Quirks for thought

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Die Kriegerin
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Joined: Wed Jan 30, 2002 10:00 am
Location: Harligen, Texas

Quirks for thought

Post by Die Kriegerin »

I've read topics on numerious quirks with WIR, here are a few I haven't seen our heard about.

1) Why dosn't it cost rail points to move HQ's loaded down with OP's.
2) Shouldn't German Pz Korps be able to plot 6 hexes instead of 5. (Your can't even plot to Smoleminsk in 3 weeks) They had better supply and command than Tank Armies.
3) Should you be able to use special supply twice, sometimes 3 times, on the same divisions, just by changing thier unit name?
4) If we're in control of the High Command, why can't we change unit types to follow our change in production. (bombers to fighters, light Jgpz to heavy, ect.) Anyone over produce JgpzV's and have no place to put them.
5) The Western Front should allow for more units, and include greater consiquences if not properly garrisoned. (Such as losing Ruhr factory production, and population)
6) The ability to change name of units and HQ's. If I have security korp in the rear I'd like to call them Bef Korps. Or if I want to shoot Hitler and rename the SS divisions, then let me, with out going into the editor.


On a different note, I was reading Tofer's topic on lend-lease, one thing not noted was the U.S. delivery of aluminum, without it the Soviets would never achieved the numbers of aircraft they did. Anyone got those numbers? Or AA guns.
On supply, the Soviet's used 80% of thier army on the front, 20% for support, the Germans used 50% on the front, 50% for support, the Allies used 20% on the front, 80% for support.

P.S. It's nice to know I'm not the only nut my wife thinks I am.

[ February 28, 2002: Message edited by: Die Kriegerin ]</p>
czerpak
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Post by czerpak »

Originally posted by Die Kriegerin:

P.S. It's nice to know I'm not the only nut my wife thinks I am.

[ February 28, 2002: Message edited by: Die Kriegerin ]

Doesnt your wife want to email mine, they would have lots of stuff to talk about ? <img src="wink.gif" border="0">
Think first, fight afterwards, the soldier's art.
davewolf
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Post by davewolf »

Originally posted by czerpak:


Doesnt your wife want to email mine, they would have lots of stuff to talk about ? <img src="wink.gif" border="0">

Wargamer's wives club, uhhh? <img src="wink.gif" border="0">

Dave
Power tends to corrupt, and absolute power corrupts absolutely. Great men are almost always bad men.

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Possum
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Post by Possum »

Hello All.
Some answers
1) Probably because OP's are an abstract concept, and as such an infinite ammount of them can be packed into the luggage of the Front/Army staff officers.
2)No. Everyone's supply depots move at the same speed. (As a footnote, Soviet Cavalry divisions where routinely capable of performing a 60 km night march in order to conduct a raid the next day, much to the amazement and dismay of the German generals that had to try and stop them.
this isn't in WiR either.)
3) No. It's a "Feature"
4) No. The staff whaonies have spent ages working out what you should have, and don't want to see their work discarded.. Besides, having 2000 spare JpZ-V's to parade around looks neat, and ensures that there will be somthing for the liberating allies to take home as souvenirs.
5) There is no room in the OOB to add the required extra units in. Remember this is a DOS based game, and so must run in the lower 540 K of your computer's memory. In my custom OBWIR, I ended up deleating most of the '44 & '45 Axis units in order to make space for units that actually took part in Barbarossa. I could have easilly added in another 100+ Axis divisions. Another thing that annoyed me about this was Yugoslavian Partisans. They are in the game, but again the units that historically spent all their time hunting them are not! Just remember that there is 150+ LESS soviet divisions in the game than there should have been too.
6) Use the change command to swap an active corps for an inactive one in a game. Note that doing this is considered to be march moving the unit, so only do this action after you have already moved the unit.
The Rename command is unfortunately only avalable in the editor.
But for the seriously determined, use the editwir
DOS program that came with WiR to edit your save game file, and simply type in the new names.
You could also use this to get around those staff whaonies limitations on equipment types too.
"We're having a war, and we want you to come!"
So the pig began to whistle and to pound on a drum.
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And the pig began to whistle when they told the piggies that.
Ed Cogburn
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Post by Ed Cogburn »

Originally posted by Die Kriegerin:
1) Why dosn't it cost rail points to move HQ's loaded down with OP's.


OPs represent more than just physical supplies. Notice that the movement of supplies in general is abstracted, you don't pay rail costs to move general supplies for example.


2) Shouldn't German Pz Korps be able to plot 6 hexes instead of 5. (Your can't even plot to Smoleminsk in 3 weeks) They had better supply and command than Tank Armies.


Its an issue that's been brought up before, about 6 plots instead of 5. If there was a consensus for this change, there would still be a problem. That problem is that the game allows only 5 slots for movement plots, which means we'd need a lot more memory to store the extra move, and this WIR has already hit the memory limit ceiling. Besides, the supply chain moves at only one speed, whether the recipient is mobile or not.


Note to Possum: Not sure what you mean by the Soviet cavalry response. Cavalry now can be in armored corps and plot 5 squares with no penalty, so they now have a mobility "bonus" over foot infantry.


3) Should you be able to use special supply twice, sometimes 3 times, on the same divisions, just by changing thier unit name?


The game used to allow this, but it was prohibited because the use of special supply was not supposed to be routine and common, done every turn. It was supposed to be rare and used only in emergency situations.

Yes, there is a loophole that allows a unit to switch to an HQ for special supply then switch back to its normal HQ. If you go by Lorenzo's House Rules, this is considered a no-no.


4) If we're in control of the High Command, why can't we change unit types to follow our change in production. (bombers to fighters, light Jgpz to heavy, ect.) Anyone over produce JgpzV's and have no place to put them.


Technically, you aren't in command of OKW or Stavka. Hitler and Stalin are in command respectively. Have you noticed that in a game you can't change the commander of either OKW or Stavka?

To what extent a player should be allowed to change production is a constant issue under debate. The problem, from an historical point of view, is already bad enough when you consider the radical changes you can do now.


5) The Western Front should allow for more units, and include greater consiquences if not properly garrisoned. (Such as losing Ruhr factory production, and population)


Such a change would be for all HQs and would mean more memory would be used. As I said above, things that increase the memory requirements are changes we really can't afford to make anymore.


6) The ability to change name of units and HQ's. If I have security korp in the rear I'd like to call them Bef Korps. Or if I want to shoot Hitler and rename the SS divisions, then let me, with out going into the editor.


That wouldn't be very realistic now would it? <img src="smile.gif" border="0"> This goes back to factory production, just how far should players be allowed to do unrealistic things? I don't know where the line should be drawn, but Gary Grigsby apparently doesn't think the player is in a position to have Hitler executed, thus he doesn't allow you to remove Hitler from command of OKW. Blame Gary. <img src="smile.gif" border="0">
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