WiR Luftwaffe Auftragstaktik

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ab067
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WiR Luftwaffe Auftragstaktik

Post by ab067 »

I have had a great deal of difficulty learning how to play this fabulous game War in Russia.

Any reviews I have read all talk about the steep learning curve and complexity of gameplay.

From my experience of learning this game I came to the following conclusion. The game is not hard to learn, it is the tutorial,
introduction to the interphase and the failure of following the principles of KISS that make learning this game difficult.

The two checklist I have seen are sound, but provide little guidance for the novice.

I am currently running through the 1941 scenario, making notes and will present a tutorial that is easy and intuitive to follow.

Using the AI, I will endeavour to follow the principles of auftragstaktik, of which this particular game is suited for.

ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

I am not an experienced player, however, I can flatten the learning curve dramatically for you so that this experience is enjoyable and intuitive.

If you wish to learn the game easily, I suggest the following items as useful.

The game runs well on my win XP, but there is some ghosting with the graphics. So, I use
dosbox and it works flawlessly in windowed and full screen modes. Dosbox is not difficult to setup.

Snarf15 enables you capture screenshots in a dos environment and stores it in a bmp file. Just google snarf15.zip and you will find it. Very easy to use.

A map of the playing area with city names, rivers, etc is located on page 6 in a thread titled WIR V3.3 Map.
Print it out in color. It dramatically improves situational awareness.

The WIR checklist located in the thread Learning to Play WIR. It is the 6th msg down.
Learning the game is tied to using this checklist methodically.

There are 2 manuals, the original GG WiR and the Wargamers Guide to GG WiR Matrix edition 3.0. The original manual contains some information that has a better explanation than the Wargamers guide. However, both contain some misinformation due to the many upgrades. It is not necessary to read them prior to using this tutorial.

Also a clear plastic sheet with circular range marking denoting the ranges for various aircraft. eg ME109E, JU88, etc. This can placed over the screen to see which targets are within range. A simple ruler with the same markings will also work.

The in game tutorial has the player micro managing from the very start.

This tutorial will follow the basic principals of Auftragstaktik.

As supreme commander you will issue your HQ with tasks what you wish accomplished, read the the combat reports, provide greater direction in areas needed.

This direction would take the form of moving aircraft to an area that needs greater support, changing the aircraft types, training or refitting aircraft. Changing tank types, relocating them to areas needed. Moving reinforcements from the main HQ to areas required. Also changing production of aircraft, armour, etc.

Changing the commanders and finally if necessary taking over a HQ and its divisions and micro managing the plotting when they are unable to follow your directives.

This tutorial will start with what is intuitive and move to the micromanaging aspect of the game.





ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

Lesson one:

The game turns follow a sequence of phases. In learning the game it is necessary to be aware of this flow and understand that only two phases, are initially of any interest to the novice player. These are the orders and combat sequence.

The turn sequence is located on page 5 of the original manual.

The orders phase is where the player inputs his orders to the various units and the combat phase is just observing the AI carrying out those orders.

The combat phase is broken down into 3 phases called the combat sequence:
1 Bombard/Artillery fire
2 Anti-tank Fire
3 Assault Fire

This combat phase can occur several times with each unit, because each unit can move, attack in various combinations up to 5 times within this phase.

The combat phase and sequence is explained on page 15/16 of the old manual.



ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

Lesson two:

Map orientation and familiarization.

The map is large and the screen does not show the whole map without scrolling. Also, the cities are not easily identified, so a printed map with city names is a helpful aid.

Load the game for Campaign 1941, Soviet as the AI, Axis Human, even. When prompted display on High for both.

After the map loads, the Turn sequence will commence. When it reaches a prompt with the orders prompt, press accept.

The orders phase is where you control the game directly and where you issue orders, directions to the various HQ, units, etc.

Useful hotkeys, press twice to return to original map:

F1 .... changes map scale. The strategic map is the most useful.
F8 .... removes all units to see cities. Left click on city you wish to view and press hotkey C to view production.
F9 ..... view enemy controlled hexes.
F10 ..... view active rail lines.

Locate the HQ labelled West Front and left click on it.

It will display icons of the aircraft and divisions located in it. Right clicking will open a folder with the the names of the divisions, plus the Leader (F1) and Air Groups (F2). Press escape to exit.

Locate the Italian Front HQ and do the same as above.

Locate the OKH/OKW and do the same as above.

From the manual, reinforcements arrive in the Axis OKH HQ (page 28).

Locate the Finnish HQ and also the HQ's for the North, Central and South Army Group HQ's near the Soviet border.

When looking inside some of the HQ, change the leader to a better quality one using the F1 hotkey.





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Rasputitsa
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RE: WiR Luftwaffe Auftragstaktik

Post by Rasputitsa »

Looks like a simple old game, but when you raise the hood .........[&o]
"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon
ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

Lesson three:

Combat

Aircraft operational combat can occur during the orders phase in which you set a mission and it is immediately carried out.
The missions available are: Interdict, Bomb airfield, Bomb City and Airlift. (page 8 in the manual)

Close Air support, ie aircraft supporting a ground operation is only carried out during the combat phase, during which you have no control.

Ground units can move in any area not controlled by the enemy (F9 hotkey) and this occurs during the orders phase and the results are immediate.

For ground units to move into an enemy controlled hex, the unit must be plotted (page 13 manual). The results of these plots are not immediately displayed. They occur during the combat phase.

For combat to occur with ground units, you must plot your intentions during the orders phase and again, the results occur during the combat phase.

To see how this happens during game play, load War in Russia.

Load the game for Campaign 1941, Soviet as the AI, Axis Human, even. When prompted display on High for both.

After the map loads, the Turn sequence will commence. When it reaches a prompt with the orders prompt, press accept.

Locate the Karelian Finnish Army HQ, left click on it, left click Set Object, left click the city of Leningrad.

In the HQ menu left click on HQ Control and set to Computer Operational Control. (page 8 manual).

Press escape to display the options menu and move to the combat phase.

Select combat and then accept.

Now just watch the AI as it plots the ground units, then engages the ground units in combat with close air support.

As the reports come in on the left side of the screen and the results on the right side, visualize what is occurring to understand the flow of combat.

First the fighters come in, then the enemy fighters meet them, then the fighters attack the bombers....etc.

At the completion of each combat sequence (page 16 manual):
1 Bombard/Artillery fire
2 Anti-tank Fire
3 Assault Fire

...the casualty report is displayed with the results of what occurred. Press escape when you have finished reading it.


Once all the combat sequences are completed the Soviet turn will commence.

Here you will see your HQ airbases attacked from the Soviet HQ airbases. As the Human Axis player we could do the same during our orders phase.

Allow the game to continue when reports are displayed by pressing escape.

As the game progresses, it takes a little longer for the map display, options menu to display.

When the options menu displays, select orders/accept and check the map/units in the Finnish area.

Press escape and the options menu will display. Select Combat and accept.

Observe several turns to see the flow of the turn sequence, and to experience the combat sequence by following the reports.



ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

Lesson four:

Being the observer and watching the turn sequence and then the combat sequence can become boring, so now we will provide some input.

While still allowing the AI to manage the plotting and combat we will provide additional air groups to the Finnish front.

As in lesson three: Load War in Russia.

Load the game for Campaign 1941, Soviet as the AI, Axis Human, even. When prompted display on High for both.

After the map loads, the Turn sequence will commence. When it reaches a prompt with the orders prompt, press accept.

Locate the Karelian Finnish Army HQ, left click on it, left click Set Object, left click the city of Leningrad.

In the HQ menu left click on HQ Control and set to Computer Operational Control. (page 8 manual).


Now select the West Front HQ (it can be any Axis HQ) and in the menu select Air Tran.

Now select the Karelian Finnish Army HQ and select ALL the air groups and press escape. All the Air groups should be now in the West Front HQ. (page 33 manual under Air Tran) Press escape to exit the menu.

Now, select the Karelian Finnish Army HQ and select Air Tran. Select any axis HQ, in any order and transfer up to 10 air groups into the Finnish HQ.

Try a mix of ME109 and JU87's.

Press escape to display the options menu and move to the combat phase.

Select combat and then accept.

Now just watch the AI as it plots the ground units, then engages the ground units in combat close air support with the aircraft you have selected.

Run the game for several turns, changing the groups as you like.



ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »


I will be redoing these notes later with improved clarification.

For now, Lesson five:

As in lesson four: Load War in Russia.

Load the game for Campaign 1941, Soviet as the AI, Axis Human, even. When prompted display on High for both.

After the map loads, the Turn sequence will commence. When it reaches a prompt with the orders prompt, press accept.

Locate the Karelian Finnish Army HQ, left click on it, left click Set Object, left click the city of Leningrad.

In the HQ menu left click on HQ Control and set to Computer Operational Control. (page 8 manual).


In this lesson we are transferring aircraft from the various Axis HQ to the North Army Group and its three subordinate HQ's: 18th Army, 16th Army and 4th Panzer Army.

Into the North Army group Air Transfer 10 group of ME109's.

Into the three subordinate air transfer JU88 in one, HE111 into another and in the last a mix of JU52 and any other bombers left over. Fill each with as many of the same type of aircraft if possible.

Set the mission for the JU88 to Bomb Airfield

Set the mission for the HE111 to Interdict.

Set the mission for the aircraft in the last HQ to Air Transport.

Now, support the Fins in capturing Leningrad.

Before starting the combat phase, select a HQ and from the menu Bomb Airfield, then select a Soviet HQ to attack. Read the messages as the airfield is attacked.

Next, select the HQ with the bombers set to Interdict, select an enemy unit in the Finnish front. Read the messages as the enemy unit is attacked.

Now, check the range of the JU52's and find a friendly unit within that range. Check the units readiness (the percentage number in brackets.) select the HQ, Airlift and then select the unit to receive the supplies. After the supplies are airlifted, check the readiness of the unit again.

Press escape to display the options menu and move to the combat phase.

Select combat and then accept.

Run the turn several times to see the effects of using Interdict, Bomb Airfield and Airlift.



ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

At this stage I found I was comfortable with the sequential flow of the game.

Now for the mechanics of plotting.

Lesson six:

Print out the tutorial and play it.

In the menu the scenario is no longer called Moscow, but Typhoon.
ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »


Lesson seven

Reading the manual at this point will provide greater clarification of the mechanics of gameplay.

You will need the original manual, the Wargamers guide v3.0 and the updates located on page 2 of this forum, under the thread title "Little help from experienced players... "

Read the original manual first, because it has some good explanations that are not included in the Wargamers guide.

Then, read the updates file that explains the changes from the v2.0 to 3.0.

Wargamers Guide to GG WiR Matrix edition 3.0 should be read next, as it incorporates the changes.

Finally the updates files explains the changes since 3.0.

A note of caution. The tables in both manuals for Axis/Soviet equipment and aircraft and not accurate. During the orders phase, press ALT/R for a printout of the correct tables.


ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

Lesson eight is the use of checklists. This is necessary to ensure nothing is missed.

The first checklist is from the original manual and the second is an updated version.

*****************************

Orders Phase / Player Checklist

1. Check for reinforcements.
2. Upgrade units with new equipment.
Check pools.
3. Check the supply level of your units
(Airlift or Special Supply).
4. Change HQ control of any units
that may be necessary.
5. Change HQ Replacement Level
if necessary.
6. Place HQs under computer
control — set objective if necessary.
7. Perform air missions.
8. Move units.
9. Plot units.

****************************


Orders Phase / Player Checklist

Check status of West/Italian Fronts

Check for Reinforcements on Map and in OKH/OKW

Check Pools – monitor troop and equipment levels

Check HQ replacement levels – adjust against levels in Pools

Check Army HQ assignments – (ALT-H to change Army Group/OKH control)

Check Unit HQ control – change before movement

Check Units supply levels – Airlift/Special supply as necessary

Check Unit fatigue levels

Check for Infantry Units allocated to Pz Korps

Allocate Air Missions

Move Units

Plot Units
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Rasputitsa
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RE: WiR Luftwaffe Auftragstaktik

Post by Rasputitsa »

Checklists are also important to make sure things are done in the right order. [:)]
"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon
ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

At this stage you are prepared to play any of the scenarios on either side.

Your knowledge is adequate, with the only thing lacking ....... experience.

There are two main types of gameplay. In this forum I found that everyone appears to micro manage their turns.ie they prefer to use Full Human Control. I have not come across anyone who uses the AI HQ in Computer Operational Control as a strategy.

I have run the game with both players in Computer Full Control, stopping and changing the game to both human to see what the HQ objectives are, the composition of corps, activation of new HQ's, additional units, positioning of aircraft groups, etc.

The AI does things I haven't considered. For the Soviets it activates extra units and many additional HQ's. The selection of HQ objectives are deep in Axis territory. The Axis AI HQ, also has their objectives deep in Soviet territory, which I found surprising. Plus the Axis HQ all seem to cluster together and move forward as a group to the same objective.

I will elaborate further if I observe any emergent baviour with the AI using Computer Operational Control instead of micromanaging, or any other anomalies.
ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

One of the difficulties of understanding plotting is, what is a good plot and seeing examples of these plots.

If you select a scenario with both players computer you can enter the phase after the computer has made its plots, but prior to combat.

This is the normal turn sequence which can be read at the bottom left of the map display screen:

· Axis Player Phase:
Events
Partisan
Supply
HQ Control
Replacements
Readiness Recovery
Orders
Combat
· Soviet Player Phase:
Supply
HQ Control
Replacements
Readiness Recovery
Orders
Combat
Victory Conditions


For a both computer scenario the sequence is a little different.

· Axis Player Phase:
Events
Partisan
Supply
HQ Control
Replacements
Readiness Recovery

***** at this stage you will see "setting map values"
Now, press the D key ( upper or lower case)

The game will continue cycling through the sequence. The Display/Delay menu will
come up. Any selection is fine and press accept.

The computer will move units, HQ will execute Interdict, bomb AF, bomb city, etc.

Then the orders menu will come up. Select orders/accept.

Now you can review the plots of each unit, or select a HQ and select SHOW to see all the plots.
You can change the plots. You will notice two commands in some of the unit plots: a and m.

"m" indicates the unit has used a move already, however, don't know what "a" means.

You can change production, issue new movement orders. Change the HQ control.

However, like Cinderella at midnight, when the turn sequence starts for the next turn, HQ control reverts back to Computer Full Control.

Any other changes like production, etc do remain at what you have set.

You can do all things you would do in the Orders stage.

Once finished select escape, the orders menu will display and select combat/accept.

***************************************
The turn sequence will continue.

Orders
Combat
· Soviet Player Phase:
Supply
HQ Control
Replacements
Readiness Recovery
Orders
Combat
Victory Conditions



At the beginning of the new turn sequence you will have to press D again to have the Orders menu display again.



ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

The meaning of "a" and "m" in the plot menu when playing Both players Computer:

m means the unit has already moved during the orders sequence, so it cannot plot.

a means the unit was just created (in the menu bar, UTIL/ADD UNIT), so it cannot plot.

I also have not come across any unit, Axis or Soviet using "b" (artillery bombardment) in its plots.
ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

I have found that observing a computer vs computer game is the closest I will get to watching two experienced players play.

Intervening in the turn sequence by pressing D enables me to see planned plots and then subsequent movements, when new units/HQ's are added and their positioning, the movement of air groups, the use of resupplying units. I have observed the computer use encirclement and I also think I have seen some cases where the computer set up a kill zone to draw the opposing player into. There were several times that plots were set up anticipating a unit entering into a hex during the plotting phase. eg 0009s. It appeared that this plot would enable the plotting unit to attack a unit if it entered the hex when that unit would be at its lowest readiness.

Observing the different scenarios available provides a different perspective of the flow and strategies required as the equipment available improves.
ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

The advantage of playing any scenario with both players as computer versus a scenario with one player human and the other computer is the ability to try different strategies and see the effects on the full game, in a relatively short time with minimal effort.

eg I wanted to see if just using BF109 and BF110 for the whole game as fighters instead of FW190 would make an impact.

I changed the factories and controlled production and upgrades. I let the computer handle everything else. I did intervene at times to see how the computer moved around air groups, but I left the plotting alone.

Sometimes I was curious as to why the computer did some moves, so I checked its plots before combat and then watched the results during the combat portion.

To run from June 1941 to the end, sometime in late 1944 took about 6 hours.

I tried intervening with the method used in the previous post by pressing the 'D" key during the "setting map values", but it only works when Both Computor is selected.


ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »

Even reading the manuals and the update changes still leaves many gaps in my knowledge for playing this game.

Currently I am re-reading through all the old posts to glean further information on undocumented and lost knowledge.
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Orm
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RE: WiR Luftwaffe Auftragstaktik

Post by Orm »

Thank you. [:)]
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
ab067
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RE: WiR Luftwaffe Auftragstaktik

Post by ab067 »


Thanks.

Hopefully it will help others.
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