help with changing the invade location

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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fifthva
Posts: 14
Joined: Sat Sep 20, 2014 8:10 pm

help with changing the invade location

Post by fifthva »

At the beginning of WIW, one can change the invade coordinates to Sicily. The book has no real useable instructions. Could someone show me how to change the invade coordinates?

I would also like to know how to designate invade points after Sicily. The book is HORRIBLE on these subjects.
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Joel Billings
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RE: help with changing the invade location

Post by Joel Billings »

This is from page 10 of the player's handbook (also, the one page guide in the handbook covering invasions explains things and is illustrated - look for the player's handbook on your start menu under Gary Grigsby's War in the West):

Targeting. (5.4.4/16.6.1) An Amphib HQ, located in a Port Hex, can be targeted for an Invasion. Re-targetting an Amphib HQ loses 2/3 of accumulated Prep Points. At the start of some scenarios special rules for retaining Prep Pts when re-targeting apply in order to allow game variation. To target left click the TARGET bar below the Counter Icon in the Unit Bar. Eligible Target Hexes will be shaded yellow (you can only land in a clear, wood, bocage or city hexes). Right click on the Hex to target. Over the following turns Prep Pts will accumulate. Although Amphib HQs provide the amphib capability the invasion force is provided by a CU stacked with the Amphib HQ. When stacked together the CU gains prep pts too: Regts/Bdes gain points faster than Divs. The less you have stacked with the amphib HQ and the larger the port the more prep points you gain per turn. E.g. 1 Regt in a Port 6 will take 3 turns (63 prep). 1 Div in the same port will take 6 turns (54 prep). 2 Divs in the same port will take 9 turns (54 prep). You need at least 50 pts to allow an invasion and the max level is 90. CUs
require at least 30 Pts to participate. The more prep points you have the less attrition is suffered during the invasion. Attaching a SU to a targeted CU results in a loss of 10 prep pts. HQs and Armd Divs cannot be part of an initial landing.

All understanding comes after the fact.
-- Soren Kierkegaard
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