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Author Topic: Gary Grigsby's War in the West  (Read 9717 times)

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Offline Beef

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Re: Gary Grigsby's War in the West
« Reply #15 on: December 16, 2016, 01:54:42 AM »
Very nice dude!
Do you have to have units on the victory locations to get the points for them or just control the area?

Control the area.

Offline Beef

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Re: Gary Grigsby's War in the West
« Reply #16 on: December 17, 2016, 06:18:07 AM »
I made a second attempt at Operation Huskey at NORMAL difficulty with slightly better results. I was able to keep the H.G. Div out of Messina by keeping it engaged from the west while pushing up the east coast.



Offline Stardog765

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Re: Gary Grigsby's War in the West
« Reply #17 on: December 17, 2016, 06:34:28 AM »
Very nice dude!

I will have to try that.

Offline Asid

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Re: Gary Grigsby's War in the West
« Reply #18 on: January 14, 2017, 03:14:22 AM »
War in the West Beginner's Guide (Updated)

Are you still intimidated by the gargantuan complexity of War in the West? Scared about the hundreds of counters to move, the deep logistic system to learn, the Air War layer to master?

Fear no more! Our friend jonboym has put together a comprehensive list of the existing tutorials covering every aspect of this marvellous wargame!

To have an idea of this impressive work, look at the screenshot below, just highlighting a little portion of the List of Content:



Begineer's guide: HERE

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Offline Asid

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Re: Gary Grigsby's War in the West
« Reply #19 on: July 25, 2017, 02:42:57 PM »
Gary Grigsby’s War in the West is coming to Steam!


We are pleased to announce that one of the most acclaimed wargames on the Western Front of World War II, Gary Grigsby's War in the West, is going to be released on Steam on August the 3rd!

Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasion of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

On August the 3rd you will also be able to purchase the expansion "Operation Torch", that introduces 10 new challenging scenarios, including both historical and what-if operations like the "Battle for Tunisia", the "Operation Dragoon" and the "Breach of the Gothic Line".

Will you be able to outclass the Allies generals, or will you choose to fight for the Fatherland and defend every inch of your nation from the invaders?

Need more information? Check it out on Steam now!


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Offline Asid

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Re: Gary Grigsby's War in the West
« Reply #20 on: August 04, 2017, 07:44:10 PM »
Version 1.01.65 Patchnotes


Hi all!

We are releasing a new update for War in the West!

You can download the patch in the Members' Area or directly from this link.


Changelog:

- New Features and Rule Changes
1. The /10 CV reduction for being on a train is now shown in the CV values displayed in the game.
2. Completed revamping of CR screen by making the following adjustments:
a. Adjusted Equipment CR tab.
b. Adjusted Location CR tab.
c. Adjusted Battles CR tab.
d. Adjuster Leader CR tab.
e. Fixed unit size filter display on Unit CR tab.
3. Adjusted game icon appearance.
4. Manpower from the transit pool will be used first to replace air support squads (before using active pool manpower). This is to minimize the impact of air support manpower going back and forth between airbases and the pool when aircraft rebase.


- Bug Fixes
1. Construction units expanding an airbase might work on more than one airbase in one turn. This was the cause of what looked to be a bug. Fixed.
2. Fixed manpower lost when replacing air support ground elements when the player is lacking freight and/or trucks.
3. On the production screen for the aircraft type show total missing airframes to fill air groups to max instead of the difference between missing and the pools.
4. The filter "Isolated" " NonIsolated” works only for units on the map, but not for SU´s which are attached to HQ or combat units which are Isolated. Fixed
5. Fixed an AI line forming bug impacting the Germans after Paris fell but before the Germans were pushed back to the area around the German border.
6. Rollover text in scenario selection screen says: 'Select this saved game' instead of select this scenario or something like that. Fixed.
7. During the AI turn, the mini-map shows enemy units even when FOW is on. Fixed
8. Vehicles could migrate to the pool from delayed units in the database that had excess vehicles. Also, they could go to the pool from airbase units that were mismatched with their airbases even though they were not in the game. Fixed.
9. Some units that are returning to the game after being destroyed are returning on trains. Clear train/ship flag for the arriving units.
10. CR screen - Open CR in any save, switch to Unit "Received" tab and hit "VehRec". It will not properly sort by the VehRec column values. Fixed.
11. CR screen - When going to CR screen for air groups by clicking on the number of groups using a particular aircraft in the production screen, the "Pilots" filter is not reset to All. So if it is set to 'missing' it will remain on this filter value. When going to the CR screen from the production screen a/c link, it should clear this filter along with all the others. Fixed.
12. Fixed a bug that could keep an airbase unit from getting air support replacements when it otherwise should have.
13. Editor - Weather fronts effect info is displaying too low on the page. Fixed.

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Offline Asid

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Re: Gary Grigsby's War in the West
« Reply #21 on: September 06, 2017, 03:23:33 PM »
Public Beta v1.01.68 is Now Available!


A new Public Beta is now available for testing!
If you have registered your copy of War in the West and/or War in the West: Operation Torch, you can download the latest beta update from the Members Area!

v1.01.68 Change Log

Important Note
Some Anti-virus software will require the user to run the exe as an administrator and allow changes to be made to the computer, in order to load scenarios and saves, and to save game and preference files once in-game. Another option is to disable your AV software while playing the game.

New Features and Rule Changes
1. East Front Option – Made adjustments to reduce German losses of manpower, equipment, and morale on the eastern front. Our tests showed the Soviets doing too well on the eastern front and these changes should reduce German losses and slow Soviet progress.
2. Improved game performance (logistics and map draw).
3. Added a new filter type to the "Air Base" filter on the Unit tab of the CR screen. The filters should be: All, with AC, Empty, Under Construction (the last one being the new filter type). When Air Base CR filter is on 3 new sortable CR columns appear abSz - air base size (instead of fat), abDm - air base damage (instead of CV), abbd - air base build pct (instead of prep).
4. Adjusted ground replacement routine to reduce substitution probability (more so for outdated equipment).
5. When airfields are captured, any ongoing construction work at that airfield will cease. Air base units will be disbanded when canceling building size 0 air base.
6. Air base unit will be created once expansion starts. Size 0 air base appears in black color as size 1. Size 0 air bases should not be visible in air transfer mode (no AC on them).
7. Disabled Ctrl-t hot key that was accidentally enabled.

Bug Fixes
1. Auto rail repair units aren’t going out to repair rails. Fixed.
2. Units that are considered “in supply” but are in hexes that are considered isolated should not be getting combat penalties, nor should leaders suffer admin roll penalties. These units should also not be shown with red outlines on the map. Fixed.
3. When assigning support units to a location, any support units in a HQ that are in the hex are not available to be assigned. Units in the same hex as the location should be able to be assigned to the location. Fixed.
4. Ground combat unit can get selected as commanding HQ (in which case no leader shows up listed as commanding the battle). Fixed.
5. 140 recon missions were flown to one hex. Fixed.
6. Airbases don’t expand due to the bug in path tracing function. Fixed.
7. Fixed air group display bug on air navigation panel (F10).
8. Arrows keys are no longer scrolling the map at an acceptable speed (very slow scroll
now). Fixed.
9. Players can reassign support units from frozen HQs. Support units in frozen HQs should be frozen into the HQs. Fixed.
10. Ground elements which are not in the TOE or substitution list can get replaced into the unit. Fixed.
11. Disabled Ctrl-t hot key in WITW that had been accidentally enabled.
12. Fixed air doctrine screen appearance when called from selected air hq (right panel)
13. Fixed air doctrine screen appearance when called from selected air hq (right panel)
14. Damaged enemy planes are not counted correctly on the air execution screen. Fixed.
15. Fixes for full screen mode (screen going black).

Data and Scenario Changes
1. Aircraft change - 0642 Lancaster B.I Special - add some 4000lb bomb loadouts for earlier use, limit 12000lb bomb use to 5/44 and later. A few other minor changes.
2. Device change  - 0683 NEW: French 75mm CA Mle 1932 AA Gun (moved from 0561)
3. Changes to Unit OBs:
0732-0734 - NEW - 43-45 Static Flak Regiment, copies of 288,647,648 with motorization set to none (most city Flak Regts were static with guns placed in concrete installations)
0735 - NEW - Static mixed Flak Bn, copy of 228 with motorization set to none 
0736 - NEW - Static Heavy Flak Bn, copy of 229 with motorization set to none 
0737 - NEW - Static Light Flak Bn, copy of 411 with motorization set to none 
0738 - NEW - 43 Reserve Panzer Division - limited capability Panzer div with French tanks/SP guns 
0739 - NEW - 43 Sturmpanzer Bn - 42 Sturmpanzer IV and 3 Panzer IIIn, upgrades to 0740 
0740 - NEW - 44 Sturmpanzer Bn - 45 Sturmpanzer IV 
0361 - 44 Sturmmoerser Battery - class changed to SP Artillery 
0393 - 43 Hvy Pz Bn(-) - renamed to Company 
0912/913 - BR Armoured Divisions - change Challenger to Comet 
1239 - 43b PO Armoured Div - extended to 6/44, 139 Sherman III -> Sherman V, 23 Sherman III -> 23 Sherman VC Firefly, 0 Stuart V -> 44 Stuart V 
1240 - 44 PO Armoured Div - delayed to 7/44, Sherman III -> Sherman V 
1409/1410 - FF Armoured Divs - M4A2 reduced to 92, M4A4 raised to 73 (165 Shermans per div, 1st had 165 A2, 2/5 had 52 A2 and 110 A4)
4. Changes in Ground Elements:
a. Multiple Ground elements had their ammo use recalculated.
b. Some fuel use changes and a few reliability rating changes.
c. Several element symbol corrections (wrong type like light Flak instead of Flak, etc)
d. A few other minor changes.


5. Many changes to scenarios. The most notable of these is the addition of many new frozen static divisions to the German forces in the campaign games. These divisions will use up some of the German manpower for training early in the scenarios, and then be activated as they were historically.

You can also download the patch direct from here.

This public beta is also available on Steam, you will need to right click the game in your Steam library, select properties and navigate to the BETAS tab; from there, opt into the Public Beta by selecting it from the drop down menu.

Happy Gaming!

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Offline Asid

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Re: Gary Grigsby's War in the West
« Reply #22 on: October 04, 2017, 04:00:36 PM »
War in the West Update 1.01.68


Hello everyone!

Today Matrix are releasing the latest version of War in the West and Operation Torch. It's the first post-Steam release official update and resolves all significant issues reported to us since that time, as well as making some notable improvements to historical balance.

You can download the update from our Members' Area or directly from HERE!
Here's the full changelog:

Important Note1. Some Anti-virus software will require the user to run the exe as an administrator and
allow changes to be made to the computer, in order to load scenarios and saves, and to
save game and preference files once in-game. Another option is to disable your AV
software while playing the game.

New Features and Rule Changes
1. East Front Option – Made adjustments to reduce German losses of manpower,
equipment, and morale on the eastern front. Our tests showed the Soviets doing too well
on the eastern front and these changes should reduce German losses and slow Soviet
progress.
2. Improved game performance (logistics and map draw).
3. Added a new filter type to the "Air Base" filter on the Unit tab of the CR screen. The
filters should be: All, with AC, Empty, Under Construction (the last one being the new
filter type). When Air Base CR filter is on 3 new sortable CR columns appear abSz - air
base size (instead of fat), abDm - air base damage (instead of CV), abbd - air base build
pct (instead of prep).
4. Adjusted ground replacement routine to reduce substitution probability (more so for
outdated equipment).
5. When airfields are captured, any ongoing construction work at that airfield will cease. Air
base units will be disbanded when canceling building size 0 air base.
6. Air base unit will be created once expansion starts. Size 0 air base appears in black color
as size 1. Size 0 air bases should not be visible in air transfer mode (no AC on them).
7. Disabled Ctrl-t hot key that was accidentally enabled.

Bug Fixes
1. Auto rail repair units aren’t going out to repair rails. Fixed.
2. Units that are considered “in supply” but are in hexes that are considered isolated should
not be getting combat penalties, nor should leaders suffer admin roll penalties. These
units should also not be shown with red outlines on the map. Fixed.
3. When assigning support units to a location, any support units in a HQ that are in the hex
are not available to be assigned. Units in the same hex as the location should be able to be
assigned to the location. Fixed.
4. Ground combat unit can get selected as commanding HQ (in which case no leader shows
up listed as commanding the battle). Fixed.
5. 140 recon missions were flown to one hex. Fixed.
6. Airbases don’t expand due to the bug in path tracing function. Fixed.
7. Fixed air group display bug on air navigation panel (F10).
8. Arrows keys are no longer scrolling the map at an acceptable speed (very slow scroll
now). Fixed.
9. Players can reassign support units from frozen HQs. Support units in frozen HQs should
be frozen into the HQs. Fixed.
10. Ground elements which are not in the TOE or substitution list can get replaced into the
unit. Fixed.
11. Disabled Ctrl-t hot key in WITW that had been accidentally enabled.
12. Fixed air doctrine screen appearance when called from selected air hq (right panel)
13. Fixed air doctrine screen appearance when called from selected air hq (right panel)
14. Damaged enemy planes are not counted correctly on the air execution screen. Fixed.
15. Fixes for full screen mode (screen going black).

Data and Scenario Changes
1. Aircraft change - 0642 Lancaster B.I Special - add some 4000lb bomb loadouts for earlier
use, limit 12000lb bomb use to 5/44 and later. A few other minor changes.
2. Device change - 0683 NEW: French 75mm CA Mle 1932 AA Gun (moved from 0561)
3. Changes to Unit OBs:
0732 - 0734 - NEW - 43-45 Static Flak Regiment, copies of 288,647,648 with
motorization set to none (most city Flak Regts were static with guns placed in concrete
installations)
0735 - NEW - Static mixed Flak Bn, copy of 228 with motorization set to none
0736 - NEW - Static Heavy Flak Bn, copy of 229 with motorization set to none
0737 - NEW - Static Light Flak Bn, copy of 411 with motorization set to none
0738 - NEW - 43 Reserve Panzer Division - limited capability Panzer div with French
tanks/SP guns
0739 - NEW - 43 Sturmpanzer Bn - 42 Sturmpanzer IV and 3 Panzer IIIn, upgrades to
0740
0740 - NEW - 44 Sturmpanzer Bn - 45 Sturmpanzer IV
0361 - 44 Sturmmoerser Battery - class changed to SP Artillery
0393 - 43 Hvy Pz Bn(-) - renamed to Company
0912/913 - BR Armoured Divisions - change Challenger to Comet
1239 - 43b PO Armoured Div - extended to 6/44, 139 Sherman III -> Sherman V, 23
Sherman III -> 23 Sherman VC Firefly, 0 Stuart V -> 44 Stuart V
1240 - 44 PO Armoured Div - delayed to 7/44, Sherman III -> Sherman V
1409/1410 - FF Armoured Divs - M4A2 reduced to 92, M4A4 raised to 73 (165
Shermans per div, 1st had 165 A2, 2/5 had 52 A2 and 110 A4)
4. Changes in Ground Elements:
a. Multiple Ground elements had their ammo use recalculated.
b. Some fuel use changes and a few reliability rating changes.
c. Several element symbol corrections (wrong type like light Flak instead of Flak, etc)
d. A few other minor changes.
5. Many changes to scenarios. The most notable of these is the addition of many new frozen
static divisions to the German forces in the campaign games. These divisions will use up
some of the German manpower for training early in the scenarios, and then be activated
as they were historically. Detailed changes are listed below:
Multiple campaigns/scenarios
xxxxxxxxxxxxxxxxxx
Renamed Heimat/Alarm Flak Bns: Neinhagen to Nienhagen, Mucheln to Muecheln,
Thuringen to Thueringen, Katowitz/Katowice to Kattowitz
Bradenburg FJ Rgt (EFB): renamed Brandenburg
x Breakout and Pursuit x
xxxxxxxxxxxxxxxxxxxxxxxx
1st PO Armoured Div: increase Stuart V to 44, 139 Sherman III -> Sherman V
x Pointblank directive x
xxxxxxxxxxxxxxxxxxxxxxxx
All German Alarm/Heimat Flak units have been changed to static units
All Flak units (except Heimat/Alarm) experience/morale level raised to 70
Flak Rgt 90: renamed 300
Flak Rgt 143: removed
German Flak Rgts set to static:
3,8,9,13-14,16,19,22,24-26,29,33,44,46,49,51-55,60-62,64-65,67-69,71,75-76,81,86,89-
90(300),93,96,102-103
111,115,118,120,123-124,126,128,130,138,144,150,169,172,179,183-184,189 Marine
Flak Rgts/Bns (except in EFB)
Flaktowers:
Berliner Zoo renamed to Tiergarten, Arenberg Park renamed to Arenbergpark
Wilhelmsburg/Arenbergpark delayed to 10/43
Stiftskaserne/Augarten removed (finished 7/44 and 1/45 respectively)
all changed to LW-Elite with 80 experience/morale
x 4th SC x
xxxxxxxxxx
End Date changed to 2 June 1945
Aircraft:
0074 Ju 88A-4 - build limit +2 to 13
0457 Ju 88C-6a - extended to 9/45
Ground elements:
0021 Panzer IVh - moved forward to 4/43, ends 2/44, build limit reduced to 17 (4
factories), add expansion of 1
0022 Panther D - delay to 5/43, double build limit to 8, add expansion of 1
0023 Panther A - increase import from Panther D to 1500
0024 Panther G - add expansion of 1
0029 StuH42 - add expansion of 1
0031 Stug IIIg - raise build limit to 18
0037 Panzerjaeger 38 - remove scrapping
0048 10/4 SP Flak - upgrade changed to 10/5 SP Flak, ends 3/42, remove scrapping
0050 Wirbelwind - changed to new Ground type "Medium SP Flak"
0051 Ostwind - changed to new Ground type "Medium SP Flak"
0053 Grille K - delayed to 12/43, extended to 11/44, build limit reduced to 6, expansion
reduced to 1
0057 234/1 Armored Car - extended to 9/45, add expansion of 1
0066 233 Armored Car - change upgrade to 234/3
0117 Moebelwagen - changed to new Ground type "Medium SP Flak"
0125 Panzer IVj - moved forward to 3/44, build limit reduced to 12 (6 factories), add
expansion of 1
0127 6/2 SP Flak - changed to new Ground type "Medium SP Flak"
0209 7/1 SP Flak - extended to 9/45, changed to new Ground type "Medium SP Flak"
0210 7/2 SP Flak - changed to new Ground type "Medium SP Flak"
0218 Grille H - extended to 10/43, build limit reduced to 5
0410 sIG 33/2 - built limit increased to 2, expansion of 1 added
0423 SdKfz 9 SP Flak - changed to new Ground type "Medium SP Flak"
0452 7/2 SP Flak - changed to new Ground type "Medium SP Flak"
0456 10/5 SP Flak - remove upgrade to 251/17
Locations:
Berlin - removed Grille K factory
NE Berlin - Panther A factory moved to Berlin, reduced to 1
W Berlin - Marder III factory changed to Jagdpanzer 38
Brandenburg - add size-1 Ar234 factory
Braunschweig - remove 231 Armored Car factory
Chemnitz - add size-1 251/17 SP Flak factory
Cologne - add size-1 250/8 Halftrack factory
Cottbus - remove 10/4 SP Flak factory
Dessau - Ju 88A-4 factory changed to Ju 88C-6a
Elbing - remove 233 Armored Car factory, upgrade 231 Armored Car fac to 232 Armored
Car
Frankfurt -change 10/4 SP Flak factory to 10/5 and resize to 5
Hannover - Panther A factory reduced to 1, change Marder III factory to size- 251/17 SP
Flak factory
Harburg - Ar 234 factory changed back to BV 138
Kiel - upgrade 231 Armored Car fac to 232 Armored Car
Leipzig - change 234/3 Armored Car factory to 233 Armored Car
Magdeburg - add size-1 Panzer IVj factory
Prague - add size-6 Grille H factory, Jagdpanzer 38 factory changed to size-10 Marder
III, second Marder III fac reduced to 10
Steyr - add size-1 Panzer IVj factory
In multiple units changed too early use of Panther A/Grille K to Panther D/Grille H
216th Sturm Panzer Bn (EFB) reformed to proper OB using StuH42, add a reducedstrength
duplicate arriving to Italy in 1/44 (for non-EFB games)
559/563/616 Heavy Panzerjäger Bn (EFB) rebuilt to replace future with current
equipment
Meyer/Hummel Heavy Panzer Bn(-) reformed into proper companies
x 4th SC and both GC 43 versions x
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
AXIS
----
All German Alarm/Heimat Flak units have been changed to static units
All Flak units (except Heimat/Alarm) experience/morale level raised to 70
Flak Rgt 20: disabled, subunits existing in-game
Flak Rgt 90: renamed 300
Flak Rgt 143: delayed to 5/44, changed to 1944 OB, arrives at 50% strength
German Flak Rgts set to static:
3,8,9,13-14,16,19,22,24-26,29,33,44,46,49,51-55,60-62,64-65,67-69,71,75-76,81,86,89-
90(300),93,96,102-103
111,115,118,120,123-124,126,128,130,138,143-144,150,169,172,179,183-184,189
Marine Flak Rgts/Bns (except in EFB)
NEW Flak units:
187th mixed Flak Bn in EFB
295th Mixed Flak Bn in Antwerp
913th light Flak Bn in EFB
Flaktowers:
Berliner Zoo renamed to Tiergarten, Arenberg Park renamed to Arenbergpark
Wilhelmsburg/Arenbergpark delayed to 10/43, Stiftskaserne to 7/44 and Augarten to 1/45
all changed to LW-Elite with 80 experience/morale
70th Inf Div: removed, reformed from existing 165th Reserve Inf Div
148th Reserve Inf Div: available from start in Toulouse
152nd Static Div: NEW, placed at Grudciadz, non-mobile, frozen for 60 turns (End of
August 44)
153rd Inf Div (EFB): renamed 154th Reserve Inf Div, available from start (153 was
duplicate of 153rd Fld.Trg. Div, 154 missing)
155th Reserve Panzer Div: NEW, stationed in Rennes, equipped with mostly French
vehicles, frozen until 3/44
166th Reserve Inf Div: available from start in Aarhus, attached to WMBef Denmark
172nd Static Div: NEW, placed at Mainz, non-mobile, frozen for 60 turns (End of August
44)
173rd Reserve Div (EFB): NEW
174th Static Div: NEW, placed at Lublin, non-mobile, frozen for 47 turns (End of May
44)
176th Inf Div: reformed as Static div, placed at Bielefeld, non-mobile, frozen for 65 turns
(October 44)
177th Static Div: NEW, placed at Vienna, non-mobile, unfreezes 12/44
180th Inf Div: reformed as Static div, placed at Verden, non-mobile, unfreezes mid-
September 44
182nd Reserve Div: Withdraw removed
188th Mountain Div: placed at Innsbruck, unfreezes 12/43
190th Inf Div: reformed as Static div, placed at Neumuenster, made non-mobile,
unfreezes mid-September 44
192nd Inf Div (EFB): NEW, arrives low-strength in 1/45
193rd Static Div: NEW, placed at Prag, non-mobile, unfreezes 1/45
377th Inf Div (EFB): removed, was officially disbanded in 5/43
381st Fld.Trg. Div (EFB): disabled, was dissolved in early 1943
401st Static Div: NEW, placed at Koenigsberg, non-mobile, unfreezes mid 9/44,
withdraws 1/45
402nd Static Div: NEW, placed at Stettin, non-mobile, unfreezes mid 9/44, withdraws
1/45
404th Static Div: NEW, placed at Dresden, non-mobile, unfreezes mid 9/44
405th Static Div: NEW, placed at Strasbourg, non-mobile, unfreezes mid 9/44
407th Static Div: NEW, placed at Augsburg, non-mobile, unfreezes mid 9/44
408th Static Div: NEW, placed at Breslau, non-mobile, unfreezes mid 9/44, withdraws
1/45
409th Static Div: NEW, placed at Kassel, non-mobile, unfreezes mid 9/44
413th Static Div: NEW, placed at Nürnberg, non-mobile, unfreezes mid 9/44
418th Static Div: NEW, placed at Klagenfurth, non-mobile, unfreezes mid 9/44
432nd Static Div: NEW, placed at Oppeln, non-mobile, unfreezes mid 9/44, withdraws
1/45
433rd Static Div: NEW, placed at Frankfurt/Oder, non-mobile, unfreezes mid 9/44,
withdraws 1/45
463rd Static Div: NEW, placed at Potsdam, non-mobile, unfreezes mid 9/44, withdraws
1/45
464th Static Div: NEW, placed at Chemnitz, non-mobile, unfreezes mid 9/44, withdraws
1/45
465th Static Div: NEW, placed at Stuttgart, non-mobile, unfreezes mid 9/44
467th Static Div: NEW, placed at München, non-mobile, unfreezes mid 9/44
487th Static Div: NEW, placed at Linz, non-mobile, unfreezes mid 9/44
1-3/216th StuH/Sturmpanzer Company (EFB) - merged into single Bn-size unit
1-3/216th StuH/Sturmpanzer Company (West) - merged into single Bn-size unit
1/217th StuH/Sturmpanzer Company reformed into 217th Sturmpanzer Bn at 70%
strength, no change to delay
2/217th StuH/Sturmpanzer Company reformed into 218th Sturmpanzer Bn (EFB) at 25%
strength, delayed to 8/44
3/217th StuH/Sturmpanzer Company reformed into 219th Sturmpanzer Bn (EFB) at 25%
strength, delayed to 9/44
ALLIED
------
Reduced starting US and British manpower (in pools and/or in airbases).
Land:
1st PO Armoured Div: add 22 Stuart V, 139 Sherman III -> Sherman V, 23 Sherman V ->
0 Sherman VC Firefly
Air:
No. 60 Sqn SAAF and No. 540 Sqn RAF changed from future Mosquito PR.XVI to
present PR.IX
No. 617 Sqn RAF - exp/morale raised to 85, a/c changed to Lancaster special, pilots
raised to 22
x Both GC 44 versions x
xxxxxxxxxxxxxxxxxxxxxxx
AXIS
----
All German Alarm/Heimat Flak units have been changed to static units
All Flak units (except Heimat/Alarm) experience/morale level raised to 70
All Flak units resupplied (if starting with zero or very low levels)
German Flak Rgts set to static:
3,8,9,13-14,16,19,22,24-26,29,33,44,46,49,51-55,60-62,64-65,67-69,71,75-76,81,86,89-
90(300),93,96,102-103
111,115,118,120,123-124,126,128,130,138,143-144,150,169,172,179,183-184,189
Marine Flak Rgts/Bns (except in EFB)
Flaktowers:
Berliner Zoo renamed to Tiergarten, Arenberg Park renamed to Arenbergpark
Stiftskaserne delayed to 7/44 and Augarten to 1/45
all changed to LW-Elite with 80 experience/morale
70th Inf Div - removed, reformed from existing 165th Reserve Inf Div
152nd Inf Div: NEW, placed at Grudciadz, non-mobile, frozen until End of August 44
153rd Inf Div (EFB): renamed Fld.Trg. Inf Div, available from start at 35% TOE
154th Reserve Inf Div (EFB): NEW
172nd Inf Div: NEW, placed at Mainz, non-mobile, frozen until End of August 44
174th Inf Div: NEW, placed at Lublin, non-mobile, frozen until End of May 44
176th Inf Div: available from start, placed at Bielefeld, non-mobile, frozen until October
44
177th Inf Div: NEW, placed at Vienna, non-mobile, unfreezes 12/44
180th Inf Div: available from start, rebuilt to 85% TOE using OB 527, placed at Verden,
non-mobile, unfreezes mid-September 44
182nd Reserve Div: Withdraw delayed to 2/45
182nd Grenadier Div (EFB): disabled, duplicate of 182nd Reserve Inf Div
190th Inf Div: available from start, rebuilt to 85% TOE using OB 527, placed at
Neumuenster, made non-mobile, unfreezes mid-September 44
192nd Inf Div (EFB): NEW, arrives low-strength in 1/45
193rd Inf Div: NEW, placed at Prag, non-mobile, unfreezes 1/45
388th Fld.Trg. Inf Div (EFB): NEW
401st Inf Div: NEW, placed at Koenigsberg, non-mobile, unfreezes mid 9/44, withdraws
1/45
402nd Inf Div: NEW, placed at Stettin, non-mobile, unfreezes mid 9/44, withdraws 1/45
404th Inf Div: NEW, placed at Dresden, non-mobile, unfreezes mid 9/44
405th Inf Div: NEW, placed at Strasbourg, non-mobile, unfreezes mid 9/44
407th Inf Div: NEW, placed at Augsburg, non-mobile, unfreezes mid 9/44
408th Inf Div: NEW, placed at Breslau, non-mobile, unfreezes mid 9/44, withdraws 1/45
409th Inf Div: NEW, placed at Kassel, non-mobile, unfreezes mid 9/44
413th Inf Div: NEW, placed at Nürnberg, non-mobile, unfreezes mid 9/44
418th Inf Div: NEW, placed at Klagenfurth, non-mobile, unfreezes mid 9/44
432nd Inf Div: NEW, placed at Oppeln, non-mobile, unfreezes mid 9/44, withdraws 1/45
433rd Inf Div: NEW, placed at Frankfurt/Oder, non-mobile, unfreezes mid 9/44,
withdraws 1/45
463rd Inf Div: NEW, placed at Potsdam, non-mobile, unfreezes mid 9/44, withdraws 1/45
464th Inf Div: NEW, placed at Chemnitz, non-mobile, unfreezes mid 9/44, withdraws
1/45
465th Inf Div: NEW, placed at Stuttgart, non-mobile, unfreezes mid 9/44
467th Inf Div: NEW, placed at München, non-mobile, unfreezes mid 9/44
487th Inf Div: NEW, placed at Linz, non-mobile, unfreezes mid 9/44
1-3/216th StuH/Sturmpanzer Company - merged into single Bn-size unit
1/217th StuH/Sturmpanzer company reformed into 217th Sturmpanzer Bn
2/217th StuH/Sturmpanzer Company reformed into 218th Sturmpanzer Bn (EFB) at 25%
strength, delayed to 8/44
3/217th StuH/Sturmpanzer Company reformed into 219th Sturmpanzer Bn (EFB) at 25%
strength, delayed to 9/44
217,227,239 Marine Motorized Flak Bn (EFB) removed - duplicates of Heavy Flak Bns
ALLIED
Reduced starting British manpower (in pool and/or in airbases).
------
Land:
1st PO Armoured Div: add 44 Stuart V, 139 Sherman III -> Sherman V
Air:
No. 617 Sqn RAF - exp/morale raised to 85, a/c changed to Lancaster special
x 1945 Campaign, Op Dragoon, Westwall, Bulge to the Rhine x
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Removed all Sherman IIC Firefly’s as there were only I’s and V’s.
Changed some Challenger tanks to Comets in late war scenarios/campaigns as there is
currently no upgrade path and the Comet tank never appears.
In 1945 campaign removed German 48th Infantry Division.
x Pointblank Directive, 1943 (Addl Air HQs) x
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Added more historical Pilots.

There you are guys. We hope you enjoy our new update and keep having fun with the game!

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Re: Gary Grigsby's War in the West
« Reply #23 on: March 01, 2018, 12:45:17 AM »
Public Beta v1.01.72 is Now Available!


Hello Everyone,

A new Public Beta is now available for testing!
If you have registered your copy of War in the West and/or War in the West: Operation Torch, you can download the latest beta update from the Members Area!

v1.01.72 Change Log

Important Note
Some Anti-virus software will require the user to run the exe as an administrator and allow changes to be made to the computer, in order to load scenarios and saves, and to save game and preference files once in-game. Another option is to disable your AV software while playing the game.

New Features and Rule Changes
1. Prohibited disbanding of OB West HQ and prohibited disbanding of WMBef. HQs prior
to 1945.
2. East Front Option changes:
  a. Adjusted AP costs for EFB to West transfers:
    Army HQ - 3
    Corps HQ - 2
    Combat Division (motorized) 3
    Combat Bde (motorized) 2
    Combat Division (non motorized) 2
Others 1
  b. Prohibited transfer of certain HQs from EFB to West: Fliegerkorps (any),
Luftflotte (any), Norway Army, LW Kdo South East, 20th Mountain Army
  c. Air HQ transferring East will be attached to Luftflotte 1,4,5,6 or LW Kdo South East (in this order in case HQ is not in EFB anymore). Transferring West they will be attached to Luftflotte Reich.
3. Air group load out will now be reset to auto when swapping upgrading aircraft.
4. Adjusted load out selection screen. Added "not yet available" and "expired" load outs to the list.
5. Improved auto load out selection display for the fighters and recon planes. For
fighters/recon planes it should display no load out (on air group detail screen and CR), if it is not increasing the range (DT load out). This will not affect actual missions as it was not picking them.
6. Changed sort list of weapon types in production screen.
7. Editor - Scenario check utility Improvements:
  a. Units arriving past scenario end date or attached to a unit arriving past end date are marked in blue but the tool with 'ignore delayed units' checks them anyway.
  b. Compare nation of Labor/Support/Air Support squads with nation of a unit - this
always have to be matching. The only exception would be WAI and Italy.
  c. Permit the following combinations of equipment/unit nation for labor squads (may also be used if extended to all equipment):
   i. Ame with US/FFr/Bra
   ii. CW with Bri/Can/Cze/NZ/Pol/Bel/SA/Ind/Gre/Aus
   iii. Ita with WAI/RSI


Bug Fixes
1. Allied AI first turn scripts for ground movement/combat are not executing properly (they are for naval/amphib/airborne). Fixed.
2. Air to air rocket are not used in the air combat. Fixed.
3. Units are not getting replacements/ground element upgrades in EFB. Fixed.
4. The space bar is supposed to toggle the Combat Window continue/pause functionality. Fixed.
5. The header in the HQ column on CR no longer appears, so you can't sort by HQ. Fixed
6. Fixed load out selection screen text overlap bug.
7. One air group may disappear from the air group selection list when sorting by Range sorting. Fixed.
8. Event Log not showing info re VC Firefly’s built/converted on turn 2 of D-day. Fixed.
9. Event log displays soviet unit OB upgrade messages. Fixed.
10. Fixed button art on the server game pref screen.
11. Fixed CR bug on unit tab.
12. The Automatic Air Directive Creation screen gets cut off at the top (JPEG) after you click
on Set Air Directives option and answer Yes. Fixed.
13. Rollover on game options screen for optional city VP has bad text (about FOW). Fixed.
14. Editor - Main menu buttons image keeps loading into once you open CSV tab in editor. Fixed.
15. Editor - Bad line feeds in editor in withdrawal info. Fixed.

You can also download the patch direct from here.

This public beta is also available on Steam, you will need to right click the game in your Steam library, select properties and navigate to the BETAS tab; from there, opt into the Public Beta by selecting it from the drop down menu.

Happy Gaming!


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Re: Gary Grigsby's War in the West
« Reply #24 on: March 01, 2018, 12:47:35 AM »
Public Beta v1.02.15 is Now Available!

Hello Everyone,

A new Public Beta is now available for testing!
If you have registered your copy of War in the West and/or War in the West: Operation Torch, you can download the latest beta update from the Members Area!

v1.02.15 Change Log
New Features and Rule Changes
1. Enhanced map drawing routines, which should provide much faster rendering on big screens with zoomed out views (max number of art elements).
2. Improved unit movement animation speed (players may need to readjust ‘move animation speed’ preference item)
3. Improved performance of several game functions.
4. Recon of Sand/Desert should be like Clear terrain. Terrain now with easier detection: clear, sand, desert, water, ferry.
5. When adding air groups from National Reserve fighter bomber groups which trained as fighters will appear with -F.
6. When temporary ports are removed from the map, depots in the hex will be converted to a type 1 (rail) depot if in a rail hex, or will be disbanded if it’s not in a rail hex.
7. Improved code for the weapon set (load out) selection.
8. Editor. Added function to the scenario check utility to find location/airbase unit/airbase size mismatches (zero air base size setting and air base unit attached).
9. AI – Improved AI to eliminate some cases of the German AI making an illegal move of an isolated unit to safety.
10. Rules Clarification – Fort type units (no matter what size) may attach up to 3 support units.

Bug Fixes
1.  AI running away in Westwall (and some other small scenarios). Fixed.
2. Removed ability to attach support units above the limit. Also fixed fort units so they can once again attach up to 3 support units as they did before 1.01.01.
3. Enemy losses are not reported on air directive summary screen. Fixed.
4. Air groups' air directive assignment can get cleared when loading a save. Fixed.
5. Display of isolated ports discrepancy. Non-phasing player's port appear isolated, although path can be trace through neutral water. Fixed.
6. Fixed interface live text popup appearance. Text should stay within active window.
7. Fixed Map live text popup shows on the battle detail window.
8. Fixed appearance of pure white pixels on the map tile art. 
9. Fixed bug in the air directive code.
10. Fixed Air-Task crash bug.
11. Editor – Fixed airbase rebuild bugs and reworked the unit rebuild function.
12. Editor - Neutral location cannot change player. Fixed.
13. Editor - Location player pop-up lists Soviet. Changed to "W Allies". 
14. Editor - Fixed map display bug when going to map from editor ("GO TO THE MAP" button).
15. General code cleanup that among other things fixed several memory and resource leaks, several bad boundary accesses, and reduced memory usage.
16. Added extra protection to the AD code to avoid bad data access.
17. Destroyed Regimental Breakdowns won't recombine with Rest of Division. Fixed.
18. Logistical event log is getting full. Fixed.
19. Counters showing Zero Attack strength when no unit is selected in the stack. Fixed by enforcing at least one unit selection.
20. Fixed unit selection when going to the unit detail screen from "Find Unit" dialog.
21. Fixed unit stack selection bug.
22. Admin Points and Motor Pool of Opponent Fleetingly Visible.  Fixed.
23. Fixed air directive setup bug.
24. HQs can send more support help than unit need. Fixed.
25. Delayed withdrawing units can show withdrawing in negative turns in the rollover display. Fixed.
26. WitE2 Airfields becoming motorized (newly created or when switching nationality). Fixed.
27. PA and TB Aircraft Type not shown as Filter when selecting air units to assign to an airbase. Fixed.  When adding air groups form National Reserve (Reserve TB) fighter bomber groups which trained as fighters will appear with -F.
28. Game crashes during air execution run by AI. Fixed.
29. Disabled Axis Generic pilots display in CR.
30. German AI moved unit onto Allied unit. Fixed.
31. Fixed AI line forming bug.
32. Disabled debug message in the event log which can make it full and prevent info from being displayed.
33. Fixed potential for crash in the logistics phase when capture city with oil fields.

Data and Scenario Changes
1. Data changes to many data files involving ground units and aircraft (general info for these changes):
- Major review of production and usage of the Stuart/Chaffee light tank family and Sherman medium tank family
- Lots of changes to devices, Ground Elements and OBs, mostly minor changes to fix issues and/or to adapt to changes to Stuart/Chaffee/Sherman tank families
- disabled scrapping for some elements with a later usage
- increased imports of Italian tanks to Germany post-armistice
- adding HEAT ammunition to certain Italian and German guns
- German SP Flak with multiple-barrel 20mm or 37-40mm guns set to new "Medium SP Flak" type
- addition of improved German howitzers while slightly degrading older versions
- addition of improved Italian field gun
- addition of some mirror devices for Italian use, either named after Italian
- nomenclature or reduced in capabilities (no HVAP ammunition)
- small changes to Italian air unit organization
- cut German Fi 156 recon aircraft production in half
- no real recon aircraft
- Review of factories, on-map factories preferred at historical size/locations, active offmap factories not always historically placed
2. A number of adjustments to German leaders.
3. Several replacement photographs.
4. Additional unit insignia art (thanks to Darojax).
5. A few tweaked air insignia that add a bit more variation to the Wilde Sau Gruppe and some better US Groups.
6. Changes to scenarios:
- rebuilt US tank/armored units to use either M3A1 or M5A1 Stuart but not M3A3
- rebuilt most allied tank/armored units to conform with changes made to Stuart/Chaffee/Sherman tanks
- Several allied tank/armored units set to special OB paths better suited to their organization changes
- fix some invalid gun types in German artillery units
- fixed some typos in unitnames
- added some missing German support units
- added some German training infantry divisions which will unlock during later stages of a campaign
- rebuilt some allied air HQ to proper size/type
- fixed a wrong depot type in Grosseto
- fixed several airbases with improper Luftwaffe special, motorization status or nonAuto MaxTOE
- Breakout & Pursuit
- Expanded the map 5 hexes to the south. Also froze some Axis Atlantic Wall units for a longer duration. Refined first turn AI script.
- Westwall – New first turn AI script.
- GC 43 Addl Air HQs
- There are now 40 Air Directives for Allied Turn 1. The number of Turns German Static Divisions are Frozen that were recently added has been increased. Allied Aircraft Pool were trimmed. Most Reinforcing Air Groups arrive without aircraft. 
- Pointblank Directive - All Rumanian Fighter units removed as Ploesti is out of range. I./JG-4 removed as it moved from Rumania to Italy which is out of Play.  Production usage was 100% for both Players.  Now it is 70% for Allied (30% to Med. Off-map)  German is 35% (60% East and 5% to the Med. Off-map)  Most Allied Air Reinforcements arrive without aircraft, so they Allied Player must be concerned with losses. Some German units arrive without aircraft and some have as I wanted to be careful as production will be fairly low. 
- Weakest url  Production was 100% for both Players  Now it is 100% for Allied as the Med. Is part of the Scenario.  German production is 40% (60% going East)  Hungarian (Axis Ally) is 100%
- In 1945 Campaign, Breaching the Gothic Line, Breakout & Pursuit 44, Bulge to the Rhine, Op Dragoon, and Westwall slight changes were made to German StuG and Sturm Artillery battalions.

You can also download the patch direct from here.

This public beta is also available on Steam, you will need to right click the game in your Steam library, select properties and navigate to the BETAS tab; from there, opt into the Public Beta by selecting it from the drop down menu.

Happy Gaming!

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Offline Asid

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Re: Gary Grigsby's War in the West
« Reply #25 on: June 13, 2018, 01:12:11 PM »
War in the West has been updated to version 1.02.15


This new version brings a lot of improvements and changes, but the changlog is very long so be sure to check it below.

You can download the update from here


1.02.15 Changelog

New Features and Rule Changes
1.   Enhanced map drawing routines, which should provide much faster rendering on big screens with zoomed out views (max number of art elements).
2.   Improved unit movement animation speed (players may need to readjust ‘move animation speed’ preference item)
3.   Improved performance of several game functions.
4.   Recon of Sand/Desert should be like Clear terrain. Terrain now with easier detection: clear, sand, desert, water, ferry.
5.   When adding air groups from National Reserve fighter bomber groups which trained as fighters will appear with -F.
6.   When temporary ports are removed from the map, depots in the hex will be converted to a type 1 (rail) depot if in a rail hex, or will be disbanded if it’s not in a rail hex.
7.   Improved code for the weapon set (load out) selection.
8.   Editor. Added function to the scenario check utility to find location/airbase unit/airbase size mismatches (zero air base size setting and air base unit attached).
9.   AI – Improved AI to eliminate some cases of the German AI making an illegal move of an isolated unit to safety.
10.   Rules Clarification – Fort type units (no matter what size) may attach up to 3 support units.

Bug Fixes
1.    AI running away in Westwall (and some other small scenarios). Fixed.
2.   Removed ability to attach support units above the limit. Also fixed fort units so they can once again attach up to 3 support units as they did before 1.01.01.
3.   Enemy losses are not reported on air directive summary screen. Fixed.
4.   Air groups' air directive assignment can get cleared when loading a save. Fixed.
5.   Display of isolated ports discrepancy. Non-phasing player's port appear isolated, although path can be trace through neutral water. Fixed.
6.   Fixed interface live text popup appearance. Text should stay within active window.
7.   Fixed Map live text popup shows on the battle detail window.
8.   Fixed appearance of pure white pixels on the map tile art.
9.   Fixed bug in the air directive code.
10.   Fixed Air-Task crash bug.
11.   Editor – Fixed airbase rebuild bugs and reworked the unit rebuild function.
12.   Editor - Neutral location cannot change player. Fixed.
13.   Editor - Location player pop-up lists Soviet. Changed to "W Allies".
14.   Editor - Fixed map display bug when going to map from editor ("GO TO THE MAP" but-ton).
15.   General code cleanup that among other things fixed several memory and resource leaks, sev-eral bad boundary accesses, and reduced memory usage.
16.   Added extra protection to the AD code to avoid bad data access.
17.   Destroyed Regimental Breakdowns won't recombine with Rest of Division. Fixed.
18.   Logistical event log is getting full. Fixed.
19.   Counters showing Zero Attack strength when no unit is selected in the stack. Fixed by en-forcing at least one unit selection.
20.   Fixed unit selection when going to the unit detail screen from "Find Unit" dialog.
21.   Fixed unit stack selection bug.
22.   Admin Points and Motor Pool of Opponent Fleetingly Visible.  Fixed.
23.   Fixed air directive setup bug.
24.   HQs can send more support help than unit need. Fixed.
25.   Delayed withdrawing units can show withdrawing in negative turns in the rollover display. Fixed.
26.   WitE2 Airfields becoming motorized (newly created or when switching nationality). Fixed.
27.   PA and TB Aircraft Type not shown as Filter when selecting air units to assign to an airbase. Fixed.
When adding air groups form National Reserve (Reserve TB) fighter bomber groups which trained as fighters will appear with -F.
28.   Game crashes during air execution run by AI. Fixed.
29.   Disabled Axis Generic pilots display in CR.
30.   German AI moved unit onto Allied unit. Fixed.
31.   Fixed AI line forming bug.
32.   Disabled debug message in the event log which can make it full and prevent info from being displayed.
33.   Fixed potential for crash in the logistics phase when capture city with oil fields.

Data and Scenario Changes
1.   Data changes to many data files involving ground units and aircraft (general info for these changes):
-   Major review of production and usage of the Stuart/Chaffee light tank family and Sherman medium tank family
-   Lots of changes to devices, Ground Elements and OBs, mostly minor changes to fix issues and/or to adapt to changes to Stuart/Chaffee/Sherman tank families
-   disabled scrapping for some elements with a later usage
-   increased imports of Italian tanks to Germany post-armistice
-   adding HEAT ammunition to certain Italian and German guns
-   German SP Flak with multiple-barrel 20mm or 37-40mm guns set to new "Medium SP Flak" type
-   addition of improved German howitzers while slightly degrading older versions
-   addition of improved Italian field gun
-   addition of some mirror devices for Italian use, either named after Italian
-   nomenclature or reduced in capabilities (no HVAP ammunition)
-   small changes to Italian air unit organization
-   cut German Fi 156 recon aircraft production in half - no real recon aircraft
-   Review of factories, on-map factories preferred at historical size/locations, active off-map factories not always historically placed
2.   A number of adjustments to German leaders.
3.   Several replacement photographs.
4.   Additional unit insignia art (thanks to Darojax).
5.   A few tweaked air insignia that add a bit more variation to the Wilde Sau Gruppe and some better US Groups.
6.   Changes to scenarios:
-   rebuilt US tank/armored units to use either M3A1 or M5A1 Stuart but not M3A3
-   rebuilt most allied tank/armored units to conform with changes made to Stuart/Chaffee/Sherman tanks
-   Several allied tank/armored units set to special OB paths better suited to their organization changes
-   fix some invalid gun types in German artillery units
-   fixed some typos in unitnames
-   added some missing German support units
-   added some German training infantry divisions which will unlock during later stages of a campaign
-   rebuilt some allied air HQ to proper size/type
-   fixed a wrong depot type in Grosseto
-   fixed several airbases with improper Luftwaffe special, motorization status or non-Auto MaxTOE
-   Breakout & Pursuit – Expanded the map 5 hexes to the south. Also froze some Axis Atlantic Wall units for a longer duration. Refined first turn AI script.
-   Westwall – New first turn AI script.
-   GC 43 Addl Air HQs – There are now 40 Air Directives for Allied Turn 1. The number of Turns German Static Divisions are frozen that were recently added has been increased. Allied Aircraft Pool were trimmed. Most Reinforcing Air Groups arrive without aircraft.
-   Pointblank Directive - All Rumanian Fighter units removed as Ploesti is out of range. I./JG-4 removed as it moved from Rumania to Italy which is out of Play.
Production usage was 100% for both Players.
Now it is 70% for Allied (30% to Med. Off-map)
German is 35% (60% East and 5% to the Med. Off-map)
Most Allied Air Reinforcements arrive without aircraft, so they Allied Player must be concerned with losses. Some German units arrive without aircraft and some have as I wanted to be careful as production will be fairly low.
-   Weakest Link
Production was 100% for both Players
Now it is 100% for Allied as the Med. Is part of the Scenario.
German production is 40% (60% going East)
Hungarian (Axis Ally) is 100%
-   In 1945 Campaign, Breaching the Gothic Line, Breakout & Pursuit 44, Bulge to the Rhine, Op Dragoon, and Westwall slight changes were made to German StuG and Sturm Artillery battalions.

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Re: Gary Grigsby's War in the West
« Reply #26 on: June 15, 2018, 03:42:42 PM »
War in the West LIVE Stream - The XTRG Challenge

Excellent news from the front!

Many of you surely already know XTRG for his passion for historical wargaming (check his incredible series about War in the Pacific Admiral Edition on YouTube!).

We are very happy to announce that XTRG and Matrix Games are teaming up for a series of Live Streams entirely dedicated to wargames! Lovers of hexes, counters, complex strategies and hard planning wil meet their match!

We’ll try to keep these events most regular as possible, so that you can easily follow all the episodes!

The first wargame to be played will be Gary Grigsby’s War in the West, in which XTRG will take the Bulge To The Rhine Scenario (12 turns). You’ll have the chance to see it in action on Wednesday 20th in a 2 hours long Stream on our official Twitch Channel, from 6 pm to 8 pm BST!



Mark the date and follow us on Twitch to receive the channel notifications on when we are live!

XTRG will play the scenario with the Mapoverhaul mod, a very nice graphics modification which overhauls the map (no gameplay alteration!). Kudos to overkill01 for the great work with this Mod! You can find more information about the mod here


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