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Kind of a New player question
Posted: Sun Jun 21, 2026 4:42 pm
by Atlas27
Hello,
First playing a WitE game. Managed to get a Decisivo Victory on Velikie Luki scenario and a Minor Victory on Road to Minsk.
An observation that I had on Road to Minsk and I wanted to ask veteran players about It: my panzer and motorizad divisions were always AHEAD... And I mean AHEAD of ALL other divisions. It would take probably two or three turns for my infantry to catch them up, maybe more, because I was focusing on closing a pocket.
Am I playing this correctly? Is that how operationally things should go? I
Re: Kind of a New player question
Posted: Sun Jun 21, 2026 6:21 pm
by Fraggo5
Motorised Divisions and Armour should definitely be well ahead of your infantry, you got it right in saying you were "focusing on closing the pocket" .
In the campaign game you will spend quite a lot of your time closing pockets and moving on to the next one .
Re: Kind of a New player question
Posted: Wed Jun 24, 2026 1:01 pm
by Nazcatraz
Atlas27 wrote: Sun Jun 21, 2026 4:42 pm
my panzer and motorizad divisions were always AHEAD... And I mean AHEAD of ALL other divisions. It would take probably two or three turns for my infantry to catch them up, maybe more, because I was focusing on closing a pocket.
- German officers in 1941.
Yes that how it was back then lol. Since only a small percentage of the Wehrmacht were motorized, infantry had big trouble catching up.
Re: Kind of a New player question
Posted: Wed Jun 24, 2026 5:36 pm
by Wiedrock
*- German Officers in 1940
Re: Kind of a New player question
Posted: Wed Jun 24, 2026 11:24 pm
by TallBlondJohn
In 1941 yes this is normal. But as the Red Army improves, it becomes more risky to stick your panzer neck out too far and too thin. As a Soviet player, you need to seek opportunities to keep the German player honest by breaking pockets and temporarily isolating spearheads, sacrificing a few units if necessary. It wont last long but you need to break up the German momentum when you can.
Enjoy the game, The Road to Leningrad is a fantastic scenario you can play in an evening, with a gentle-ish introduction to supply, air war and support units when you are ready.
Re: Kind of a New player question
Posted: Thu Jun 25, 2026 11:40 am
by Atlas27
That's my next scenario.
Even though I still don't get the Air War completely (I might stick with the AI for now), I'm just happy to shuffle counters around and get a win, even if it's an ugly one.
Learning the ropes on the ground war: understanding how to better position HQs to avoid command range penalties, how to make a proper spearhead, pockets, how to close pockets, depot management, leaders, how to use regiments to cover more land...
Really good game but a steep learning curve.
Re: Kind of a New player question
Posted: Fri Jun 26, 2026 10:24 pm
by TallBlondJohn
I've been playing WITE2 since launch day and always AI the air war. I just don't like it, lots of reasons. Fortunately I can mostly ignore it - if playing the campaign just figure out putting air groups in different stances and attached to different armies (rules section 17.1). And how to switch the minelaying aircraft unit from the Baltic to the siege of Odessa/Sevastopol, where they are far more useful blockading the ports, which you can set manually.
For RoL, just have fun. Then as you learn, tackle the challenge of capturing Leningrad. Th AI plays well, so you will need to learn how to rest and rotate units so that you have fresh, prepared units for the urban battle. And finally support units - you will want to strip out the heavy artillery and pioneers from your armies and concentrate them in the corps that will make the final assault. Or for a real laugh, study how the historical AGN made a total hash of the north. Its not hard to do better!