Defending the Rodina - A Soviet WiTE2 AAR
Posted: Thu Jan 14, 2021 12:33 pm
This series of game reports is designed to give you some idea how WiTE2 plays and an insight into some of the new game mechanics.
It is played vs the Axis AI and is currently in early 1945 (you've already seen one screen shot from that phase of the game). The layout of the updates will follow a fairly standard pattern of setting the scene in the actual game and then a discussion of a particular game mechanism.
There will be other AARs, including at least one MP tussle, so with this one we are going to move fairly quickly. The goal is to give you an overview of how the game comes together rather a detailed turn by turn report.
Setting up the Game
For those of you used to the WiTx series, at first glance the game set up screen is familiar.

There are 2 completely new controls though and note that, for these, both sides will play by the same rules depending on the options chosen.
The 'Automate AI Air Assist' will be discussed below as its a major topic.
The other new option concerns the concept of Theatre Boxes. If you have played WiTW then you will know that game had an 'Eastern Front' box that gave the Axis player some control over the flow of formations to and from the east. Well WiTE2 has the complete Axis and Soviet war commitment including Soviet forces in the Far East, the Axis war with the allies in North Africa (and later in Europe).
The war between the Soviet Northern Front and the Finnish and German armies is handled in a Theatre box as is the partisan war.
If you tick that box, you have substantial control over the allocation of forces.
Over-commit and you gain bonus victory points (again a topic for later) and can delay the Allied advance, potentially stopping or slowing their invasion of Europe. Under-commit and the reverse happens, you lose VP and maybe see the Allies in Italy in very early 1943.
For this game, I have left the Theatres out of my control. The only thing I can do is to voluntarily send additional formations to one or other of the theatres. I can't return these to the map so need to be very sure I'll never need them again.
Before going on, the AI is far better in WiTE2 than in any of the earlier games. It will shift strategic direction as well as make better operational choices. At the start, I strongly suggest do not give it any bonuses till you understand the main game mechanisms. After a while set the Soviet AI to at least 110 (if you are playing the Axis) and the Axis AI to at least 120. As ever, in a game with the AI you can adjust these but at those levels the AI gains substantial benefits that will ensure a much better game.
Even experienced testers are struggling against the Soviet AI at 110 morale, above that it is a fearsome opponent and you quite simply can't afford to make any mistakes or sub-optimal moves.
It is played vs the Axis AI and is currently in early 1945 (you've already seen one screen shot from that phase of the game). The layout of the updates will follow a fairly standard pattern of setting the scene in the actual game and then a discussion of a particular game mechanism.
There will be other AARs, including at least one MP tussle, so with this one we are going to move fairly quickly. The goal is to give you an overview of how the game comes together rather a detailed turn by turn report.
Setting up the Game
For those of you used to the WiTx series, at first glance the game set up screen is familiar.

There are 2 completely new controls though and note that, for these, both sides will play by the same rules depending on the options chosen.
The 'Automate AI Air Assist' will be discussed below as its a major topic.
The other new option concerns the concept of Theatre Boxes. If you have played WiTW then you will know that game had an 'Eastern Front' box that gave the Axis player some control over the flow of formations to and from the east. Well WiTE2 has the complete Axis and Soviet war commitment including Soviet forces in the Far East, the Axis war with the allies in North Africa (and later in Europe).
The war between the Soviet Northern Front and the Finnish and German armies is handled in a Theatre box as is the partisan war.
If you tick that box, you have substantial control over the allocation of forces.
Over-commit and you gain bonus victory points (again a topic for later) and can delay the Allied advance, potentially stopping or slowing their invasion of Europe. Under-commit and the reverse happens, you lose VP and maybe see the Allies in Italy in very early 1943.
For this game, I have left the Theatres out of my control. The only thing I can do is to voluntarily send additional formations to one or other of the theatres. I can't return these to the map so need to be very sure I'll never need them again.
Before going on, the AI is far better in WiTE2 than in any of the earlier games. It will shift strategic direction as well as make better operational choices. At the start, I strongly suggest do not give it any bonuses till you understand the main game mechanisms. After a while set the Soviet AI to at least 110 (if you are playing the Axis) and the Axis AI to at least 120. As ever, in a game with the AI you can adjust these but at those levels the AI gains substantial benefits that will ensure a much better game.
Even experienced testers are struggling against the Soviet AI at 110 morale, above that it is a fearsome opponent and you quite simply can't afford to make any mistakes or sub-optimal moves.