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RE: WitE 2

Posted: Mon Feb 22, 2016 4:16 pm
by RedLancer
Have you looked at the Battles listed in the Commander's Report?

RE: WitE 2

Posted: Mon Feb 22, 2016 4:18 pm
by 821Bobo
ORIGINAL: uw06670

If not a true "replay" then a summary that is easier to digest than clicking on each of the battle sites to see what happened. Perhaps a list of battles where units Retreated, Routed, Shattered would be useful. If there is already something like this then I haven't seen it so far.

Its already in. In Commander's Report is a tab Battles.

RE: WitE 2

Posted: Mon Feb 22, 2016 5:26 pm
by uw06670
Thanks guys. I love putting my ignorance on display. [8|]

RE: WitE 2

Posted: Tue Feb 23, 2016 10:36 am
by swkuh
KUDOS for asking what I should know, but too dumb to ask.

RE: WitE 2

Posted: Wed Feb 24, 2016 3:06 am
by shermanny
I agree. I've not played but one H2H game and that one went very well for the Allies, but my sense is that a careful German will simply avoid serious fighting in
France, backpedaling to the Meuse, and thus while away June, July, and most of August. By the time the serious fighting begins, time is short for the Allies and the
weather is beginning to turn, and there's just no way with the combat engine as it is for the Allies to make real headway. Or maybe there's some way to bring in all
the bombers and break that deadlock? But I mean while playing largely within historical parameters.

The counter to this observation might be that history suggests that's exactly how it would have been had the Germans adapted that strategy. But the historical Allies
managed to make headway even in bad weather and even at unimpressive paper odds. The game engine simply doesn't adequately model the engineering and artillery
assets the Allies were able to bring to the fight.

Neither does it model the kinds of fluidity that can occur when somebody does mount a concentrated attack. The Germans can hardly get two hexes deep into the Allied line
in the Bulge scenario, for instance.

The key to all this might be to make the combat results table bloodier, especially for whoever draws the short straw when it comes to artillery and air support.
Mostly that would be the Germans...

Monty estimated that during the grind in Normandy, the Germans were losing 3 for 1. That was probably pretty accurate, and the German lines were getting threadbare
as a result. Later on it was more equal for a while, as air power's effects faded with the arrival of bad weather. But even then, the Germans were getting ground down and
pushed back.

RE: WitE 2

Posted: Wed Feb 24, 2016 3:20 am
by shermanny
Unless the combat results table is bloodier, the game will tend to deadlock. Now there's a balancing act here. Combat in which at least one side has fresh, well supplied, well supported troops and the weather is conducive to ground operations---that should be bloody for the loser and maybe for the winner if the defender had good positions to start with and anything like enough men to make a fight of it.

Once supply tails off, the fighting can become anemic. You can't shoot somebody if you don't have any more bullets.

RE: WitE 2

Posted: Wed Feb 24, 2016 4:51 am
by loki100
I'm sorry but I have seen Allied players in WiTW make substantial gains. The key is to keep your CV very high in a few selected formations and you do that by managing all the tools in the supply system. This is not just about setting HQ supply priority but also about how you construct your depot network. Add in, sometimes waiting for a turn is a good idea (ie let supplies build up) and pulling units off the line and back to the rear can make a huge difference.

Also the Western Front did gridlock a few times, not least from November 44 to March 45?

In WiTW its rarely a good idea to attack 'just because you can', best to wait till you have the optimal supply situation (with this balanced against the need to make progress)

RE: WitE 2

Posted: Wed Feb 24, 2016 1:19 pm
by swkuh
KUDOS, Loki100: "rarely a good idea to attack 'just because you can'"

Memo to General Staff: change methods immediately.

RE: WitE 2

Posted: Tue Mar 01, 2016 8:04 am
by sh0nyu
Hello John,

the idea of "increased MP" is a good one - we had a very interesting AAR in the german Forums, but using DC:CB.
You figured one very good Situation with "staff members". What about command structure? The OKH/AG commander gives strategic Targets and the army commanders have to reach them.
We had the problem that just one player was able to manage the counters. So in this special case the Army commander executed the orders of his Corps commanders which is the "wrong" way.

It will be very special and I think your way to seperate the staff branches may be easier to handle ;)

RE: WitE 2

Posted: Tue Mar 01, 2016 12:53 pm
by verdugo94
When could we expect the game to come? This year? 2 or 3 years? [:)]

Thanks

RE: WitE 2

Posted: Wed Mar 02, 2016 9:42 am
by RedLancer
I'll try and answer most things but never questions on time and money. [:(]

RE: WitE 2

Posted: Wed Mar 02, 2016 11:53 am
by verdugo94
Excuse me then Red Lancer[:)]

RE: WitE 2

Posted: Wed Mar 02, 2016 5:16 pm
by uw06670
Two feature requests, UI/UX related. Maybe you'll tell me they already exist and I just don't know where to find them...

1) When in Air Recon mode, please show me the hexes which I have already conducted Air Recon missions in. Currently I end up going back and forth between F11 and F5 to do this, which is annoying.

2) Be nice to have a Range Tool to aid AB deployment and Air Attack planning. I'd like to be able to go into 'range tool' mode and select a hex. then as I move the mouse around it shows me the actual # of hexes from selected hex to the currently mouse hovered hex. It could look like the movement path mode but instead of MPs left it shows actual air range (no MPs). An enhanced version of this tool would show me the range of the a/c in a selected AB so I can see easily if they are out of range for escort or bombing.

RE: WitE 2

Posted: Wed Mar 02, 2016 5:34 pm
by RedLancer
Mark

Do you have WitW? I guess from your requests you don't. If you do, I apologise, but without knowing the answer I can't reply effectively.

RE: WitE 2

Posted: Wed Mar 02, 2016 6:01 pm
by uw06670
No I haven't played WitW. Does it have these features or similar?

RE: WitE 2

Posted: Wed Mar 02, 2016 8:02 pm
by RedLancer
WitW (from which WitE2 is being developed) has a hugely more developed air system. The air system runs as WEGO before the ground phase for most missions apart from ground support.

You don't order missions you set air directives - for example recon this area using these squadrons on these days and look for the following targets. The system then calculates and runs the missions to deliver your directive. When you set up air directives the system advises you if aircraft are not in range.

So although you won't get what you request - you don't need it anyway. More detail here: http://www.matrixgames.com/amazon/PDF/M ... _Ebook.pdf

RE: WitE 2

Posted: Wed Mar 02, 2016 9:15 pm
by uw06670
thanks

RE: WitE 2

Posted: Sat Mar 05, 2016 7:39 am
by robinsa
For WITE 2 I would like to request a system where users easily can extract the own sides data from the game to use for analysis.

I would also request that there was an easier way to look at specific armies to see how they are doing one by one compared to the current combat report where you get huge reports without any really good filters.

RE: WitE 2

Posted: Sat Mar 05, 2016 2:27 pm
by Tejszd
ORIGINAL: Red Lancer

WitW (from which WitE2 is being developed) has a hugely more developed air system. The air system runs as WEGO before the ground phase for most missions apart from ground support.

It seems a bit odd to have mixed turn and WEGO in one game but must admit I haven't tried WitW as I'm more interested in the East Front.

Any chance/plan to make WEGO available as an option for land units?

I played the V for Victory and the World at War games years ago which used WEGO and found them to be very good! Love how both sides plan their moves at the same time, speeding play by mail games, and the surprises as both sides try anticipate what the other will do....

RE: WitE 2

Posted: Sat Mar 05, 2016 4:08 pm
by RedLancer
No - IGOUGO is at the heart of the design philosophy that underpins this current string of games.

If you want WEGO, and assuming you are not already very rich, then my advice is to win the lottery and pay morvael to develop a game from scratch. That is my plan - unfortunately despite my best efforts I never seem to buy quite the right ticket.