Understanding the turn sequence

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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hazxan
Posts: 70
Joined: Fri Nov 09, 2007 10:45 pm

Understanding the turn sequence

Post by hazxan »

I'm trying to understand how the Air and Ground parts of the turn interact. Having checked the manual, I see the basic outline, but still have questions on the details.

It may just be me, but I've never really "got" how the separate week long air and ground turns work. You run a whole week of air missions, followed by rewinding to the start of the week and running a week of ground moves. I see the interdiction points on the hexes. But what if during the air phase, there's a hex that's enemy owned on monday, so I bomb it into oblivion on wednesday, thursday and friday. Then on my ground turn, time has rewound to week start and I move one of my units in on the tuesday, to the hex I just bombed. Did I end up bombing my own units?

Or what if there an airbase that performs a whole week of flying sorties, but in the ground phase that same airbase is taken over by the enemy half way through the week? What happens to the damage done by it's sorties in the second half of the week? They surely shouldn't have been flown?

And when you factor in that each side is taking turns - one side runs a week of air, then ground, then the other side does the same. It feels like impossible events must surely be happening. Units could be getting damaged by other units that were previously destroyed...and so on.

Is it a "turn based game" compromise that you just accept in return for not having week long turns, in contrast to the day turns of WITP?
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loki100
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RE: Understanding the turn sequence

Post by loki100 »

my feeling is yes, some of this is endemic to the yougo-igo game system. Wego solves some but often runs into problem with post-WW1 games and the greater mobility that resulted. So neither - I believe is a perfect fit.

some specifics.

If you put down interdiction it is there all week but only affects the enemy. You can bomb your own hexes - a very nasty trick as if can really catch out your opponent as they advance. But in your airphase you can supress interdiction (land and sea) by running AS missions over the hex(es) - so there is a bit of interaction between the phases.

But yes, if you displace an airbase that was used to hammer you earlier on, the original damage stays in the system.

If there is a solution its in smaller time scales and a wego design. Frank Hunter's Piercing Fortress Europa does this and its interesting to see how it works out - but also Italy by its geography constrains movement.
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