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RE: FITE 2
Posted: Tue Aug 06, 2019 3:35 am
by cpt flam
I think that in soviet OOB, they are indication about products by factories.
Larry can those not possible to move being "bonus" factories. Those awarded for great speed of advance.
From memory, about 5 000 rail capacity for each; may be 6K in Moscow.
Authorizing INT would cripple some moves by Russia in the first turns.
I tried few turns against myself with some. Units arriving as reinforcement near Moscow, took train and after few hexes HQ interdicted and no more moves.
RE: FITE 2
Posted: Tue Aug 06, 2019 1:58 pm
by BigDuke66
Playing without interdiction seems pretty harsh & unrealistic.
Why not just limit the number of units set to interdiction per Heeresgruppe?
RE: FITE 2
Posted: Sat Aug 10, 2019 8:13 pm
by Lobster
ORIGINAL: Lobster
Does anyone know what effect factories have? I can find nothing in the short briefing other than move them here or there but not why move them. [:(]
Still would like an answer to this please. Does anyone know what the official answer is?
RE: FITE 2
Posted: Sun Aug 11, 2019 3:43 am
by docgaun
Lobster
The factories represent a pool of factories. As can be seen from the OOB, and the Manual (still not sure if you have those things) It will lower the Soviet production with 5% if they are destroyed (for each) . So YES, you need to move them. 😉
There is not enough room to post it in the scenario briefing, but I guess we can clarify it in the Short briefing. Again, its mentioned in the OOB and in the manual.
AND all the sec divisions are in game, they are not removed, unless you take the option, or historically reassigned/disbanded.
Gliz2
There are many things I wanted to do differently, but we are restricted by the game engine. So, we took a decision to do it as historically as possible. But remember, when you move the first unit, you are reshaping history. Our goal is to give you the historical units and production, in the correct historical locations and see if there couldn’t come historical game out of it.
Larry.
The Germans receive bonus factories (it’s just more captured equipment) if they advance faster than historically. Its to keep the Soviet forward and fighting. You can disband them and then they go to your equipment pool.
I am sorry that you find other scenarios better, but I do understand that Fite2 is a monster to play. That’s why one should talk about length and options and house rules before playing the scenario. As mentioned, before I do love interdiction, but its really all to powerful. The Germans can’t move any artillery from mid-43 forward and has supply reduced by 4 allover the front. And in 1941 the Soviet player can’t rail. The House rules are the once Kristian and I have implemented for us to have a more balanced game (for the 2 of us). If you can find an opponent that wants to play with interdiction, by all means do. If you don’t kill the soviets in 1941 as Axis you are dead by autumn 1944. Sorry that’s just interdiction.
BigDuke 66
About interdiction. As above, but you and your opponent can decide otherwise. Same with e.g. bridge bombing.
Notes:
As to historical advance. Have you seen Kristians opening moves against me? I haven’t played the Germans, but he obliterates the entire front, and is very much on historical pace on turn 1 and 2 and only a few bad turn and me being a real systematic barstard on defense held him from historical results.
The OOB and the Manual and indeed the shortbriefing is ever changing, and the manual is not finished yet.
I run 3 companies and work as a doctor IRL so FITE2 is a spare time job, and I do have 3 kids and a wife that like me (I hope) so sorry if it takes me time to respond.
Have a wonderfull day
Regards
Søren
RE: FITE 2
Posted: Sun Aug 11, 2019 10:15 am
by Lobster
ORIGINAL: docgaun
Lobster
The factories represent a pool of factories. As can be seen from the OOB, and the Manual (still not sure if you have those things) It will lower the Soviet production with 5% if they are destroyed (for each) . So YES, you need to move them. 😉
There is not enough room to post it in the scenario briefing, but I guess we can clarify it in the Short briefing. Again, its mentioned in the OOB and in the manual.
AND all the sec divisions are in game, they are not removed, unless you take the option, or historically reassigned/disbanded.
Hmm...not finding a manual. Only the Short Briefing. Anyway, thanks for the answer. So I better move them unless I want my replacements to dwindle. In the where I'm playing as the Axis I decided to go for rail hexes. A mad dash for three turns. That was great fun. [;)]
RE: FITE 2
Posted: Mon Aug 12, 2019 1:09 am
by tigercub
i am an old wargamer played more than most...(FITE2 is on the verge of being TOO BIG TO PLAY for the ordinary wargamer)Iarry`s quote is the reason i not playing FITE2...Div size game is perfect like D21 but its only single player!
each to his own.
Tigercub
RE: FITE 2
Posted: Mon Aug 12, 2019 8:22 am
by Lobster
Formation, OOB, next/previous unit and next/previous formation is the way you can easily play a scenario of this size.
RE: FITE 2
Posted: Mon Aug 12, 2019 9:06 am
by fogger
Fite 2 is the only game I play now. I can never go back. I think FITE 3 should be on a 2.5 km hex. Now that is something to look forward to

RE: FITE 2
Posted: Tue Aug 20, 2019 12:58 pm
by docgaun
Fite 3 will be the entire war, in Europe, with north africa from 1939 to 1945 on regimental and battalion level.
Ill try to include the manual in the next version. Its however not finished. I simply lack the time, but it is with the calculations.
RE: FITE 2
Posted: Tue Aug 20, 2019 1:22 pm
by Zovs
Maybe not call it FITE 3, but Grand European War.
RE: FITE 2
Posted: Tue Aug 20, 2019 2:38 pm
by 76mm
ORIGINAL: docgaun
Fite 3 will be the entire war, in Europe, with north africa from 1939 to 1945 on regimental and battalion level.
[X(]
RE: FITE 2
Posted: Tue Aug 20, 2019 4:11 pm
by Lobster
I've had musings about a war in Europe but with one side as the Soviets and German West front and one side as the Western Allies and German East front. First Allied side to Berlin wins.
RE: FITE 2
Posted: Sat Nov 23, 2019 7:34 pm
by Prolych
Hail
Can anybody help me make a end turn in TOAW IV, FITE2 1.5 scenario?
FITE2 (Fire In The East ver 1.5)
I play with myself, making moves for each side in turn.
I have a save before completing the turn 9 for the Soviet side. After completing the turn, the game allows me to play again for the Soviet side turn 10, although it should give for the Axis turn 10.
Can someone take my save and make a end turn, and send me a save at the beginning of the Axis turn 10?
RE: FITE 2
Posted: Sat Nov 23, 2019 7:52 pm
by Curtis Lemay
ORIGINAL: Prolych
Hail
Can anybody help me make a end turn in TOAW IV, FITE2 1.5 scenario?
FITE2 (Fire In The East ver 1.5)
I play with myself, making moves for each side in turn.
I have a save before completing the turn 9 for the Soviet side. After completing the turn, the game allows me to play again for the Soviet side turn 10, although it should give for the Axis turn 10.
Can someone take my save and make a end turn, and send me a save at the beginning of the Axis turn 10?
You are experiencing Variable Initiative. You can turn it off via the Game Options dialog.
RE: FITE 2
Posted: Sat Nov 23, 2019 8:05 pm
by Prolych
Variable Initiative
Thanks.
Disabling the Variable Initiative helped move to the tenth move of the Axis.
RE: FITE 2
Posted: Sun Nov 24, 2019 5:50 pm
by Teufeldk
A new version of FITE2 is now available. Version 1.8
Included in the zip are the scenario, equipment file, short briefing, and a change document.
RE: FITE 2
Posted: Tue Nov 26, 2019 7:13 am
by cpt flam
can you tell me, if this is the version you announced for few weeks later, please
RE: FITE 2
Posted: Tue Nov 26, 2019 11:18 am
by Teufeldk
It is the version I announced earlier
RE: FITE 2
Posted: Sat Apr 25, 2020 5:40 am
by Teufeldk
Version 1.9 of FITE2 is now available.
RE: FITE 2
Posted: Sat Apr 25, 2020 2:56 pm
by BigDuke66
Thanks, what are the changes?