Game Suggestions:

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, Sabre21, elmo3

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Sabre21
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RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: johntoml56

Unit display - have more colours to be able to see without clicking which units belong to a corps etc; have a colour or soft factor to denote when a unit is a set % under TOE; group EXP and FAT nexrt to each other; not sure of the value of displaying troops, art, tanks on the counter - could use that space for something else...

We are pretty much at the limit of distinguishable colors, that's why the limit was set at army (German) and Front (Soviet).

We are at the limit on soft factors too. There were others I would have liked, but we have what we have.

The data that is on the counters is already at the limit too. We tried getting other data added, but there is only so much room. The use of military icons to represent the type of unit is pretty standard and I think most people prefer that.
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Sabre21
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RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: Lützow

What I'd like to see in further development of this series:

- Production and distribution of reinforcement/supply under player's control.

- Total overhaul of the air model. This one is subpar to previous 2by3 titles. I want control on airfield level, as in BTR and WITP.

- If there has to be a stacking limit on hexes, make it 4 counters at least. Divisions consists on 4 regiments, regiments on 4 battalions, battalions on 4 companies and so on. 4 is the magic number here. Splitting a unit into three pieces doesn't feel right.

To sum it up: less abstraction and more details.

The production system is what it is for WitE. Maybe in the future if and when a War in Europe is created we will have full production capabilities.

The air model was not intended to be like WitP. It is currently being improved upon. A total overhaul is unlikely.

We beat that stacking limit horse into the ground as testers many times, resurrected it and beat it again. But 3 is the limit. At least the Soviets can create corps formations and cities can attach some types of support units as can fortified zones/regions. This used to not be the case.
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Sabre21
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RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: sillyflower

I would also like the Rude lcounter we had in DNO. It would be very useful and more appropriate in a game that models individual a/c cf DNO

For those of you who don't remember DNO, the Rudel counter had a 1 in 3 chance of destroying a soviet tank brigade every 2 weeks.

That would be kind of cool to have unique units with personalities assigned to them..like Rudel, Wittman, Hartman..but I don't think at this level of operations that it would really be very realistic. Couldn't hurt to ask even though I already know the answer..lol.
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Sabre21
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RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: johntoml56

Have a count of the number of attached support units displayed on the counter when you highlight a unit; have the national air reserve displayed in the Order of battle Screen

Section 5.1.3 of the manual describes the color coding for the number of support units attached to the unit. It is a selectable soft factor. Data for the counter itself is already pretty much maxed out.

The National Air reserve for the OOB is a pretty good idea, I'm putting that on the list for sure.
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pad152
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RE: Game Suggestions:

Post by pad152 »

Ability to select/pick colors for units in the editor.

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Sabre21
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RE: Game Suggestions:

Post by Sabre21 »

Have a good Easter everyone, I'll be busy tomorrow so probably won't make it on the forum.
 
Andy
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76mm
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RE: Game Suggestions:

Post by 76mm »

Just remembered something I've wanted for a long time: can there be some on-map indication to show when a factory hex has been fully-evacced? Especially if you have several games going, it can be difficult to remember where you left off, and very tedious to go clicking from one factory hex to another.

I was thinking that when you select the show factory toggle, factory hexes which have been evacced would be a slightly different color, or show some symbol, etc.
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Shupov
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RE: Game Suggestions:

Post by Shupov »

Which unit is stronger? In mud turns since v1.04.10 it's not obvious. One can go through calculations based on the defensive strength but there is no easy way to tell the difference. This makes it unnecessarily difficult to position forces properly for the 1942 summer campaign for both the Axis and Soviets.

I suggest a third toggle on the 'z' hotkey that shows the unmodified CV. It could display as X+Y where X is the unmodified CV and Y is the movement points remaining. In the example shown the Panzer division might show as 15+23 and the Hungarian calvary as 2+7.

Another possibility is to show the unmodified CV in the Commanders Report.

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Wild
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RE: Game Suggestions:

Post by Wild »

I would definitely like to see the air war improved . I mean they already had a great system with Bombing the reich or Witp. I just can't see why the decision was taken to take such a big step backwards in this area.
I'm hoping when we are all said and done to have the greatest Eastern front game ever. It deserves a first class air system. Heck i would even take War in Russia's air system over this one, as i recall i had a blast with the airwar in that game.

My only other gripe is cosmetic. Please give me the ability to change the pink color of 4th Panzer to perhaps the Red of the RHQ or something. I cannot stand having a pink panzer army. The lime green one could go too. (Sorry Esther)

Other than these few complaints i think an excellent job is being done by everyone involved in this project.

P.S. i would also agree to tone down amphibious assaults somewhat.
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76mm
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RE: Game Suggestions:

Post by 76mm »

ORIGINAL: Shupov


I suggest a third toggle on the 'z' hotkey that shows the unmodified CV. It could display as X+Y where X is the unmodified CV and Y is the movement points remaining. In the example shown the Panzer division might show as 15+23 and the Hungarian calvary as 2+7.

Good point, but I would suggest showing the un-modded CVs in the right panel.
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76mm
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RE: Game Suggestions:

Post by 76mm »

Another idea: "semi-random" or "random-lite" weather, which only moves the mud/blizzard forward or backward a turn or two, and does not permit mud during the summer.

I am currently playing a PBEM GC where my German opponent has had TWO mud turns by Turn 7. I mean, come on...
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Sabre21
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RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: 76mm

Just remembered something I've wanted for a long time: can there be some on-map indication to show when a factory hex has been fully-evacced? Especially if you have several games going, it can be difficult to remember where you left off, and very tedious to go clicking from one factory hex to another.

I was thinking that when you select the show factory toggle, factory hexes which have been evacced would be a slightly different color, or show some symbol, etc.

The red highlight does go away if the on-map factory function is selected and all factories have been relocated. The downside is resources and ports trigger this highlight. That is on the suggestion list to try and get changed. That way when all factories are moved, then the highlight is gone.
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Tarhunnas
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RE: Game Suggestions:

Post by Tarhunnas »

ORIGINAL: 76mm

Another idea: "semi-random" or "random-lite" weather, which only moves the mud/blizzard forward or backward a turn or two, and does not permit mud during the summer.

I am currently playing a PBEM GC where my German opponent has had TWO mud turns by Turn 7. I mean, come on...

+1! I feel random weather is way too random at present.
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Sabre21
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RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: Shupov

Which unit is stronger? In mud turns since v1.04.10 it's not obvious. One can go through calculations based on the defensive strength but there is no easy way to tell the difference. This makes it unnecessarily difficult to position forces properly for the 1942 summer campaign for both the Axis and Soviets.

I suggest a third toggle on the 'z' hotkey that shows the unmodified CV. It could display as X+Y where X is the unmodified CV and Y is the movement points remaining. In the example shown the Panzer division might show as 15+23 and the Hungarian calvary as 2+7.

Another possibility is to show the unmodified CV in the Commanders Report.

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Seems like these things are always getting tweaked one way or another. Hopefully something can get figured out on this that works under the various weather conditions.
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Sabre21
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RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: Wild

I would definitely like to see the air war improved . I mean they already had a great system with Bombing the reich or Witp. I just can't see why the decision was taken to take such a big step backwards in this area.
I'm hoping when we are all said and done to have the greatest Eastern front game ever. It deserves a first class air system. Heck i would even take War in Russia's air system over this one, as i recall i had a blast with the airwar in that game.

My only other gripe is cosmetic. Please give me the ability to change the pink color of 4th Panzer to perhaps the Red of the RHQ or something. I cannot stand having a pink panzer army. The lime green one could go too. (Sorry Esther)

Other than these few complaints i think an excellent job is being done by everyone involved in this project.

P.S. i would also agree to tone down amphibious assaults somewhat.


The air war is being improved upon.

You do know that pink was the official panzer color. I'm surprised folks don't like pink panthers...lol. Jon (the first WitE tester) hates pink too. I think Ester put it in there just for him.
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Sabre21
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RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: 76mm

Another idea: "semi-random" or "random-lite" weather, which only moves the mud/blizzard forward or backward a turn or two, and does not permit mud during the summer.

I am currently playing a PBEM GC where my German opponent has had TWO mud turns by Turn 7. I mean, come on...

Off weather can only occur 1 time per zone per season. So if you get mud in only one zone during the summer, the other zones can still get it.
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randallw
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RE: Game Suggestions:

Post by randallw »

Players who don't like their panzer divisions in pink can simply allow the Soviet player to destroy them.  Problem solved. [:D]
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76mm
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RE: Game Suggestions:

Post by 76mm »

ORIGINAL: Sabre21

The downside is resources and ports trigger this highlight. That is on the suggestion list to try and get changed. That way when all factories are moved, then the highlight is gone.

Yeah, that's what I meant...if you can't move them, I don't care to see a highlight. I can figure out that the cities have a population and maybe some resources and railyards, and really those things don't matter that much in determining gameplay.
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gingerbread
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RE: Game Suggestions:

Post by gingerbread »

1) Re-evaluate the NKVD Border Regiments. They should never get any replacements (to make them shatter eventually if attacked) and should have a disband date like the Tank XX's. They are a-historically useful now.

2) Add some DL to entrained units to represent aerial recon of main feeder lines (i.e. the rails on the map). This should get interdiction up. (Please also "tell" the AI about this.)

3) The Rudel discussion made me remember some details about which rail lines the Soviets re-gauged in the Baltic States and eastern Poland. This is from memory as I do not have the FitE rules;
a) the Riga-Pskov was broad gauge
b) not all lines south of the Pripet marshes were made broad gauge
Incorporating this could slow down the drive to Leningrad while also increasing the pace in the south, at least west of the Dnepr.
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Tarhunnas
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RE: Game Suggestions:

Post by Tarhunnas »

This is from the thread: tm.asp?m=2792280&mpage=1&#2793491 where you can read the full discussion. This is my suggestion:

I think HQ buildup is too cheap for the Germans. I usually have the trucks to spare, and the AP cost is not very high. In my experience, it is somewhat overused. I would suggest that the AP price be raised by 50% or so.

Compare this to motorizing an infantry division. It costs about twice as many APs, and is of much more limited effectiveness. I never motorize any inf divs. The price of that should be like 1/4 of its present AP cost if players should be expected to use it.

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