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RE: WITE 2.0 OOB?
Posted: Fri Jul 15, 2016 6:29 pm
by sillyflower
ORIGINAL: RKhan
ORIGINAL: morvael
The road from adjustable OOB leads to adjustable production leads to adjustable technology. I think this is more what Hearts of Iron series is about, but for this game the designers choose a different way. I do like building my own army, so I miss this part.
Not necessarily, and I am glad this is not Hearts of Iron.
I agree with RKhan on both counts. The Russian OOB is very adjustable but player has no influence over production or technology; other than by moving factories to stop them producing.
As others have said, historical OOBs, which include TOEs, were driven by events. Same issue as national morale in a way. The multiple changes to Russian inf TOEs drive me mad especially in '42 when my rifle squads suddenly shrink when I have plenty of men and arms points.
RE: WITE 2.0 OOB?
Posted: Fri Jul 15, 2016 10:15 pm
by Icier
More a question for morvael...as the Germans OOB is more or less finalised..how hard would it be to put some limits on the Soviets in the next patch, say something like Wikipedia list.
RE: WITE 2.0 OOB?
Posted: Mon Jul 18, 2016 7:59 pm
by SeriousCatNZ
One thing that should limit the Soviet player is that the Soviet supply situation was highly constrained, so whilst they could field a vast number of troops they could supply very few of them for combat. This led to the Soviets mainly using their rifle divisions as holding troops, whilst the precious and scarce supply they did have was given to their best units, such as Guards, cavalry, and armour.
In WITE it's too easy for a competent Soviet player to hold the Germans because they don't suffer from historical supply constraints. Even though the Soviets are evacuating much of their heavy industry eastwards the Soviets still have way too much supply. (To be fair, the Germans also have way too much supply and can afford to attack everywhere, which is complete fantasy.)
RE: WITE 2.0 OOB?
Posted: Wed Oct 12, 2016 7:24 pm
by Schmart
ORIGINAL: el hefe
2. The rename function allows units to rename and change OBs many times throughout their life without requiring the unit to withdraw from the front and a fresh (and fully equipped) unit replacing it as a reinforcement. Now, we can properly simulate units being upgraded seamlessly. An example of this is the 373rd Wallonian Infantry Battalion that begins in the Western Theater Box. On Turn 104 (Summer 43), it upgrades to the 5th SS Walloonian Motorized Brigade and on Turn 174 (Fall 44), it upgrades to the 28th SS Wall. Grenadier Division.
This will be
extremely helpful to build my full 41-45 Russian OOB (especially if it will also apply to support units). Further, if a Disband Unit option could be added in the editor, then it would be golden!