WitE 2

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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Georgy Zhukov
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RE: WitE 2

Post by Georgy Zhukov »

do not specify well,there are many different models of aircraft models and the battle tanks,i am sure that among which panzer III and IV are missing, I speak of their variants of letters, of assault cannons and armored vehicles, recognition and transport of mechanized troops,hundreds of those variants that are missing from the game were built.
also talk about the theme of the historical emblems of the units and the photographs that each weapon or vehicle will bring in their description if they will be illustrations or photography where the armament in question would be better appreciated.
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uw06670
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RE: WitE 2

Post by uw06670 »

In my opinion:
The game has more than enough representation of the models and sub models of tanks and aircraft, I've been impressed with this actually. Of more importance than having 20 different Pz IV models instead of 10 (random numbers) is making sure the number of total Pz IV production is equal to real life. Having a few more with a slightly wider applique armor won't make any difference at the scale of the game. It might be "cool" but beyond that, I don't think they should waste their time on this. Too much other work to be done on the game. Likewise, emblems and stuff are a nice to have, and easy to add later (perhaps by user mods) if they provision a spot for them. But won't change who wins the war.
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Zemke
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RE: WitE 2

Post by Zemke »

ORIGINAL: uw06670

In my opinion:
The game has more than enough representation of the models and sub models of tanks and aircraft, I've been impressed with this actually. Of more importance than having 20 different Pz IV models instead of 10 (random numbers) is making sure the number of total Pz IV production is equal to real life. Having a few more with a slightly wider applique armor won't make any difference at the scale of the game. It might be "cool" but beyond that, I don't think they should waste their time on this. Too much other work to be done on the game. Likewise, emblems and stuff are a nice to have, and easy to add later (perhaps by user mods) if they provision a spot for them. But won't change who wins the war.


I agree 100%. It is an operational level game, not a tactical game, but I will admit neat little things like obscure variants do add a lot of cool factor.
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joelmar
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RE: WitE 2

Post by joelmar »

@Georgy Zhukov

do not specify well,there are many different models of aircraft models and the battle tanks,i am sure that among which panzer III and IV are missing, I speak of their variants of letters

Ok, so variants are missing. As the last 2 posters said, those are decisions about where to stop the complexities of the game. Every time a new AFV model is introduced, it implies many things, including how it is produced, where, the upgrade path, dates of replacement. So where they stop adding details is somewhere along the line of code and data management coupled with playability. Of course, such high level of details is fun for the players more on the geek side and micromanagement... but doesn't bring much to those who like to push counters and don't care too much about the details.

I guess it's all a question of balance between the 2.

For the armaments images and representations, have you tried "Jison's map mods"? It has some really nice improvements on the original WitE maps and unit display graphics.

http://mapmod.se/wite/download.htm
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Georgy Zhukov
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RE: WitE 2

Post by Georgy Zhukov »

yes,i have it installed, but it is only the map, there are no photos of the weapon systems.
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joelmar
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RE: WitE 2

Post by joelmar »

@Georgy Zhukov

ho, you are right, sorry. I was mistaken, it seemed to me the actual weapon pictures had been replaced. I guess that seals it. There is always Google then!
"The closer you get to the meaning, the sooner you'll know that you're dreamin'" -Dio
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guctony
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RE: WitE 2

Post by guctony »

will it be possible to create an alternative history scenario where British sued for piece or America never entered the war so more resource and divisions can be switched to east. I think it can be done easily by playing with off theater box force requirements. will there be any scenario modding tools to play with those values. Also will such a change would break AI routines for soviets more so would it break German AI routines if we try to play soviets with such an arrangement.

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king171717
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RE: WitE 2

Post by king171717 »

Hey, I am excited you guys are making the war in the east 2!! Definitely going to get it when it comes out!!

I have a question about logistics for the Germans. In the first game it seems the German logistics are better then historical. Are you guys looking to limit the German supplies more? Not as much throughput on the rail and trucks and horse wagons?

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RedLancer
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RE: WitE 2

Post by RedLancer »

ORIGINAL: guctony

will it be possible to create an alternative history scenario where British sued for piece or America never entered the war so more resource and divisions can be switched to east. I think it can be done easily by playing with off theater box force requirements. will there be any scenario modding tools to play with those values. Also will such a change would break AI routines for soviets more so would it break German AI routines if we try to play soviets with such an arrangement.


WitE2 has much less that is hardcoded, has Theatre Boxes representing the other European areas, the new Events system and Gary has completely redesigned the AI system. The scope for modding is much greater than WitE. The greatest challenge is IMO not the game itself but the time and effort required to learn how to use the Editor. My day job has kept me busy for the last few months and I feel daunted by what I have to relearn to be able to use the editor given all the new features.
John
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WitE & WitW Dev
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RedLancer
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RE: WitE 2

Post by RedLancer »

ORIGINAL: king171717

Hey, I am excited you guys are making the war in the east 2!! Definitely going to get it when it comes out!!

I have a question about logistics for the Germans. In the first game it seems the German logistics are better then historical. Are you guys looking to limit the German supplies more? Not as much throughput on the rail and trucks and horse wagons?


The WitE2 system is different and more nuanced. In both games we have sought / are seeking to balance to as near to history as is possible within the limitations of the code. In WitE any working railhead has almost unlimited supply. In WitE2 we have further developed the WitW logistics system. This includes penalties on the capacity of railways to move units and supply. It also adds depots which have finite supply: the WitE Panzerball is no longer feasible.

Although I wasn't involved before WitE was released, Joel once told me that the WitE logistics system was setup to be more complex but it overmatched the processing power available to most players which is why it is the way it is.

There is another aspect. Not everyone likes logistics and you need a game appeals to a broad church. As a logistician myself, I share this....

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John
WitE2 Asst Producer
WitE & WitW Dev
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king171717
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RE: WitE 2

Post by king171717 »

ORIGINAL: Red Lancer

ORIGINAL: king171717

Hey, I am excited you guys are making the war in the east 2!! Definitely going to get it when it comes out!!

I have a question about logistics for the Germans. In the first game it seems the German logistics are better then historical. Are you guys looking to limit the German supplies more? Not as much throughput on the rail and trucks and horse wagons?


The WitE2 system is different and more nuanced. In both games we have sought / are seeking to balance to as near to history as is possible within the limitations of the code. In WitE any working railhead has almost unlimited supply. In WitE2 we have further developed the WitW logistics system. This includes penalties on the capacity of railways to move units and supply. It also adds depots which have finite supply: the WitE Panzerball is no longer feasible.

Although I wasn't involved before WitE was released, Joel once told me that the WitE logistics system was setup to be more complex but it overmatched the processing power available to most players which is why it is the way it is.

There is another aspect. Not everyone likes logistics and you need a game appeals to a broad church. As a logistician myself, I share this....

Image

Thats great to hear! That would be really nice to limit the amount of supply coming from the railhead. As the train loads where so low compared to the needs of the Army Groups in Operation Barbarossa.(some armys would send trucks all the way back to germany)
Good to reduce to the panzerball as historically, once they got to around Smolensk, they were so wore down and had very few spare parts to fix tanks. Panzer Korp commanders in that area recommended using Panzer Korps where Panzer divisions would have been used before. They were so run down in operational capacity due to hard defending of the Smolenskarea, the terrible roads (dust increasing oil consumption and breaking engines downs) and overstretched logistics.

WITE 1 is by far the most realistic war game on the eastern front I have ever played. WW2 Eastern front has fasciated me most of my life. Thank you for the work u guys have put into the games!! Really Appreciate it!!!
No idea
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RE: WitE 2

Post by No idea »

ORIGINAL: Red Lancer

ORIGINAL: king171717

Hey, I am excited you guys are making the war in the east 2!! Definitely going to get it when it comes out!!

I have a question about logistics for the Germans. In the first game it seems the German logistics are better then historical. Are you guys looking to limit the German supplies more? Not as much throughput on the rail and trucks and horse wagons?


The WitE2 system is different and more nuanced. In both games we have sought / are seeking to balance to as near to history as is possible within the limitations of the code. In WitE any working railhead has almost unlimited supply. In WitE2 we have further developed the WitW logistics system. This includes penalties on the capacity of railways to move units and supply. It also adds depots which have finite supply: the WitE Panzerball is no longer feasible.

Although I wasn't involved before WitE was released, Joel once told me that the WitE logistics system was setup to be more complex but it overmatched the processing power available to most players which is why it is the way it is.

There is another aspect. Not everyone likes logistics and you need a game appeals to a broad church. As a logistician myself, I share this....

Image

Hahahaha¡ That is a good one
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morvael
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RE: WitE 2

Post by morvael »

I now know why I like WitE:


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Telemecus
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RE: WitE 2

Post by Telemecus »

Indeed quite a few WitE players have done Myerrs-Briggs type Indicators here and also have IST as there first three letters - it is a pattern!

Can we get MBTI types for leaders and have them sortable by that in the commanders report? [:D]
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uw06670
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RE: WitE 2

Post by uw06670 »

I'm close, ISFJ

But as I've gotten older, sometimes I reject my type due to laziness or cynicism, anger, apathy, boredom.
- Mark
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Elessar2
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RE: WitE 2

Post by Elessar2 »

That excerpt sounds like Jim Dunnigan...
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thedoctorking
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RE: WitE 2

Post by thedoctorking »

Changing the night mission setting using the generic button at the top sets every selected aircraft to 100% of miles used, even if only a few were changing status. Sort of defeats the purpose of having a generic button.

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morvael
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RE: WitE 2

Post by morvael »

But you can filter on night mode to show only those that have it set no N and change only those.
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juv95hrn
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RE: WitE 2

Post by juv95hrn »

If it hasnt been feature request before, being able to change colour of more units than one, at the same time, would be great. In regards to the commanders report functionality that is.
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Telemecus
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RE: WitE 2

Post by Telemecus »

ORIGINAL: juv95hrn

If it hasnt been feature request before, being able to change colour of more units than one, at the same time, would be great. In regards to the commanders report functionality that is.

never used it myself but been told if you change the colour of an HQ all its reporting units change to the same colour
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