Couple of criticisms

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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Oleg Mastruko
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RE: Couple of criticisms

Post by Oleg Mastruko »

ORIGINAL: 39battalion
This is a depressing thread.

However if he is correct it essentially means the game is broken for the Soviet player, at least against the AI.

Very sad for a game that was receiving so many early accolades.

Yea mate, keep on reading "depressing threads" and not playing the game, the rest of us have no problem enjoying it...

Besides, it is my opinion EVERY DAMN game is kinda "broken" against the AI, simply because deeply complex games like these are not meant to be played against the AI. Find a human, play a PBEM. Then come back.
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Mynok
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RE: Couple of criticisms

Post by Mynok »

Find a human, play a PBEM. Then come back.

Words to live by. AI is for learning. Playing is for humans.
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Oleg Mastruko
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RE: Couple of criticisms

Post by Oleg Mastruko »

ORIGINAL: Mynok

Find a human, play a PBEM. Then come back.

Words to live by. AI is for learning. Playing is for humans.

Smirfy mentions what he calls "counter shove" - a funny term BTW, the high point of the whole thread LOL.

In retrospect, I cannot remember ANY GAME that I could NOT have won vs the AI using the simple counter shove, and never having to worry about supplies, support units etc. Every game I ever played vs the AI ended up in boring "counter shove" and easy victory with HQs and support units thrown accross the map.

Then, I switched to PBEM where "counter shove" equals certain death.

End of story.
gradenko2k
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RE: Couple of criticisms

Post by gradenko2k »

I think we are going round in circles it is not the challenge it is the mechanics, it is how the game is operating, it is the number of redundant features.

The point is that setting the AI to Challenging or better is going to let it put up a stiffer defense, which means you wouldn't be able to steamroll from Kiev to Lvov in a single summer campaign
Smirfy
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RE: Couple of criticisms

Post by Smirfy »

Like I said but it seems to be continually ignored it is not the challenge but the operation of the game, obviously a human opponent will give you a better challenge I'm never expecting a back hand blow type counterstroke from the AI any AI. The AI as far as AIs go in WITE does a pretty good job but is this because mechanics are non existant or is this because it is good?

The game is meant to represent war in the eastern front, and war in the second world war but falls short in numerous areas, C+C being one of them. The limited loss in CV for units attached directly to Stavka and OKH without reporting to a combat headquarters is a very poor representation of the actaul case as units would progressively be less ready for combat the further back the chain they go. Not having to attach these units to combat HQ's is lazy mechanics.

The ability of infanrty units to move 100's of mile and be combat ready exerting a ZOC given that movement is meant to be simultenuos is laughable. I can just imagine what would happen to such a formation if it did that to an Armoured spearhead in WWII :D. It can do this even when not reporting to a local HQ [&:]. Seriously that is just again lazy mechanics.

"Mr Patton sir you have just been stopped by a unit that is ten miles away which has marched over one hundred mile in perfect order"

"Which HQ is it reporting to?"

"OKW in Berlin sir"

"Where is it getting its supply?"

"Berlin sir"

"Okay better stop to let our artillery catch up to blast through this checkboard defence"

Not really having HQ's influence the game and the ability to simulate the destruction of HQ's is bizarre and seems rather a bolt on.

Like I said I like the Database, I love the Map I love the implementation of support units but C+C suspends believe.

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Oleg Mastruko
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RE: Couple of criticisms

Post by Oleg Mastruko »

Smirfy, in your last post you are just complaining about the turn based system and IGO UGO mechanics, not the supply system.

Yes, it is inherent to turn based system, and especially IGO UGO, that a unit will move "hundered of miles" and do many things while the opponent is unable to react. We knew WITE was going to be turn based and IGO UGO, like, YEARS in advance, and it's kinda beside the point to complain about it now.

As for the C&C complaints.... I do think most of them stem from the fact you're playing the AI, and using half a brain at that. Play a human opponent and see how EVERY little bit counts, and how HQ hieararchy makes or breaks a battle by sending reserves, supporting units etc.

Also, do you suggest a unit should starve just because it wasn't attached to a nearby HQ? I am sure there will be some food and fuel found for them even if they are currently unattached to anything near [:D]
janh
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RE: Couple of criticisms

Post by janh »

For the movement part, yes, the old Panzer General system of IGO UGU makes it a little more difficult to imagine that many things happen simultaneously in the 1-week turns.  For a beer and prezels game, this was probably the better approach to interest many not-so-hardcore gamers.  The system didn't bother me in Panzer General since the game was already "very gamey". 
My impression is that if you go for WitE, you should best not have any specific expectations but be open to the new way Gary and Joe have taken in this new series.  It is clearly very different from WiTP/AE in that sense, and much more of a manageable game than a hardcore simulation with the myriad of actions possible through naval, air and production micromanagement.

As for the supply and C&C discussion taking place here -- if it were not a general mechanics problem, why not add optional parameters in the game menu that to adjust them for PBEM and AI if this adds to the game experience?  If it were a mechanics problem, it would probably soon show in other AARs as well? 
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RE: Couple of criticisms

Post by timmyab »

ORIGINAL: janh
As for the supply and C&C discussion taking place here -- if it were not a general mechanics problem, why not add optional parameters in the game menu that to adjust them for PBEM and AI if this adds to the game experience?
Interesting point I hadn't considered.It may be that C&C is never properly implemented in computer war games because it's feared that the AI couldn't begin to cope with it, which I'm certain it wouldn't.Perhaps, with almost everybody online these days, and human opponents relatively easy to find, it's time for game developers to forget about AI altogether untill someone works out how to put the "I" into it.
Pford
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RE: Couple of criticisms

Post by Pford »

ORIGINAL: timmyab

I want to be able to feel the personalities of my generals on the battlefield in a very obvious way and I'm not getting that at the moment.

Agreed. The effect is there but it could be 'felt' better. If there was a way to depict the commanders on map in some way it would, imo, enhance immersion and attenuate the spreadsheet feel.
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madgamer2
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RE: Couple of criticisms

Post by madgamer2 »

ORIGINAL: timmyab
ORIGINAL: janh
As for the supply and C&C discussion taking place here -- if it were not a general mechanics problem, why not add optional parameters in the game menu that to adjust them for PBEM and AI if this adds to the game experience?
Interesting point I hadn't considered.It may be that C&C is never properly implemented in computer war games because it's feared that the AI couldn't begin to cope with it, which I'm certain it wouldn't.Perhaps, with almost everybody online these days, and human opponents relatively easy to find, it's time for game developers to forget about AI altogether until someone works out how to put the "I" into it


What you say makes sense for the multitudes who flock to PBEM games and this is the future. What about those of us who still like to play against the AI? I guess I am a simple minded old fart when it comes to computer design but is it that hard to create an AI that has to use the C&C rules. If you not in supply as a human vs. the computer you suffer the out of supply consequences. At least that is what I thought till this thread tells me you can play against the computer as a Russian and win using only Rail head Supply.
Correct me if I am wrong but it would appear that the Russian human player can ignore the C&C rules. How about no in command then no or little supply. I have seen it coming for a long time that game design is turning to PBEM as being more important than human vs. AI. I had hopes for this game as it is an East front game and There was a lot of work to create an AI that would at the highest levels at least give you a run for your money, I to am of the opinion that because of rules like the Blizzard beating the Russian with a human German and a computer Russian would be very hard, although the Blizzard rules are the same regardless of the difficulty level, Right
I can even understand a game in which the computer AI did not use C&C the same way the human has to but for a human to be able to do what has been described here in this thread makes me very sad. it should not be possible so I only hope it can be corrected.

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Smirfy
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RE: Couple of criticisms

Post by Smirfy »


Nope I am not complaining about the turn system I'm complaining the lack of mechanics to simulate operations within the turn system. In this game turn system the units are accepted to move "together". Apart from units that warp out of encirclement absolutely no thought and less implementation has been incorperated into the game as I am pointing out.

Headquarters like Stavka, OKH, army groups and fronts would not have the staff nor local knowledge to direct individual divisions on operations 100's of miles away so infact they would have to forage or starve. Thats why subordinate HQs exist.






gradenko2k
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RE: Couple of criticisms

Post by gradenko2k »

Agreed. The effect is there but it could be 'felt' better. If there was a way to depict the commanders on map in some way it would, imo, enhance immersion and attenuate the spreadsheet feel.

On one hand, letting us see the various individual rolls and checks would probably give us better insight on just how much of an effect a good or bad leader can have on combat.

On the other hand, that would also probably drown us in minutiae.
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Oleg Mastruko
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RE: Couple of criticisms

Post by Oleg Mastruko »

ORIGINAL: Smirfy
Nope I am not complaining about the turn system I'm complaining the lack of mechanics to simulate operations within the turn system.

To me this translates as "I am complaining about turn based system". Do you know of any other IGO UGO game that does not have units marching many miles and "suddenly appearing" to stop you?

Their "sudden appearance" and long march are by product of the turn based IGO UGO system--- which, as I pointed out, is a feature of the game announced many months (if not years) ago.
Headquarters like Stavka, OKH, army groups and fronts would not have the staff nor local knowledge to direct individual divisions on operations 100's of miles away so infact they would have to forage or starve. Thats why subordinate HQs exist.

I highly doubt German or Sov army would have their division "starve or forage" simply because they were not officially and formally attached to some higher nearby HQ.

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RE: Couple of criticisms

Post by mavraamides »

Smirfy,

Could you post a screen shot of your position with 'show supply network' turned on (I think its the 'R' key).

If there are green tracks right up to your front, then you should have no prob with supply. But if you are 20 hexes past the green tracks in the dark grey area, then I think there could be a prob.

Please post screenie to confirm.

Thanks!
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: Oleg Mastruko

ORIGINAL: Smirfy
Nope I am not complaining about the turn system I'm complaining the lack of mechanics to simulate operations within the turn system.

To me this translates as "I am complaining about turn based system". Do you know of any other IGO UGO game that does not have units marching many miles and "suddenly appearing" to stop you?

Their "sudden appearance" and long march are by product of the turn based IGO UGO system--- which, as I pointed out, is a feature of the game announced many months (if not years) ago.
Headquarters like Stavka, OKH, army groups and fronts would not have the staff nor local knowledge to direct individual divisions on operations 100's of miles away so infact they would have to forage or starve. Thats why subordinate HQs exist.

I highly doubt German or Sov army would have their division "starve or forage" simply because they were not officially and formally attached to some higher nearby HQ.



I honestly think you should take some time to take in what I am actually pointing out and being disatisfied that WiTE is turn based is not one of them.

Where would they get these supplies if they where not in the administrave loop? A division is 16,000 men plus equipment for crying out loud. To have a surplus like that it would have to be planned for.
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: GordianKnot

Smirfy,

Could you post a screen shot of your position with 'show supply network' turned on (I think its the 'R' key).

If there are green tracks right up to your front, then you should have no prob with supply. But if you are 20 hexes past the green tracks in the dark grey area, then I think there could be a prob.

Please post screenie to confirm.

Thanks!

Again I sorry I keep thinking I'm being clear but obviously I'm not. I'll try to break it down

1/ If and it seem this is the case HQ's have little or no function then what is their point. In my example game 3rd Tank Army HQ does not move and ends up 230 miles behind the lead unit of 3rd Tank Army which is unaffected by this distance. It attacks every turn, 48 times between Kiev and Lvov. Hasty attacks and planned attacks without any detriment which means we can condense the logistics of the manual down to keep your railway lines repaired. When have you heard a General of a tank army commanding from 230 miles away, when have you heard of an army headquarters being 230 miles away.

2/ There is absolutely no point to the chain of command in game except getting a few extra CV numbers out of units for PBEM games. You can run the game from Stavka if you so choose. Now I love the support unit and reserve systems great ideas but seriously guys for a £70 game you are going to put a bit more meat on the bone. I dont mean micromangement meat I mean there has to be a deeper enviroment than what presently exists. I'm slowly getting the feeling chess has a deeper enviroment and it dont cost £70. WiTE has more units but you could make the chess board bigger and add some pieces if you get my meaning

3/ The enviroment is unbelievable. Infantry units can march 100 miles and be in perfect order and stop armoured breakthroughs execising a zone of control. Lets think about that, France 1940 through the Desert and barbarossa to the destruction of Army group centre and Pattons breakout. Wait a minute that was the quickest way to a POW cage! The game turns into a WWI simulation rather WWII. If air was working and it isnt we might have interdiction as well.







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Flaviusx
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RE: Couple of criticisms

Post by Flaviusx »

Smirfy, if you put everything under STAVKA, it will overload, and you'll blow a lot of leadership rolls and admin rolls. Just sayin'. Now, If you're content to shove counters around and have 25-30 mp mobile corps, then no worries, and that's probably going to work out just fine in an AI situation.

I feel most of your frustration is the inevitable consequence of disillusionment with the solo game. At some point you're going to hit this and that's the point where you should probably start hunting for a human opponent.



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LiquidSky
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RE: Couple of criticisms

Post by LiquidSky »



I used to play my younger sister chess, when she was learning the game, without having my queen on the board. I would win most games, even without it. Now...you can blame the game of chess and say well...there must be a problem with the rules for me to be able to win without having my queen on the board. Or you can blame the fact I am playing against my sister. HQ's do have a function, but that function doesnt have to be used by you. If you win anyways, well, hurrah!

Play against a human, leave your HQ's at home, and then come back and tell us how 'useless' they are.
“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great
squatter
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RE: Couple of criticisms

Post by squatter »

Smirfy makes some good points.

Does anyone really agree that a division under STAVKA command should be able to function well in the line?

Does anyone really agree that a corps should be able to function reasonably well 200 miles from its HQ?

Even in PBEM I've seen units perform important functions under the above circumstances. When your damn HQs get bounced because you forgot when you moved a combat leaving them alone next to an enemy unit, for example, and you have to continue your advance without them!!

Make penalties for being out of HQ command radius a little harsher - especially in drawing supply - and inflict harsher penalties in combat on units attached to higher level HQs.

Then I think we're all happy.
Smirfy
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RE: Couple of criticisms

Post by Smirfy »

ORIGINAL: Flaviusx

Smirfy, if you put everything under STAVKA, it will overload, and you'll blow a lot of leadership rolls and admin rolls. Just sayin'. Now, If you're content to shove counters around and have 25-30 mp mobile corps, then no worries, and that's probably going to work out just fine in an AI situation.

I feel most of your frustration is the inevitable consequence of disillusionment with the solo game. At some point you're going to hit this and that's the point where you should probably start hunting for a human opponent.





Like I have said on many occiasions there is a lot to commend about this game especailly in presentation and unit detail. I have had no bad experience with the combat model so far which is also positive. The AI as far as AI's go is good. In the campaign game 41 plays quite well but I'm seriously looking for more improvement before hunting for a human opponent
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