 hexes from the depot through the use of animal drawn
transport. However, this will cost double the freight being delivered as the animal
drawn transport is assumed to be consuming fodder (if the unit is isolated, it receives
the delivery but does not pay double freight).
This certainly isn't the case. It seems to be more x1.5 instead of x2.0.

147/(86t+12t)=1.5

EDIT: also the following I have done ages ago:
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Re: Living Manual

Post by Joel Billings »

Lurberri wrote: Wed Sep 02, 2026 4:56 am It is found in the first comment of the link that comes in that message: https://forums.matrixgames.com/viewtopi ... 7&t=407183
Living Manual 1.27, p.416f wrote: 23.8. GENERAL GROUND COMBAT RULES
23.8.1. Description of Ground Combat


Ground combat is conducted by an automated tactical combat system consisting of a
variable number of rounds where the various ground elements engage each other.

[...]

The next step is to determine which ground elements will be able to fire. There are multiple factors involved, including the type of attack (hasty or deliberate), enemy unit detection level (DL), defending fortification modifier, attacking unit morale and supply status (especially ammo), individual ground element experience, fatigue, ammo usage and range of their equipped devices, and leader initiative and ground combat rating (mech or infantry) checks (15.5).
In a few cases I just made the change if it a case of the manual always being wrong since release re how the game was acting. Sometimes it was easier just to make a change and leave it alone. I'll try to remember to highlight the surrounding items in red if I take something out to indicate a change has been made.
All understanding comes after the fact.
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Joel Billings
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Re: Living Manual

Post by Joel Billings »

I'll take your testing as valid and add that the cost is 1.5, not 2 for 3 hex no vehicle resupply. Thanks.
All understanding comes after the fact.
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Wiedrock
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Re: Living Manual

Post by Wiedrock »

Joel Billings wrote: Wed Sep 02, 2026 3:09 pm I'll take your testing as valid and add that the cost is 1.5, not 2 for 3 hex no vehicle resupply. Thanks.
Yea that one is something without RNG and always accurate only off by little roundings.

What also is not to be found in game is the following rule:
Wiedrock wrote: Sun Apr 05, 2026 2:03 pm
  1. Rule
    Mechanic: Spread of Interdiction into adjacent Hexes.
    Interdiction attacks will tend to target hexes with a lower movement point cost (i.e.
    the clearer terrain) and will be spread out across the selected target box but focus on
    the places where movement is to be expected. Each interdiction attack hits one hex
    but some interdiction will then be placed in adjacent hexes.
    Recreation: Unclear, unseen.
    Conclusion: Something like this works with Naval Interdiction, but I did not yet see this happen on land hexes.
Somewhat sure I have seen this happen in WitW Let's Plays but failed to ever see it happen in WitE2.
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Re: Living Manual

Post by Wiedrock »

Wiedrock wrote: Fri Oct 14, 2022 7:40 pm I am not sure if that's the right thread to reply but since this is the "living manual" i guess I can report "issues" with the "dead manual" which made their way into the living manual here too.

I am new to the game and therefore I may be wrong or missunderstanding this (additional my native language isn't english) but I feel like there is something wrong with the CPP-bonus numbers in both manuals [see the bold written sections]
WITE2 Game Manual p.272 / Living Manual (1.16 - patch 01.02.41) p.402 wrote: 23.2.3. Effect of Combat Preparation Points
Attacking units will have their CV for combat calculations
modified by the number of CPPs they possess if they are
attacking. Every 1 CPP adds 1% to the final CV so a unit
with 100% preparation points will have their attacking CV
doubled. In effect, CPPs primarily affect the final combat
odds – and thus the chance of winning or losing a battle.
In addition, CPPs affect the chances of passing
administrative rolls for resupply and to reduce fatigue
when in contact with the enemy. In addition, the chances
of Support Units being committed and the effectiveness of
artillery are also influenced by the number of CPP a unit
possesses.
Units with 100 CPP can store up to 150% of their
ammunition, supply and fuel needs if they are set at supply
priority 4 and do not move.
WITE2 Game Manual p.313 / Living Manual (1.16 - patch 01.02.41) p.473f wrote: 25.8.3. Effect of Combat Preparation Points
Combat Preparation Points (23.2) also affect the proportion
of supply and ammunition a unit will seek to hold during the
logistics phase. Units with 100% CPP can store up to 180% of
their ammunition, and 130% of their supply and fuel needs
if they are set at supply priority 4 and do not move.

In addition, the number of CPPs affects the chances of
passing administrative rolls for resupply.
There may be some specifics to those paragraphs like, "only counts towards HQs, Assault-Armies or xyz" which I don't get right...
This is a further point that may need some Errata. Whatever the path to 180% should be it seems not achievable.
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