Fuel And Armaments Campaign Proposal
Moderator: Joel Billings
Fuel And Armaments Campaign Proposal
Hi
I know I should put this in the " feature Suggestion " sub forum, however in the General section it will be seen more.
I have been keeping up with the discussions on the forum regularly, there have been a number posts / threads about the fuel and armaments factories.
Back in the day before WITE 2 came out and everyone was playing WITE 1 the discussion was about both sides never running out of fuel.
When 2 was announced and the game was was being designed I seem to recall in one of the updates posts to the community that in the new game this fuel issue would be addressed for the new game.
Also in WITE 1 the early capture / destruction of Soviet Industry was from what I viewed a popular idea.
Fast forward to now and I mentioned up above we are having discussions about both these subjects again.
The " Sudden Death " requirements are great and if The Axis reach The Caucasus its " Game Over " for The Soviets.
Also I have read posts saying that The Axis can run out of fuel in 1942 and 44/45.
But we still seem to have members of the community asking about both the fuel and armaments issues.
I know 2 by 3 games have a lot of things on there plate just with the current format of the game and there doing a great job, love this game.
So My proposal would be the design of a fuel issue ( both sides ) and early capture / destruction of Soviet Industry " NON Sudden death oriented 41 campaign ".
I know 3 by 2 games cant just throw one together overnight, it could come in a expansion pack sometime down the track or maybe in a DLC or something in 6 months time or so.
The " Sudden death " is great challenge even for me playing the AI, but I always like to challenge myself even more and adding 2 more obstacles / incentives in this game makes it all the more fun.
So could maybe 2 by 3 games put out a POLL and see what the community thinks about such a Idea.
regards
I know I should put this in the " feature Suggestion " sub forum, however in the General section it will be seen more.
I have been keeping up with the discussions on the forum regularly, there have been a number posts / threads about the fuel and armaments factories.
Back in the day before WITE 2 came out and everyone was playing WITE 1 the discussion was about both sides never running out of fuel.
When 2 was announced and the game was was being designed I seem to recall in one of the updates posts to the community that in the new game this fuel issue would be addressed for the new game.
Also in WITE 1 the early capture / destruction of Soviet Industry was from what I viewed a popular idea.
Fast forward to now and I mentioned up above we are having discussions about both these subjects again.
The " Sudden Death " requirements are great and if The Axis reach The Caucasus its " Game Over " for The Soviets.
Also I have read posts saying that The Axis can run out of fuel in 1942 and 44/45.
But we still seem to have members of the community asking about both the fuel and armaments issues.
I know 2 by 3 games have a lot of things on there plate just with the current format of the game and there doing a great job, love this game.
So My proposal would be the design of a fuel issue ( both sides ) and early capture / destruction of Soviet Industry " NON Sudden death oriented 41 campaign ".
I know 3 by 2 games cant just throw one together overnight, it could come in a expansion pack sometime down the track or maybe in a DLC or something in 6 months time or so.
The " Sudden death " is great challenge even for me playing the AI, but I always like to challenge myself even more and adding 2 more obstacles / incentives in this game makes it all the more fun.
So could maybe 2 by 3 games put out a POLL and see what the community thinks about such a Idea.
regards
RE: Fuel And Armaments Campaign Proposal
+1
As I wrote in some topic, I am ready to even pay for a DLC that will make sense of capturing factories in Kharkov, Zaporozhye, Dnepropetrovsk, Stalino and nearby cities and so on. If they are captured before a date - it must lead to less production of a Soviet equipment.
IRL Germans were going for this cities for a reason. At it is factories and production. This is what wins a war.
As I wrote in some topic, I am ready to even pay for a DLC that will make sense of capturing factories in Kharkov, Zaporozhye, Dnepropetrovsk, Stalino and nearby cities and so on. If they are captured before a date - it must lead to less production of a Soviet equipment.
IRL Germans were going for this cities for a reason. At it is factories and production. This is what wins a war.
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
RE: Fuel And Armaments Campaign Proposal
ORIGINAL: Stamb
...
As I wrote in some topic, I am ready to even pay for a DLC that will make sense of capturing factories in Kharkov, Zaporozhye, Dnepropetrovsk, Stalino and nearby cities and so on. If they are captured before a date - it must lead to less production of a Soviet equipment.
...
it does at the moment
- thedoctorking
- Posts: 3032
- Joined: Sat Apr 29, 2017 12:00 am
RE: Fuel And Armaments Campaign Proposal
If I understand correctly, factories are evacuated on their historical date and this makes no change in the Soviet production. But it the Axis occupy the city before that historical date, then the factory is evacuated, but the Soviets lose that production for the intervening period. So there is a reason for the Axis to try to occupy factory sites quickly and for the Soviets to defend those factory cities as best they can.
RE: Fuel And Armaments Campaign Proposal
When I have time I will play as both sides and then just rush to this cities as an Axis and then compare production for the Soviets when this cities are taken and not. It will give an answer.
Or maybe some players have a saves when this cities were taken ahead of historical date and can check Logistics production screen to see if there are any penalties in production.
Or maybe some players have a saves when this cities were taken ahead of historical date and can check Logistics production screen to see if there are any penalties in production.
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
RE: Fuel And Armaments Campaign Proposal
ORIGINAL: loki100
ORIGINAL: Stamb
...
As I wrote in some topic, I am ready to even pay for a DLC that will make sense of capturing factories in Kharkov, Zaporozhye, Dnepropetrovsk, Stalino and nearby cities and so on. If they are captured before a date - it must lead to less production of a Soviet equipment.
...
it does at the moment
I'm sure your correct on this matter but what I am saying is that from playing WITE 1 early capture of some Soviet Factories resulted in there permanent destruction, while others were rebuilt for Axis use.
However in WITE 2 if the Axis capture a city early the factories still get evacuated and there is just a disruption in production based on the capture time.
There is the exception I believe that factories that were never captured historically do in fact become permanently destroyed which is great but these factories are so far back in the interior of Russia it would seem unlikely to reach them, well not against a human player anyway.
What I'm proposing is the destruction of some but not all factories in Western Russia that are overrun in 1941 during the opening Axis invasion be permanently removed from Russian industry.
regards
RE: Fuel And Armaments Campaign Proposal
The current system has Soviet factories removed to the east having a delay in time before they begin to operate again at full strength factory size.
If the Axis captures the city BEFORE the historical evacuation two things happen. The first is that the delay is longer and will not be ready until well after the historical evacuation would have been. I have seen delays as long as 120 turns for captured factories. The other penalty is that the factory size is also reduced - sometimes down to 1. The size of a factory grows slowly over time until it hits a maximum size. So early captured factories will be out longer than historical evacuation and be smaller.
The Axis are no longer able to totally destroy a factory. Why? Because the Soviets would have built a new factory to replace it. Just because the single factory producing equipment X is captured and destroyed by the Axis does not mean that the Soviets would then abandon the project because the factory was destroyed. They would rebuild the factory from scratch - which is what the current game process does. It is a longer process to do so and that is reflected in the game.
If the Axis captures the city BEFORE the historical evacuation two things happen. The first is that the delay is longer and will not be ready until well after the historical evacuation would have been. I have seen delays as long as 120 turns for captured factories. The other penalty is that the factory size is also reduced - sometimes down to 1. The size of a factory grows slowly over time until it hits a maximum size. So early captured factories will be out longer than historical evacuation and be smaller.
The Axis are no longer able to totally destroy a factory. Why? Because the Soviets would have built a new factory to replace it. Just because the single factory producing equipment X is captured and destroyed by the Axis does not mean that the Soviets would then abandon the project because the factory was destroyed. They would rebuild the factory from scratch - which is what the current game process does. It is a longer process to do so and that is reflected in the game.
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DeletedUser1769703214
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- Joined: Fri Feb 05, 2016 12:26 am
RE: Fuel And Armaments Campaign Proposal
ORIGINAL: carlkay58
The current system has Soviet factories removed to the east having a delay in time before they begin to operate again at full strength factory size.
If the Axis captures the city BEFORE the historical evacuation two things happen. The first is that the delay is longer and will not be ready until well after the historical evacuation would have been. I have seen delays as long as 120 turns for captured factories. The other penalty is that the factory size is also reduced - sometimes down to 1. The size of a factory grows slowly over time until it hits a maximum size. So early captured factories will be out longer than historical evacuation and be smaller.
The Axis are no longer able to totally destroy a factory. Why? Because the Soviets would have built a new factory to replace it. Just because the single factory producing equipment X is captured and destroyed by the Axis does not mean that the Soviets would then abandon the project because the factory was destroyed. They would rebuild the factory from scratch - which is what the current game process does. It is a longer process to do so and that is reflected in the game.
If you capture Moscow you will destroy the factories there. If the factories were not moved in real life that the game is modeled after then the factories are destroyed if captured in the game. I mentioned this in this thread https://www.matrixgames.com/forums/tm.asp?m=5064885 I am pretty sure this has not changed since I was gone the last couple of months.
Thus, if you take Stalingrad the factories are destroyed.
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DeletedUser1769703214
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RE: Fuel And Armaments Campaign Proposal
ORIGINAL: HardLuckYetAgain
ORIGINAL: carlkay58
The current system has Soviet factories removed to the east having a delay in time before they begin to operate again at full strength factory size.
If the Axis captures the city BEFORE the historical evacuation two things happen. The first is that the delay is longer and will not be ready until well after the historical evacuation would have been. I have seen delays as long as 120 turns for captured factories. The other penalty is that the factory size is also reduced - sometimes down to 1. The size of a factory grows slowly over time until it hits a maximum size. So early captured factories will be out longer than historical evacuation and be smaller.
The Axis are no longer able to totally destroy a factory. Why? Because the Soviets would have built a new factory to replace it. Just because the single factory producing equipment X is captured and destroyed by the Axis does not mean that the Soviets would then abandon the project because the factory was destroyed. They would rebuild the factory from scratch - which is what the current game process does. It is a longer process to do so and that is reflected in the game.
If you capture Moscow you will destroy the factories there. If the factories were not moved in real life that the game is modeled after then the factories are destroyed if captured in the game. I mentioned this in this thread https://www.matrixgames.com/forums/tm.asp?m=5064885 I am pretty sure this has not changed since I was gone the last couple of months.
Thus, if you take Stalingrad the factories are destroyed.
It was post #10 in the thread linked above where I started the conversation on destroying industry.
RE: Fuel And Armaments Campaign Proposal
ORIGINAL: carlkay58
The current system has Soviet factories removed to the east having a delay in time before they begin to operate again at full strength factory size.
If the Axis captures the city BEFORE the historical evacuation two things happen. The first is that the delay is longer and will not be ready until well after the historical evacuation would have been. I have seen delays as long as 120 turns for captured factories. The other penalty is that the factory size is also reduced - sometimes down to 1. The size of a factory grows slowly over time until it hits a maximum size. So early captured factories will be out longer than historical evacuation and be smaller.
The Axis are no longer able to totally destroy a factory. Why? Because the Soviets would have built a new factory to replace it. Just because the single factory producing equipment X is captured and destroyed by the Axis does not mean that the Soviets would then abandon the project because the factory was destroyed. They would rebuild the factory from scratch - which is what the current game process does. It is a longer process to do so and that is reflected in the game.
You have made some good points there on the Factories, however there is still the question of Fuel.
like I said in my opening post if The Axis capture The Caucasus its basically game over for the Russians, that is in a SUDDEN DEATH campaign as more likely The Axis will have the numbers when the Check is activated.
However in a LONG game the loss of The Caucasus could possibly be a disaster ( The Soviets ) for them, on the other with LENDLEASE and oil facilities in the extreme EAST might save them.
I am not looking at this from one side as I also feel The Axis should have the same issues to.
I play The Axis but I want a even playing field, so if I launch a 1942 offensive and run out of fuel, so be it.
I see a lot of players saying they may run out of fuel in 42 but there will be a post from some one you wont because of game design more or less and then another post saying you may.
I just want the game to be as historical as can possibly for both sides, that is all.
regards
- thedoctorking
- Posts: 3032
- Joined: Sat Apr 29, 2017 12:00 am
RE: Fuel And Armaments Campaign Proposal
Yeah, I remember one really lame thing that happened to me in a WitE1 game - my Li-2 factory was captured before it could be evacuated, and so the Soviet air force didn't have any transport capability until the Yankees started sending us C-47's in 1973. I remember thinking at the time that the Soviets would certainly have figured out how to build a new factory if their original one was overrun.
RE: Fuel And Armaments Campaign Proposal
Capturing Stalingrad does not destroy the factories.
RE: Fuel And Armaments Campaign Proposal
In any event there is no real production loss even if you do let cities be taken before evacuation happened, this is most felt when players just abandon Ukraine with minimal defenses just to delay the Axis a bit, but not actually hold them back. I also have no recollection of someone on the forum (AAR or otherwise) actually doing a manual evacuation in anticipation of losing a hex earlier than historical, which makes me believe there is no reason to do so.
- KenchiSulla
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RE: Fuel And Armaments Campaign Proposal
ORIGINAL: Jango32
In any event there is no real production loss even if you do let cities be taken before evacuation happened, this is most felt when players just abandon Ukraine with minimal defenses just to delay the Axis a bit, but not actually hold them back. I also have no recollection of someone on the forum (AAR or otherwise) actually doing a manual evacuation in anticipation of losing a hex earlier than historical, which makes me believe there is no reason to do so.
When you have a city that has its rail cut but otherwise well defended and still contains factories I would move the factories manually
AKA Cannonfodder
"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivor
"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivor
RE: Fuel And Armaments Campaign Proposal
ORIGINAL: Stamb
When I have time I will play as both sides and then just rush to this cities as an Axis and then compare production for the Soviets when this cities are taken and not. It will give an answer.
....
rather handily there is an answer in the manual

ORIGINAL: tm1
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Also in WITE 1 the early capture / destruction of Soviet Industry was from what I viewed a popular idea.
...
two issues - one a lot of the WiTE1 game play around this was utterly unrealistic with German mot divisions doing odd moves to 'lock down' factories etc. Also Soviet players sending factories forward so they would get destroyed to save on supply/production or moving them on a regular basis so they stayed damaged. I'm sure there was a load else.
So, one goal in WiTE2, was to limit the value of ahistorical actions
the other, equally important, is to better place the player, in WiTE1 you ended up as a hybrid of Stalin and Stavka, WiTE2 you are in charge of military operations and the wider context is handled for you (or constrains you via the VP system).
When I first started testing (some time ago), I fussed around trying to work the perfect HI/arms pt mix to save, when to evacuate and so on. Realised it was not part of the design and have never bothered with it since.
RE: Fuel And Armaments Campaign Proposal
I want to perform my test to check if production of different kinds of weapons will go down or not.
Let's imagine following situation.
When fabrics are operating at full power (enough supplies/armament points and all other stuff that is needed) every turn Soviet produces:
- 10k rifles
- 500 howitzers
Will production of a weapons itself (not armament points) go down or Soviets still will be able to produce 10k rifles, 500 howitzers like before only because they have virtual pool of stockpiled armament points (which grapth goes only up and up in every game, even vs an AI), if cities with this factories will be captured ahead of a historical date?
This is a question.
Let's imagine following situation.
When fabrics are operating at full power (enough supplies/armament points and all other stuff that is needed) every turn Soviet produces:
- 10k rifles
- 500 howitzers
Will production of a weapons itself (not armament points) go down or Soviets still will be able to produce 10k rifles, 500 howitzers like before only because they have virtual pool of stockpiled armament points (which grapth goes only up and up in every game, even vs an AI), if cities with this factories will be captured ahead of a historical date?
This is a question.
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
RE: Fuel And Armaments Campaign Proposal
It makes sense, but for example production of a main weapons is fixed. Lets say Axis builds 20 88mm flak per turn. While still producing tons of other weapons that are already counted in thousands in a pool. Would not it make a sense to shift production to fulfill a gap in a missing items?ORIGINAL: carlkay58
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The Axis are no longer able to totally destroy a factory. Why? Because the Soviets would have built a new factory to replace it. Just because the single factory producing equipment X is captured and destroyed by the Axis does not mean that the Soviets would then abandon the project because the factory was destroyed. They would rebuild the factory from scratch - which is what the current game process does. It is a longer process to do so and that is reflected in the game.
Слава Україні!
Glory to Ukraine!
Glory to Ukraine!
- Beethoven1
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RE: Fuel And Armaments Campaign Proposal
ORIGINAL: Jango32
In any event there is no real production loss even if you do let cities be taken before evacuation happened, this is most felt when players just abandon Ukraine with minimal defenses just to delay the Axis a bit, but not actually hold them back. I also have no recollection of someone on the forum (AAR or otherwise) actually doing a manual evacuation in anticipation of losing a hex earlier than historical, which makes me believe there is no reason to do so.
I have done manual evacuation, and pretty sure I mentioned it in an AAR somewhere. You do get more production by manually evacuating if you are going to lose somewhere prior to its historical capture date, because if factories are force evacuated early they get more damage and so they take longer to repair and get back to 100% production. This probably doesn't make much if any difference for armaments, since Soviets should have basically enough of those anyway, but it does make at least some difference for production of AFVs and planes in some cases (since those have the specialized factories).
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DeletedUser1769703214
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RE: Fuel And Armaments Campaign Proposal
ORIGINAL: Jango32
Capturing Stalingrad does not destroy the factories.
Capturing Stalingrad "will" destroy the T-34 Chassis factories that are located there if the hex is taken by the Germans.
RE: Fuel And Armaments Campaign Proposal
ORIGINAL: HardLuckYetAgain
Capturing Stalingrad "will" destroy the T-34 Chassis factories that are located there if the hex is taken by the Germans.
They will not be permanently destroyed, you will get the same amount of factories in Tizny Nigal and the Stalingrad factories will automatically be deleted (even if Stalingrad is never lost) on the historical capture date.

