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RE: WitE2
Posted: Fri Nov 06, 2020 10:33 pm
by Zorch
I understand there will (finally!) be a War in the East 2 game. Can I have Rommel command a Panzergruppe on June 22 1941? Will it include the Soviet Putilov Stal-5 flying wing transport? Is there an option to form a panzer division using the
Panzer VIII Maus tank? Can the Soviet player order Banzai attacks by out-of-supply units?
The game is absolutely worthless if it doesn't have all of these. [:D]
I'm really looking forward to War in the East 3, in about 2030.
RE: WitE2
Posted: Sat Nov 07, 2020 6:13 am
by loki100
ORIGINAL: keitherson
As a strictly WitE player, is there anything in the WitW manual that would be beneficial to read to get a head start on understanding WitE2? Anything that is largely unchanged?
there is nothing that is unchanged from WiTW but logistics (as above) and the broad outlines of the air war are both totally different to WiTE1 and use the broad concepts from WiTW. Also the concept of multi-role units (usually brigades that can be on map as a combat unit or off map as a support unit).
The WItE2 manual has several pages of major changes between WiTW and WiTE2 which may indicate how much has differed (its also got a section on some the more important shifts from WiTE1 to help orientate players making the transfer)
RE: WitE2
Posted: Mon Nov 09, 2020 6:27 pm
by Erik Rutins
Hi everyone,
Development on WITE2 is going very well, we are in a late beta stage and it's shaping up to be great wargame. It's been a much bigger endeavour than WITW was compared to WITE. We'll be able to share a lot more with you all, including a release timeframe, during December. Stay tuned and you'll know much more in the near future.
Regards,
- Erik
RE: WitE2
Posted: Mon Nov 09, 2020 10:30 pm
by Sammy5IsAlive
Great news Erik! Eagerly looking forward to hearing more!
RE: WitE2
Posted: Tue Nov 10, 2020 9:06 am
by Hanny
ORIGINAL: Erik Rutins
Hi everyone,
Development on WITE2 is going very well, we are in a late beta stage and it's shaping up to be great wargame. It's been a much bigger endeavour than WITW was compared to WITE. We'll be able to share a lot more with you all, including a release timeframe, during December. Stay tuned and you'll know much more in the near future.
Regards,
- Erik
Thanks for the update!.
RE: WitE2
Posted: Tue Nov 10, 2020 11:16 am
by EddyBear81
Considering the (huge) gap between WitE and WitW, I really wonder what you are up to...
Great news !
RE: WitE2
Posted: Tue Nov 10, 2020 8:13 pm
by OberGeneral
Thanks Erik. Really GREAT news. Very much looking forward to it![&o][&o]
RE: WitE2
Posted: Fri Nov 13, 2020 4:41 pm
by nukkxx5058
ORIGINAL: OberGeneral
Thanks Erik. Really GREAT news. Very much looking forward to it![&o][&o]
+1
RE: WitE2
Posted: Fri Nov 13, 2020 5:35 pm
by Shupov
+1
RE: WitE2
Posted: Fri Nov 13, 2020 8:21 pm
by Naughteous Maximus
Since we will be waiting until next month for more information on WITE2, I was wondering if at least you guys can wet our appetite and let us know what campaigns and scenario's will be in the new upcoming game?

RE: WitE2
Posted: Sat Nov 14, 2020 2:58 am
by Technopiper
ORIGINAL: Naughteous Maximus
Since we will be waiting until next month for more information on WITE2, I was wondering if at least you guys can wet our appetite and let us know what campaigns and scenario's will be in the new upcoming game?
Wild guess: Operation Barbarossa?
RE: WitE2
Posted: Mon Nov 16, 2020 5:51 am
by nukkxx5058
ORIGINAL: Technopiper
ORIGINAL: Naughteous Maximus
Since we will be waiting until next month for more information on WITE2, I was wondering if at least you guys can wet our appetite and let us know what campaigns and scenario's will be in the new upcoming game?
Wild guess: Operation Barbarossa?
[:D][:D][:D]
RE: WitE2
Posted: Fri Nov 27, 2020 4:13 pm
by AlexSF
RE: WitE2
Posted: Fri Nov 27, 2020 4:23 pm
by nukkxx5058
Cool, thanks !
Watching the Panzer Corps 2 demo on the twitch link and suddently had a bad trip: hope WITE2 won't have all these fancy flashy rotating 3D map and 3D terrain with rending water effects with shadows ... this would definitely be a turn off for me. Hope they stick with a good old school 2D hexes+nato counters game ...
RE: WitE2
Posted: Fri Nov 27, 2020 5:19 pm
by Erik Rutins
RE: WitE2
Posted: Mon Nov 30, 2020 6:53 pm
by meskary
Great news!
RE: WitE2 Release Date!
Posted: Thu Dec 03, 2020 11:41 pm
by CJM
https://www.youtube.com/watch?v=27t70-_DmXU
Go to the 2 hour and 30 minute mark for the WiTE2 discussion. Spring 2021 is the forecasted release date.
A late Christmas gift!!!
RE: WitE2
Posted: Fri Dec 04, 2020 12:56 pm
by Light4bettor
Can who is familiar with WitE2 give a fuller explanation of the new combat-delay rule that is to be implemented? Billings did go over it in the Slitherine twitch interview but only briefly.
Is it related to the system used in the game Operational Art of War?
RE: WitE2
Posted: Fri Dec 04, 2020 1:10 pm
by Sammy5IsAlive
ORIGINAL: Light4bettor
Can who is familiar with WitE2 give a fuller explanation of the new combat-delay rule that is to be implemented? Billings did go over it in the Slitherine twitch interview but only briefly.
Is it related to the system used in the game Operational Art of War?
I'm not sure how much that rule differs between WITW and WITE2 but in the former at least the manual explains it as follows:
14.1.5. COMBAT DELAY MOVEMENT COSTS
Whenever ground combat takes place in a hex, there is a chance that a ‘combat delay’ will be generated for the hex which may slow down future movement from this hex during the current movement phase. This combat delay accumulates as described below with every battle in the hex, but total combat delay in a hex may never exceed nine points. This combat delay is listed at the bottom of the hex pop up and is displayed in the hex inside a small movement compass the same color as the non-phasing player. The graphic display can be toggled on or off using hotkey Ctrl-d. The effect of the delay is that when a unit moves out of a hex, it expends an amount of MPs equal to the combat delay if a non-motorized unit, and three times the combat delay if a motorized unit. As always it must have enough MPs to successfully complete the move or it is not allowed. All combat delays are zeroed out at the start of the next logistics phase. Combat delay points are added to a hex as follows:
3 Points – Deliberate attack with final odds < 5 to 1
2 Points – Deliberate attack with final odds >= 5 to 1 and < 10 to 1
1 Point – Deliberate attack with final odds >= 10 to 1
1 Point – Hasty attack with final odds < 10 to 1.
Note
This rule makes does not make it harder to enter
a hex that was taken in combat, but does make it
harder to move further than that hex during the
current combat phase.
If there are big differences introduced in WITE2 then perhaps one of the Devs will be able to correct me.
RE: WitE2
Posted: Fri Dec 04, 2020 1:15 pm
by Light4bettor
Oh ok, I didn't realize it was already being implemented in WitE1. Thanks for the heads up on the rules.