SUPPLY- Thread number 2000 on this topic

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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cfulbright
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RE: SUPPLY- Thread number 2000 on this topic

Post by cfulbright »

Funny, I had to Google what "GS" means. It means General Service.

Cary
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RE: SUPPLY- Thread number 2000 on this topic

Post by cfulbright »

One last point on the on-map GS units. You want to naval move both the US and UK units in the third turn, most likely, so they can start repairing the rail hexes in Sicily.

Let us know when you're conquered Sicily and are ready to invade the Italian mainland. There's a trick to using the naval TF's in the ferry hexes between Messina and Reggio Calabria so that your units in Sicily can attack Reggio Calabria by land without a naval invasion.

Cary
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RE: SUPPLY- Thread number 2000 on this topic

Post by MemoryLeak »

I will let you know. I am going to start Husky over again to try some of the suggestions.
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RE: SUPPLY- Thread number 2000 on this topic

Post by MemoryLeak »

Hi Cary,

I am in turn 5 of Husky. It's going so so. I am more interested in trying out different commands and displays than winning.

But one thing is bugging me. Last time I played this scenario I had Engineer units all over the map. I didn't put
them there or control them but at least I could admire them...

This time there isn't an engineer in sight and all of the railroads are at 100 damage.
I took a snip of the situation. Maybe you can suggest something or anyone who wants to jump in here.



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If you want to make GOD laugh, tell him your future plans

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cfulbright
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RE: SUPPLY- Thread number 2000 on this topic

Post by cfulbright »

Hi Larry,

1. You need to leave your TF's off the invasion beaches in order for those hexes to work as landing zones and temporary ports. It looks like you pulled them back, though I don't know what turn you did that.

2. Transport the MTO railroad repair units to Sicily in turn 3, which means in Turn 2 getting them into a port and embarking them (naval move them to Pantelleria).

3. I don't know why the GS units didn't get deployed. Look in the Commander's Report (CR) and see what HQ they're assigned to.

Cary
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MemoryLeak
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RE: SUPPLY- Thread number 2000 on this topic

Post by MemoryLeak »

I moved the Invasion TF's into port because you mentioned if they were in port the port is repaired overnight.

I will move the MTO units to Sicily. I really have no idea what I am doing.

I'll check the CR but it will be like reading Latin to me. Too much information and too many abbreviations. I see so many
numbers and then more numbers in parenthesis without any explanation. I hover the cursor over items on
the map that I know are important but nothing is explained. Name of a city (10). so what? is that good or bad or
just for show? I have the personality that needs to know how those numbers pertain to the game.

I looked at the Commander's Report and I don't know if it tells me about the game or about building a rocket.
Where would I start to look for Engineer units that are missing in Sicily? What tab is that under? I'm tired and I will
, I don't know what.
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RE: SUPPLY- Thread number 2000 on this topic

Post by GloriousRuse »

WITW admittedly sometimes doesn’t work well with telling HOW to actually make a command happen, even when it tells you WHAT you should be doing.

1. To maintain an open beachhead, a TF needs to be adjacent. (unless you have a mulberry, but that’s only in France).

2. To repair a small port immediately, a TF needs to be adjacent.

3. To repair rails, you need a rail repair unit for manual repairs - move it to a damaged rail hex (they’ll show up when it’s selected) and once there click the little RRC button on the unit screen. Not the most intuitive.

4. GS units get deployed in the span of the HQ. I’ve found that assigning them down to a Corps that is close to where you want repairs works well for front line stuff. To assign units to a HQ, the easiest (not only) way is to open up that HQ, click the Assigned tab which will show you all of its assigned subordinates, and then click “assign support units” which will produce a list of all the support eligible to transfer in.

4b. Alternatively, you can click on the city name (upper right hand corner) which will pop out a list of everything interesting in the hex, including the ports and rail yards. Click on a damage number and it’ll prompt you to ask if you want priority repairs - which will prioritize it to receive engineer support from the AI. That said, they will also repair at a steady set rate on their own.

5. The CR is a bit like contractor grade power tools versus the black and decker home stuff. You can do a lot very fast, very effectively, and with lots of immediate capability on hand. But it has no shiny rubber casing, and you can accidentally drill through a wall in about five seconds. Before mucking with it too much, you’ll notice that there is a ground units and air units tab. Start there. At the bottom you’ll see unit tags like armor, infantry, etc. and an echelons tab. If you need to see where a type of unit is, select the appropriate items and a list of all whatever will appear, with a ton of information you don’t care about yet, but one very important piece which is where it actually is. You can click that and it’ll take you there on the map. Later you can do things like mass assign supply, air group mission status, and the like in five to six clicks as opposed to dozens of on map clicks.

———

It’s late here, but if you get on the Hex! discord tomorrow, I can talk some of this in real time with you.
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RE: SUPPLY- Thread number 2000 on this topic

Post by MemoryLeak »

I went on Discord and I searched for Hex! but no hits. My Discord account is yolo911.
If you want to make GOD laugh, tell him your future plans

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MemoryLeak
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RE: SUPPLY- Thread number 2000 on this topic

Post by MemoryLeak »

Thanks to all who tried to make a fraction of this game understandable. It failed. I quit.
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RE: SUPPLY- Thread number 2000 on this topic

Post by MarechalJoffre »

I fully share your frustration. Supply is complicated, but not impossible to deal with. What is impossible with this game however is the whole air phase. AI doesn't do a great job, it often feels like my bombers are hitting anywhere but where I want them to. I might bounce off WitW as well.
countrboy
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RE: SUPPLY- Thread number 2000 on this topic

Post by countrboy »

This thread makes me chuckle as it just about sums up my WitW experience. I keep trying to give it a chance, as I have a real interest in the Med and the Western Front, but I just can never quite get into it. It seems impossible to figure it out without spending more time on it than I do at work. Invariably I head back to WitE, beaten by the game again.
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RE: SUPPLY- Thread number 2000 on this topic

Post by GloriousRuse »

Huh. I found it reasonably quick and manageable compared to other WitX titles. Smaller scope, a lot of the automatic defaults are quite sensible, and a mere 97 turns front to back in the GC - the quicker, smaller turns and shorter game means you can actually finish a campaign in a few months HvH.

Re: air. May I ask how you’re missing? I find that the quickest thing the WA has to learn with air power is that until the late war, it’s strength isn’t that it can win everywhere at once, it’s that it can win anywhere it wants to once this turn.
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RE: SUPPLY- Thread number 2000 on this topic

Post by cfulbright »

Question for you. After a cross-channel invasion, what depot levels do you assign to:

1. Ports in England on the channel
2. All other ports in UK
3. Ports on the French/Belgian cost that have other depots they're feeding

See my screenshot. Do all those depots, and at those levels, make sense?

Cary

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