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RE: WitE 2
Posted: Fri Feb 21, 2020 12:21 am
by Sammy5IsAlive
ORIGINAL: Model1950
ORIGINAL: joelmar
There's so much going on in this game that each turn is a journey in itself, always bringing some new understanding and depth, which is where most of the fun lies for me.
Looking forward to see WitE2 in action! Thank you for this update.
Edited to remove the insult
The mask slips!
And you'd been on best behaviour for so long :'(
RE: WitE 2
Posted: Fri Feb 21, 2020 9:06 am
by joelmar
@Model1950
Edited to remove the insult
Oh, The mighty Lord of The Gifts himself speaks to me. Don't you know Bombadil doesn't care about the Ring?
RE: WitE 2
Posted: Fri Feb 21, 2020 9:50 am
by xhoel
ORIGINAL: Model1950
Edited to remove the insult
What a bizarre comment. Are you ok man?
RE: WitE 2
Posted: Fri Feb 21, 2020 11:03 am
by joelmar
@xhoel
What a bizarre comment. Are you ok man?
Tourette is a very sad sickness.

RE: WitE 2
Posted: Sat Feb 22, 2020 6:51 pm
by djnightmar3
Has it been considered to change the dynamic of turns?
the biggest complaint about realism is that units did not roam free for 7 days/it did not take 7 days for the enemy to react in any way.
if i understand air attacks in turns it would be something similar to this, where units can be be attacked by air units during the turn.
i would propose that both axis and soviets be able to attack in each turn, after the first turn of course,i just think that units should have more liberty and flexibility.
if i'm not understood i will clarify in a reply.
RE: WitE 2
Posted: Sat Feb 22, 2020 9:26 pm
by eskuche
I had this thought too, then looking at some books, it turns out that many times on the ostfront, reactions WERE that slow.
RE: WitE 2
Posted: Sat Feb 22, 2020 10:28 pm
by Karri
That would be impossible, or would just result in a very convoluted turn structure.
...though, I wouldn't throw away the possibility of tweaking with reserves and unit activations. What if you could set up a trigger on which your reserve units would counter-attack? ie. Axis occupy Kursk, and as a result selected units will launch all-out attack towards hex x,y?
RE: WitE 2
Posted: Sat Feb 22, 2020 11:51 pm
by Sammy5IsAlive
ORIGINAL: djnightmar3
Has it been considered to change the dynamic of turns?
the biggest complaint about realism is that units did not roam free for 7 days/it did not take 7 days for the enemy to react in any way.
if i understand air attacks in turns it would be something similar to this, where units can be be attacked by air units during the turn.
i would propose that both axis and soviets be able to attack in each turn, after the first turn of course,i just think that units should have more liberty and flexibility.
if i'm not understood i will clarify in a reply.
Put simply - it's not going to happen. To change the ground war from IGOUGO to WEGO would mean a fundamental reprogramming of the whole game.
If it helps your 'suspension of disbelief' it is worth remembering that the Soviet turn takes place in the same week so in theory what you are seeing is 3.5 day Axis offensives followed by 3.5 day Soviet reactions.
Or you could come at it from a different direction - your typical German division with the maximum 16MP can move 8 hexes into enemy territory assuming no opposition and clear terrain i.e perfect conditions. Given a hex size of 10 miles/hex and assuming a 10hr/day march you have 80 miles covered in 3.5 days/35hrs marching - so progress of 2.3 miles an hour. For reference Wikipedia has a typical US Army march pace at 3.4mph.
RE: WitE 2
Posted: Sun Feb 23, 2020 1:13 pm
by uw06670
I think for the first week or so Turns should be shorter, like 2 days. And maybe give the Sovs a random chance of being frozen or unfrozen, with more units becoming unfrozen every 2 days. Some Soviet armor was in motion on 6/22 other units waiting for orders for days.
RE: WitE 2
Posted: Sun Feb 23, 2020 4:26 pm
by Joel Billings
We very early on ruled out changing the turn scale (in fact removed the 4 day special turn 1 and went to 7 days for all turns). The full campaign is already 200+ turns long. We've added combat delay rules and reserve activations can be significant, including on the first turn. We lose some granularity, but that's always going to be the case with a hex based, turn based game. We still feel this is the best way to go. While the map scale hasn't changed, the map has as we used a better projection system. This leads to a longer front line from Leningrad to Rostov in terms of number of hexes versus WitE1. That, along with a more accurate terrain and road model makes things feel somewhat different.
RE: WitE 2
Posted: Mon Feb 24, 2020 6:21 am
by 821Bobo
ORIGINAL: Joel Billings
We very early on ruled out changing the turn scale (in fact removed the 4 day special turn 1 and went to 7 days for all turns). The full campaign is already 200+ turns long. We've added combat delay rules and reserve activations can be significant, including on the first turn. We lose some granularity, but that's always going to be the case with a hex based, turn based game. We still feel this is the best way to go. While the map scale hasn't changed, the map has as we used a better projection system. This leads to a longer front line from Leningrad to Rostov in terms of number of hexes versus WitE1. That, along with a more accurate terrain and road model makes things feel somewhat different.
Maybe worth to point out that now the not present first 4 day turn doesn't get Axis behind time table. It is very easy to capture Minsk on T1. In AGN and AGC sectors it is possible to reach places not possible in WitE.
RE: WitE 2
Posted: Mon Feb 24, 2020 8:10 pm
by AugustvonMackensen
ORIGINAL: djnightmar3
[...]
If it helps your 'suspension of disbelief' it is worth remembering that the Soviet turn takes place in the same week so in theory what you are seeing is 3.5 day Axis offensives followed by 3.5 day Soviet reactions.
[...]
I also imagine that the extra movement cost for enemy/pending-friendly hexes tries to represent small-scale combat in enemy territory (ambushes, a nasty roadblock that has to be taken or circumvented, etc.)
RE: WitE 2
Posted: Mon Feb 24, 2020 10:41 pm
by Joel Billings
Yes it does, and in WitE2 it's even more important to understand that you are moving in "hostile" territory even though it has been captured during the current turn. Extra fatigue costs, the inability to use admin movement (which you can use in friendly territory), and lower combat preparation(another new system) recovery means sometimes it's better to stop and rest in cleared areas as opposed to moving through newly captured territory.
RE: WitE 2
Posted: Tue Feb 25, 2020 1:22 pm
by JosephM
Hello All,
Apologies for the comment made by that user. We have given them a warning and edited all posts to remove his comment, which has no place on the forums. This thread will remain open, as it is important for the community, but I'd like to advise all users to respect each other and to encourage an open and engaged community, not to troll or throw insults around. I hope you are all looking forward to WitE2, and continue to engage with this and offer constructive critism where this is applicable
RE: WitE 2
Posted: Tue Feb 25, 2020 2:03 pm
by joelmar
@JosephM
Apologies for the comment made by that user. We have given them a warning and edited all posts to remove his comment, which has no place on the forums. This thread will remain open, as it is important for the community, but I'd like to advise all users to respect each other and to encourage an open and engaged community, not to troll or throw insults around. I hope you are all looking forward to WitE2, and continue to engage with this and offer constructive critism where this is applicable
Thanks to you. That user has lots to bring to the community and I don't think anyone wants to see him banished, not me anyway. Hoping he will heed your warning and follow your advice.
RE: WitE 2
Posted: Tue Feb 25, 2020 2:50 pm
by Telemecus
ORIGINAL: joelmar
@JosephM
Apologies for the comment made by that user. We have given them a warning and edited all posts to remove his comment, which has no place on the forums. This thread will remain open, as it is important for the community, but I'd like to advise all users to respect each other and to encourage an open and engaged community, not to troll or throw insults around. I hope you are all looking forward to WitE2, and continue to engage with this and offer constructive critism where this is applicable
Thanks to you. That user has lots to bring to the community and I don't think anyone wants to see him banished, not me anyway. Hoping he will heed your warning and follow your advice.
I think good moderation is a friend to all as it helps those who do have a lot to give to go that way and not in a bad direction. If left too late to take action you end up losing the good with the bad. This is a thrilling time to be involved in these kind of games and I am sure WitE1 and Wite2 are coming up to great times.
RE: WitE 2
Posted: Tue Feb 25, 2020 3:13 pm
by joelmar
@Telemecus
I think good moderation is a friend to all as it helps those who do have a lot to give to go that way and not in a bad direction. If left too late to take action you end up losing the good with the bad. This is a thrilling time to be involved in these kind of games and I am sure WitE1 and Wite2 are coming up to great times.
+1
RE: WitE 2
Posted: Tue Feb 25, 2020 5:05 pm
by OberGeneral
+1
RE: WitE 2
Posted: Wed Feb 26, 2020 3:34 pm
by Karri
Can we get a word on the AI? I am yet to play WitE against human opponent, and don't really want to either. The AI however pretty much sucks, and there is no way of really modifying it. Are there any changes in this regard?
RE: WitE 2
Posted: Wed Feb 26, 2020 5:40 pm
by king171717
ORIGINAL: Karri
Can we get a word on the AI? I am yet to play WitE against human opponent, and don't really want to either. The AI however pretty much sucks, and there is no way of really modifying it. Are there any changes in this regard?
playing against another person is so much better. Why are u not wanting too?