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).

Moderators: Joel Billings, elmo3, Sabre21

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Michael T
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RE: WitE 2

Post by Michael T »

You obviously can't read or have a very short memory as I am all about the game having more influence from the dictators. Always have been.
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Michael T
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RE: WitE 2

Post by Michael T »

An example of one of my many posts on the subject
People seem to forget that without said lunatics (Hitler and Stalin) there would be no war in the first place. We must have rules to reflect the political realities in a game of this scale. Indeed there should be more. Certainly concerning the Soviet running in 1941. Stalin simply would not tolerate any Commander doing that. Same for Germans running to Poland in the winter of 1941.

If a player wants to take on the role as dictator of Germany in WWII then WITE is not the platform for it. Read the bi-line for the game, you, the player is not Hitler or Stalin. You represent the High Command. You take your orders from Hitler or Stalin. Hitler wants a short war. So there you are.

If you want to be Hitler you need to play some WWII strategic level game where you can do pretty much as you please with your available resources. There are quite a few around I might add.

You can find the thread here:

tm.asp?m=3308081&mpage=1&key=hitler%2Cstalin&#3308107
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Michael T
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RE: WitE 2

Post by Michael T »

You even made a couple of posts in that thread, you even quoted me. Give me a break, go pedal your trolling somewhere else.
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morvael
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RE: WitE 2

Post by morvael »

ORIGINAL: Michael T

Map scale 10Km per hex, 4 day turns, and take out a lot of unnecessary micro management. This would compensate for the extra turns, more of them but shortened due to less MM.

Interesting, that it the scale I have chosen for my non-existent WW2 WeGo game. [:)]
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Michael T
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RE: WitE 2

Post by Michael T »

Excellent news morvael, bring it on [:)]
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morvael
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RE: WitE 2

Post by morvael »

For now it looks like it will take 35 years, 30 to reach retirement age, and then 5 for development...
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zakblood
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RE: WitE 2

Post by zakblood »

so a short term plan then[:D]

i retired 16 years ago, i made plans then to finish some games, 16 years later, that still on hold tbh, one day, just not today it seems, or this year[X(][;)]

WITE2, won't be that long in planning and design and development, not 5 years anyway [&o]
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morvael
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RE: WitE 2

Post by morvael »

You don't have to tell me how precious and scarce free time is [:)] I have 200+ games in my Steam library, and some external ones. I haven't even played for 5 minutes some of those, bought as early as 2010. I have 30+ boardgames, and some were not played yet as well, like 1914 Twilight in the East, which I would love to play, but don't have time to do so. Then there are miniature tabletop games... Life sucks.
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zakblood
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RE: WitE 2

Post by zakblood »

being retired doesn't give any more free time either tbh, as everyone else including yourself will fill in the time with other stuff, this is the way of the world, add in women, and your doomed, we all are doomed, i've played more on WITE2 and WITW in alpha / beta than i have in the released version of WITE which i've had since start on day one[X(]
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Michael T
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RE: WitE 2

Post by Michael T »

In 30 years there won't be hexes. The map will be discrete pixels, maybe 1 meter. Units will cover an appropriate area of pixels. Stretched to the length and depth of the national doctrine of the period for the unit size. That's just the beginning.

Maybe WITE 4.0 be like that....
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morvael
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RE: WitE 2

Post by morvael »

Yeah, women, family, that sort of things that gets into the way all the time. Meh

Yes, and you will be able to zoom in a'la Google Maps and see individual tanks and soldiers duking it out on the battlefield or zoom out end see entire globe with illumination from exploding nukes. And every officer involved will be handled by self-conscious AI. [:)]
...but as there are fans of pixel art now (myself being one of them) I guess there will be fans of hex wargames by then.

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morvael
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RE: WitE 2

Post by morvael »

Maybe I could start this project earlier, but that would require stopping the work on WitE 1.0, as it is eating 80% of my free time (and 20% of my sleep time). I hope WitE 2.0 launch and player migration to the new title will allow for that without regrets.
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Manstein63
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RE: WitE 2

Post by Manstein63 »

ORIGINAL: Michael T

In 30 years there won't be hexes. The map will be discrete pixels, maybe 1 meter. Units will cover an appropriate area of pixels. Stretched to the length and depth of the national doctrine of the period for the unit size. That's just the beginning.

Maybe WITE 4.0 be like that....

In 30 years time you could have a totally immersive VR game where you could actually play the part of Hitler, Stalin, or the western leaders if it's a War in Europe game or you could be one of the army group leaders or an army, corp, divisional, regimental commander you could even be an individual soldier fighting on the eastern or western fronts.
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Michael T
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RE: WitE 2

Post by Michael T »

but that would require stopping the work on WitE 1.0

It must come to an end at some point....

Will the HQ teleport bug ever be caught and squashed?
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morvael
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RE: WitE 2

Post by morvael »

Unfortunately no. So far no saves were provided... I need to replicate this, because otherwise it's looking for a needle in a haystack.
If you know that it happens after some date quite reliably we could setup a server game and push the turns until we reach that point. Would that be enough?
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Michael T
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RE: WitE 2

Post by Michael T »

I don't think it's date related, rather truck related in poor weather. You could perhaps start a AI v AI in 1942. Let it play thru till early 43, pause the game and remove half the Soviet trucks (is that possible?). Then resume AI v AI turn by turn and see if anything odd happens with HQ's.
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morvael
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RE: WitE 2

Post by morvael »

The problem is it doesn't happen for PBEM games, only for server games. And I can expect AI to move HQs every turn in AIvAI games, so it would have to be a server game. Problem is I don't have two logins for server games (unless Steam version counts as separate from regular version), so I need a partner.
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Manstein63
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RE: WitE 2

Post by Manstein63 »

ORIGINAL: morvael

The problem is it doesn't happen for PBEM games, only for server games. And I can expect AI to move HQs every turn in AIvAI games, so it would have to be a server game. Problem is I don't have two logins for server games (unless Steam version counts as separate from regular version), so I need a partner.

What would be entailed, I don't get much time for gaming but for a noble cause such as this I may be able to find some extra time.
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timmyab
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RE: WitE 2

Post by timmyab »

ORIGINAL: Michael T
If I were designing WITE 2.0

Map scale 10Km per hex, 4 day turns, and take out a lot of unnecessary micro management. This would compensate for the extra turns, more of them but shortened due to less MM.
I've long come to the conclusion that half weekly turns are the way to go. This does lead to the problem though that full campaign games are over 400 turns long [X(] I'm mostly interested in 41/42 anyway so I'd be happy to just play the first two years or so. It's true that some of the MM deadwood could be cut out which would help.

As much as I love map detail I don't think I could cope with 2½ times as many hexes. My head would go pop :)

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morvael
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RE: WitE 2

Post by morvael »

ORIGINAL: Manstein63
What would be entailed, I don't get much time for gaming but for a noble cause such as this I may be able to find some extra time.
Manstein63

If MichaelT is correct and this is related to low truck pools we could try a modded scenario with low truck pool, and each turn should involve moving motorized units randomly up to their maximum MP distance and attacking with other units without taking ground to generate some wear and tear. HQs should be kept close to the front and their position remembered to know whether they moved on their own. As soon as this happens the game should be stopped so that it would be possible to check saves. It's a bit more effort than just pushing "next turn" button, but I fear with no action we may never get this situation (though we can try as it is a fast way and it may work).

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