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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #30 on: January 15, 2021, 01:34:54 AM »
Defending the Rodina - A Soviet WiTE2 AAR Pt.3
14 Jan 2021


By loki100


Managing the Air War

Those of you who have played WiTW will recognise the air mechanics as a distant cousin to that game. Some concepts remain, there is an air phase where some of the air action takes place but missions such as ground support, air transport and paratroop operations all take place in the ground phase.

Most air missions take place in one or another 'air directive'. In WiTE2 probably the main ones are reconnaisance missions, ground support and some tactical bombing for interdiction or to damage depots.

But there are large differences. Some come from the scale of the game, while the capacity to wage strategic bombing is present, in reality it is something that neither side can sustain.  Most missions are directly connected to ground combat operations.  Air groups are organised into Air Operational Groups (from 1-5 air groups) and these are the basis for moving air units between air bases and setting up air directives.

In WiTW you could wholly or partially automate the air war. At one level, you could hand it all over to the AI, at another you could set priorities and the AI would then generate the air directives. If you wanted you could then manually adjust these.

In WiTE2 there is a very useful AI-assistance but it requires some manual input as well.  There are two variants. In one, when you start the air phase (or end the ground phase), the AI will generate air directives, carry them out and redeploy your air groups.  In the other, when you invoke the assistant, the AI will carry out these actions but you can then manually alter some aspects if you want.

In both modes, the AI will rotate depleted or weak air groups to the reserve to refit, train new pilots etc. This function, when managing the Soviets in the early turns is a huge saving in player effort.  It will also try to replace units sent to the reserve with similar planes (so fighters for fighters).

As a player you need to set the relative priority of each air command (this determines how your planes are distributed on the map) and which ground HQ you want it to support. This will influence the type of air directives and also how the AI moves your air groups around.  Linked to this, you give the air command a 'stance'. If you set this to retreat, it will seek to pull your planes away from the front line towards the location of its linked ground HQ.  Finally you can order certain air commands to carry out naval patrol missions (and set the port they will concentrate on).

Once all this is set up, you may only need to review the priorities and stances as the game develops.

You will still need to build or expand air bases.  The locations of your various air operational groups and air commands are indicated on the map with lables as shown below.

Air commands will take on the colours of the ground HQ they are assigned to.

The information on the label changes according to how you are viewing the map. At closer zoom levels you can see the numbers and types of planes, the AOG orders and other useful information.



The air war can be managed with a few clicks. So the 44 IAD, we can order supply for its airbases (the fighters may be on more than one), bring fresh air units from the reserve, change the controlling air command or alter its stance from 'retreat'.



The WiTE2 UI has lots of these little pop-up boxes that make carrying out actions or accessing information very easy.


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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #31 on: January 22, 2021, 04:10:13 PM »
Showcasing WitE2 #4 - Theatre Boxes & the Events System
22 Jan 2020

By RedLancer (WitE2 Asst Producer)


Those of you who have played WiTW will be aware of the East Front option.  This modelled the German commitment to the war with the Soviets (and to Norway) and allowed the German player to phase transfers between those sectors and the war against the Allies as they wished. Extract too much and the Soviets advanced more quickly, send more than historical and you had to the chance to extend the game into the summer of 1945 – picking up VP as you did so.

Well WiTE2 radically expands this concept and covers the totality of the ground and air commitment for Nazi Germany and its Allies and the Soviet Union. It does this using two related concepts, Theatre Boxes and Events.

Theatre Boxes

That wider war is divided into Theatres and represented as abstract boxes.  Each has a ‘combat intensity’ that is used to determine likely casualties (and thus the need for replacements and so on) and a desired garrison level. For the Axis these cover Western Europe, Italy, North Africa, the Balkans, Finland, Norway and anti-partisan operations in the Soviet Union. For the Soviets they are Northern, Trans Caucasus and Far East.  In addition both sides have an abstract (but very important) ‘Reserve’ Theatre.

The Theatre boxes are usually not shown but can be readily accessed from the jump map or the mouse (or hot keys).  When accessed, they are roughly laid out geographically but the Axis reserve is centred over Berlin and the Soviet one is placed in Siberia.

This shows the Western Europe theatre early in the game (t12).



How much you can see and how it is displayed will depend on the zoom level you have chosen but that is a typical screen.  Few things to note, as you’d expect at this stage of the war, there is no Ground Combat and the air combat is very low intensity. Come 1943 and that will be a lot higher creating a steady stream of losses for the Luftwaffe. Once the Allies invade France, the ground combat becomes intense, again generating losses that need to be replenished – possibly at the expense of your forces fighting the Soviets.

Note the percentages next to the ground and air sections, those indicate if you meet the baseline required garrison. We’ll come back to what this means below.
If you open the ground tab, you see the actual units in the Theatre.



Again, your zoom level will influence what can be seen but clicking on any of those formations will open the standard unit tab you are used to from WiTE1 and WiTW.

As a note, you can’t see your opponent’s theatre boxes but you do know, from the OOB tab, how many men, guns and planes they have allocated to their theatres as:



So this is the OOB screen for the same turn, note it repeats the numbers in Western Europe (you can actually expand that entry to see the individual units as above … you can also review these units using the Commander’s Report).  All you know about the Soviets is that they have some 1.5 million men in their non-reserve theatres (the difference between on-map+reserve and total forces).

Managing the Theatres

You have two options:

In one, you accept the scripted pattern of moves into and out of the Theatres as happened historically.  Replacements and new equipment will flow automatically to the theatres (if available) and this is one way that on-map performance influences off map performance. Lose too much in Russia and its not available to replenish your forces in North Africa (and the reverse is true, minimise your losses and those other sectors may be stronger).  Finally you can voluntarily send extra units (ground and air) to a Theatre to build up your forces (you can’t reclaim these but it’s a good strategy).

The alternative is you take control.  Scripted historical transfers will still happen but you can step in and cancel them.  You can also withdraw some units for service elsewhere or swap units as you wish.  There are a few constraints, you can’t send the Hungarians to fight in North Africa and you can’t reduce a theatre to below 90% of its requirements (ie the value in the first image) by removing units (you can go below this by not sending reinforcements).

So the first view is that this is an excellent idea to reduce everything else to the bare minimum and throw all those assets at the Soviets (or the Germans). Well … that is a quick way to lose the war (unless it pays off very quickly).

Victory Points and Events

If you are below the threshold values, there is a chance in a given turn you will lose 1 VP and 1 Admin Pt for every such failure. So Western Europe could cost you 3 VP per turn (the three categories are calculated separately).  An incautious German player could be losing 10+ VP per turn as a result, so if you want to under-invest in the wider war, you had better win the struggle against the Soviet Union very quickly.

Now the reverse is true, if you are over the threshold values, you gain a steady stream of VP – note in loki100’s AAR he notes he has gained more VP this way than for early capture of German held cities.

This is also one way the Events system comes into play. Each of the other campaigns has a track of events that fire more or less historically reflecting the big shifts in that theatre.
So for example:



If you are below the garrison thresholds, these start to occur earlier, if you are over the thresholds, they can be delayed. Since North Africa in the end leads to the invasion of Italy that has consequences. Being behind in Western Europe may trigger an early Second Front. If the Soviets are ahead in their Northern Theatre, there is the possibility of an early Finnish collapse.

The National Reserve

While this is a theatre it has a very different role to the others.  It is under full player control all the time (there are a few minimal restrictions on how you use it) and can be used as you see fit.
Units that are destroyed and can now be rebuilt are assigned to it as are many freshly raised formations. This allows you to control how fast such formations can draw on your available elements such as infantry squads, tanks and guns.  If you place a formation to ‘REFIT’ and it is in the reserve it has a priority on available elements as it builds up.  This is a double edged sword. It is the way to quickly outfit fresh formations but put too many on refit at any one time and your on map formations will suffer for a lack of replacements and reinforcements.

For air units, the reserve is where you can train up formations with low experience pilots, if you wish using obsolete planes, before being deployed to combat.

In addition to being a key part of your unit production approach, the reserve can be just that: a strategic reserve. This is probably of more use to the Soviets but leaving the equivalent of several armies in the reserve (with their HQs) can give you an emergency force to respond to a sudden disaster.

While the default is that units from the reserve arrive on the map at Moscow or Berlin you can alter this to be any rail hex, more than 10 hexes from the enemy, in territory you controlled on 22 June 1941.

Events

There are various types of these. Some are just for flavour, picking up on events elsewhere in the war:



As we have discussed, some affect the progress and intensity of the war in the various Theatre Boxes, such as:



Note that this may also amend the garrison requirements and the combat intensity in a given Theatre.

Some report the gain or loss of VP (again as above):



Some award one side or the other one-off (or short term) allocations of manpower or administrative points:



Some are used to model the Allied strategic bombing offensive:



And some open up new event chains when particular conditions are met:



The in-game editor can be used to create these, setting criteria and likelihood and the consequences. This is one of the ways in which WiTE2 is far more moddable than WiTE1. You can use these events to create all sorts of conditional events as you design scenarios (or amend those supplied with the game).


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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #32 on: March 03, 2021, 01:45:34 AM »
You can now PRE-ORDER War in the East 2
02 March 2021



From Matrix:

Hi everyone,

In order to implement the correct 10% pre-order discount, we've temporarily halted pre-orders on War in the East 2. All customers who already placed an order will be manually refunded for the difference in price, we are currently exporting those orders and our support staff will be issuing those refunds. Pre-orders will be set live again shortly at the correct pre-order discount price.

Update: Pre-orders are now live again, at the correct price. Manual refunds will be issued to customers that ordered at the non-discounted price.

Regards,

- Erik


https://www.matrixgames.com/game/gary-grigsbys-war-in-the-east-2

The remaining orders will begin shipping in the first week of May.

The Eastern Front, the most decisive theatre of World War II and the largest land battlefield.  A fight to the end, Total War between the Third Reich and the Soviet Union, each commanding millions. The legendary wargame team at 2by3 Games has spent years revisiting this titanic conflict to once again establish a new state of the art.

Gary Grigsby’s War in the East 2 is a complete overhaul and improvement of the original War in the East, with no stone left unturned to provide a more realistic, more historically rich, and more challenging strategy experience.  War in the East 2 comes with a wide array of scenarios ranging from the short tutorial on the Battle for Velikie Luki, to the four month Destruction of Southwest Front, up to the immense full 1941 – 1945 Grand Campaign of the entire Eastern front from Operation Barbarossa to the fall of Berlin.  A total of seven Operational Scenarios and three Full Map Campaigns await you with hundreds, if not thousands, of hours of historical gameplay.

Years of new development have resulted in the best AI opponent ever made by 2by3 for any of their game. Also included are a much more accurate map including a full single and double rail network as well as the historical road network, a detailed and expanded Order of Battle, new realistic movement and combat models, an advanced Logistics system, a vastly improved and easy to manage Air system and many other improvements in the interface and game management, as well as a built-in encyclopedia of the weapons and units of the Eastern Front.  This is just scratching the surface of the many new features and improvements, all of which are explained in a fully comprehensive manual, also available as a physical copy.

The Manual:  If you order the additional Physical copy, you will receive the largest and most comprehensive manual ever printed for our games.  In the works for years alongside the development of War in the East 2, this 520-page hardbound full-color manual leaves no stone unturned in fully documenting every aspect of the game system, from getting you started with the mechanics to advanced systems and strategies as well as designer notes and useful appendices.  Every copy will include a PDF digital form of this manual, but only the physical version will include the hardbound printed manual, while supplies last



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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #33 on: March 05, 2021, 02:02:10 AM »
War in the East 2 is available for pre-order
03 March 2021



You can now pre-order Gary Grigsby's upcoming masterpiece by visiting the Product page.

We are only selling the game on the Matrix Games (and Slitherine) site for now, and the game will release on Steam at a later date. Anyone pre-purchasing, or purchasing on the day of release will get a Steam key eventually, when the title launches there.

Both digital only and upgrade to physical are available. The first 1000 copies are coming by air and will begin shipping on April 16th, while the remaining copies will be shipped in May when the next batch of books arrives.

The physical manual is a 520 page hardbound full color volume.  The biggest printed manual we've ever done.  All shipments at this point are from the UK and we recommend carefully reviewing the shipping options (typically Royal Mail or DPD) to determine which iss best for your location.

Royal Mail is a typical mail service, DPD is an air courier service and shipping times, customs/VAT costs and service to special addresses may vary by your location.  However, the shipping cost is significant due to the sheer weight of the hardbound manual, which comes in at over 4.5 lbs / 2+ kg.

For more information and clarification on purchase option, please visit the Forum.

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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #34 on: March 05, 2021, 04:12:04 AM »
Gary Grigsby's War in the East 2 first look




➡️ 15:00 Start

This is the "It's Tea Time with Slitherine" Live session, which was streamed live on Thursday, March 4 2021 by Matrix/Slitherine on Twitch.

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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #35 on: March 26, 2021, 12:25:29 AM »
Gary Grigsby's War in the East 2 is out now
25 March 2021




Starting in 1941, Gary Grigsby's War in the East 2 covers one of the most brutal conflicts in human history. This bitter fight to the end between the Third Reich and the Soviet Union, is lovingly modelled and detailed from the highest strategic overview to the smallest logistical decision. GGWiiE2 is a complete overhaul of the first game. It is richer, more historical, more encompassing and is the most accurate representation of this conflict ever conceived.

Interface improvements, including new art and re-organized screens allow you to discover and access the games rich strategic layer more easily.

Flexible movement, road and rail modelling allows unparalleled realism in how units flow towards or from the frontlines in the conflict. Details such as road quality, the quality of your transport, the weather, the condition of the men and much more determines if those critical supplies will arrive on time.

Discover the history underpinning each and every unit and weapon that was used and how it fits into the grand scheme of the overall conflict, in the games built-in encyclopaedia. Armed with your new knowledge, devise new ways of putting those units and weapons into action on the biggest strategic map yet.

It is not just the game itself that has been dramatically improved. The game comes with an exceptional tutorial and 520-page comprehensive manual, to help new players understand the depth and complexity that underpins how real war is fought and won. The A.I. has also been improved, so veterans of the first game will also relish new challenges in an expansive campaign that covers everything from Barbarossa to the fall of Berlin.

Gary Grigsby's War in the East 2 has arrived in the Matrix store and is now available for purchase and download here.

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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #36 on: April 07, 2021, 11:32:18 PM »
Gary Grigsby's War in the East 2 - v1.00.07 Update
7 April 2021

Matrix Games are releasing a new update for War in the East 2.

It contains a number of fixes to issues which emerged shortly after release. Please let us know if you have any feedback on this update. You can download it through the Members' Area or directly from here.

Changelog:

New Features and Rule Changes
• Adjusted scroll speed. Sped up scrolling in zoomed out views, and adjusted scrolling speed with the arrow keys.
• Undocumented rule - Axis units in heavy snow from December 1941 to March 1942 have their defensive CV modified as follows:
Dec 1941 - /2
Jan 1942 - /1.5
Feb 1942 - /1.33
This is reflected in the CV values shown on the map. In addition, once in combat, there are admin and land combat rating checks made. For each failed check, the defense value is modified an additional time. So, a unit in Jan 1942 in heavy snow can have its CV divided by 1.5 up to 3 times if it fails both checks.

Bug Fixes
• Game does not launch. It was determined that having certain speech recognition software turned on prevented the game from running. Fixed.
• Game crashes when a player assigns a support unit to a level 0 (as yet unbuilt) airbase that is not in a town/city/urban hex. It should not be possible to attempt to assign a support unit to a level 0 airbase, but you can attach a support unit to a city/town/urban hex where an airfield is being constructed. Fixed.
• Soviet AI is moving some fort units that should be immobile (Coastal Artillery Divisions and Fortified Regions). Fixed.
• CR HQ tab “frozen” column rollover text is incorrect. Fixed.
• Disbanding and creating depots from the city detail window in some cases could cause a crash to desktop. Fixed.
• Game crashed on turn 53 in AI phase. Fixed - several causes for possible AI crashes were found and fixed.
• CR HQ Tab - Map filter does not filter out HQs in TBs. Fixed.
• Unable to select PIL (pilot) column on Air / AOG CR tab. Fixed.
• Can't attach flak/construction units to cities (but AP is charged). (this was only an issue in the beta updates) Fixed.
• OB screen number of ready guns is wrong (always equal to total guns). Fixed.
• Black tiles appear in some coastal hexes when game is saved with weather setting different from show air/ground. Fixed.
• OKL leader listed with German a/c on Soviet side of combat results window. Fixed.

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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #37 on: June 28, 2021, 11:29:02 PM »
War in the East 2 - New Patch
5/27/2021




A new patch (v 01.00.11) for War in the East 2 has been released, and you can download it HERE

​​​​​​​​​
What's new:


New Features and Rule Changes

• Reduced the likelihood that ground elements type SP Artillery and Heavy SP Artillery will become
involved in direct fire ground combat.
• CV values on map for mountain units in mountain hexes and ski units in heavy snow now reflect
their CV modifiers.


Bug Fixes and AI Improvements
• Creating multiplayer games while the PBEM button was turned on in the main menu causes problems with the MP game. Fixed. This will fix any existing server game when it is downloaded.
• Crash to desktop on loading using 1.00.07, caused by duplicate font loading for some rare system settings. Fixed.
• Crash to desktop at end of logistics, caused by changing the HQ of a unit In Transfer from a TB (should not be able to do this). Fixed.
• Non-replacement panzer battalions are incorrectly automatically merging into Panzer Divisions. Fixed.
• Troops cut off in Leningrad area incorrectly considered in supply during German turn and rout over lake. Fixed.
• No ground support is flying during attacks on city forts. Fixed.
• Many duplicate AOGs are appearing for the German player. Fixed.
• Hotkey for soft factors skips combat prep and fatigue. Fixed.
• AI - AI air assist is creating depots (it should not). Fixed.
• AI - Some Soviet AI frozen units are still moving 1 hex. Fixed.
• AI - Made it less likely that AI units will move illegally to escape from a near pocket.
• AI – Soviet AI moves frozen units (on Romanian border on turn 1 and out of Moscow). Fixed.• AI - Axis AI is illegally taking control of Soviet hexes far in the Soviet rear in StoB and RAR scenarios. Also, sometimes Axis AI units warp into these hexes. Fixed.
• AI - Soviet AI moves into occupied enemy hex in Velikie Luki scenario and forces Axis unit to warp
away. Fixed.
• AI - Germans take Osinovets and Soviet still moves unit onto Lake Ladoga. Fixed.
• AI – Improved Soviet AI attacks in Red God of War.
• AI – Improved AI use of reserve and refit modes.
• AI – Improved Soviet defense of Moscow in 42 and made some improvements in Soviet defense
of Leningrad in 41/42.
• AI - Improved the system that replays first player AI scripts on the first turn of the game. The script
should now more accurately recreate what the designer set up in the script.


Data and Scenario Changes
1941 Campaign
   - Fixed HMGs in German Mountain Divisions
   - Reassigned the four BAKs to the Long Range Air Command
   - Fixed naming issues in a couple of R.A.D. Detachments
   - Marine Flak adjustments
   - Improved German AI first turn script. Thanks to tyronec for the new script

Velikie Luki
   - Fixed proper nationality of some anti-tank guns
   - Set Axis and Soviet production to 1%

Typhoon
   - Kalinin Front's Commander (Eremenko) has been cleared as he already begins the game commanding Bryansk Front. The Player will have to assign a commander.

Red Army Resurgent
   - Fixed Italian 105mm Skoda Guns showing up in the German equipment pool

Road to Leningrad
   - Removed KM Baltic Amphibious unit

Stalingrad to Berlin
   - 559th Panzerjaeger Bn converts to 559th Heavy PzJg Bn on Turn 74 (Marder to Jagdpanther)
   - 357th and 359th Infantry Divisions now have the 44a Infantry Division TO&E
   - 655th Pioneer Bn converts to a Pioneer Bde on Turn 102
   - 655th Panzerjaeger Bn converts from the Nashorn to the Jagdpanther on Turn 95
   - 561st Panzerjager Bn converts from the Marder III to the Hetzer On Turn 116

Vistula to Berlin
   - 559th Heavy Panzerjaeger Bn moves from the Nashorn to the Jagdpanther and is Unlocked in WE
   - 655th Pioneer Bde replaces the former Bn
   - 655th Panzerjaeger Bn has the Jagdpanther and is Unlocked in WE
   - 561st Panzerjaeger Bn converts from the M III to the Hetzer on Turn 3

• Some corrections to the ground element file for inconsistencies between the various configurations of German and captured Soviet equipment between Germany and her allies.

• Corrected some discrepancies in Axis and Soviet 120mm mortars.

• Thirteen new WitE2Pedia entries:- 1st Tank Division, 198th Mechanized Division, 115th, 171st, 357th-360th, 395th, 411th, 412th, 416th and 421st Rifle Divisions.

• A few minor graphic corrections to the map.

• OB Update
   - OB 819 - 42 Rum. Pioneer Battalion - cleaned up extraneous entry
   - OB 1073 - 42 Motorcycle Regiment - changed T-40 1941 to the T-60 1941
   - OB 194 - 41 Mountain Division - fixed entry for 7.92mm HMG


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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #38 on: August 28, 2021, 11:50:31 PM »
v01.01.00 – 28th June 2021

IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.01.02 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.
New Features and Rule Changes
• Far into work on adding an in-game scaling preference option. Since the work is not complete, we have not yet made the preference option visible. Once completed in a future update, the program default will be changed to use application scaling, and players will be able to adjust the scaling using this preference item. As part of this, engine improvements have been made to more fully support ClearType fonts and to improve the placement of certain unit/map elements for better scaling, performance and clarity. Several windows have been redone/improved, as part of getting them to scale. Improvements include: added sorting of additional columns in some windows, information on assignments to HQs now also showing in the HQ detail Elements tab, changed selection of multiple battle reports in the same hex to a drop down list (hover on top left corner of battle report).
• Added a new scenario that is a modified version of the 1941 Campaign (1941 Campaign – No Early End). The only difference between this and the 1941 campaign is that the no early end version does not make checks for Sudden Victory or Sudden Loss. There is still the check at the end of 1944 re the Soviet HWM needing to match the Axis HWM (or Allied control of parts of Germany). This scenario will always contain the latest 1941 campaign changes unless otherwise noted in the scenario update notes (the plan is to keep them totally in sync).
• Rule Errata
o HQs and attached support units in isolated city forts that are forced to retreat are destroyed. Units will be rebuilt per the normal rules, except in this case HQs will also be rebuilt.
o When Follow Path is set to ‘no’ for an Air Directive, each mission created by the AD will automatically set a stage base for the mission when it launches and the aircraft will fly directly to the stage base and then directly to the target. The stage base created is heavily weighted toward the bombers in the mission (so not as useful if you have short range escorts you want to fly in the missions). In this case the player selected stage base is ignored.
o When tracing distance for freight movement from a depot to a unit, the number of MPs will never be more than 4x the number of hexes.
o The Command Range Modifier is slightly different than as explained in the manual. When determining the modifier, instead of subtracting 5 from the range before determining the modifier, you subtract the following:
 Corps HQ – 5
 Army – 10
 Army Group/Front – 15
 High command - 20
o Manpower multipliers for Finland, Italy, and Slovakia are different from that listed in the manual. They are:
 1941,42,43,44,45
 Finland 10,3,3,3,3
 Italy 3,3,3,3,3
 Slovakia 1,1,1,1,1
• Rule Clarification for Leader Dismissal Costs:
• The cost of dismissing a leader is increased by the political rating of the leader being dismissed. If the leader is an Axis Allied leader, the cost is double the political rating of the leader.
• The cost of dismissing a leader is reduced by the political rating of the leader of the Higher HQ for the leader being dismissed (i.e. OKH political rating is subtracted from the cost of dismissing the leader for Army Group North).
• The base cost before items a and b, are as follows All High Command 30, Axis Army Group 30, Axis Army 20, Axis Corps 10, Soviet Front 15, Soviet Army 10, Soviet Corps 5.
• There is a minimum cost of 2.
• Rule change for temporarily motorized units:
o Soviet units may not be temporarily motorized in 1941.
o Corps and division sized units have a minimum AP cost of 3 to temp motorize.
o Temporarily motorized units have to pass an extra admin check when determining their MPs (failure reduces their MPs).
o Soviet motorized units that are brigade size or smaller have a max MP of 35, and this applies to temporarily motorized units.
• Romanian Surrender - Romanian Surrender event no longer triggered by the loss of Constanta, Sulina, Cogealac, or Medgidia. Since this is a data change, it is only in games started with this or a later version of the game.
• Adjusted formula to spread out assignment of ground support over more air units where possible instead of overusing the same units. However, it is still heavily biased towards using air units flying shorter distances.
• Reduced the combat effectiveness of Light Mortar ground type weapons. Increased the combat effectiveness of Mortar ground type weapons.
• Added the ability to cancel an AOGs withdrawal orders on the AOG detail window. Linked any cancellation of withdrawal orders for an Air Command HQ to the withdrawal orders for its associated army level AOG. A cancellation of either, will cancel both.
• Moved Assault Squad category higher on the left side of production screen.
• Changes to logistics:
o Reduced effectiveness of super depots at reducing rail congestion penalties in 1941-1943, with less effectiveness reduction in 1943 than in 1941/42. Net effect is deliveries to super depots earlier in the war will be lower.
o Reduced effectiveness of single rail lines when using super depots. Net effect is potential for less shipments to super depots via single rail lines than in the past.
o Changed the algorithm that selects an NSS as a freight source to make it less likely to pick an NSS that is already heavily utilized.
o Note: Priority 0 depots have never been more or less likely to be picked as a freight source for a shipment just because it is priority 0. Priority 0 depots simply never receive a freight shipment. If you want to ensure getting rid of the freight at a priority 0 depot, you need to disband the depot.
• Significantly increased the incremental (fractional) experience gain each time a pilot returns from a mission. This will reduce the number of missions flown needed to gain a full experience point.
• Rule change – Units in refit and more than 10 hexes from the nearest enemy unit may now gain morale points even if their morale is over 50 (still must be under NM). The morale gain is now 1-2 points, not 0-2.
Bug Fixes and AI Improvements
• Assigning Construction Units to HQ on a city hex sometimes costs 1 AP (should be free). Fixed.
• Units in City Forts were not able to receive ammo from a depot in their hex during defensive combat. Fixed.
• Unit in City fort that renames appears in two places. Fixed.
• Losses reported for units not in the battle when Leningrad is captured. Fixed.
• Fixed several isolation issues:
o Units near Leningrad and Sevastopol were sometimes being counted as isolated when they shouldn’t. This was causing a loss of morale. Fixed.
o Hexes/units on Baltic islands incorrectly isolated. Fixed.
o Soviet units in the Caucasus become isolated when Axis units cut the Caucasus off from the rest of the Soviet Union. The port connections should be enough to prevent isolation. Fixed.
• Upon scenario load/start, factories in cities that have capture dates earlier than the start date of the scenario, are all being set to 100% damage. They should be calculating damage based on time since capture (there is some randomness to this, so values change each time a scenario is started). Fixed.
• CTD when pressing F9 with summary up in ground phase. Fixed.
• Can't move units to Kherson by sea. Fixed.
• Axis Allied flak are supposed to be limited to only their cities. Fixed.
• Some gun/artillery elements firing too close. Fixed.
• CR/HQ filter for Aslt column has typo. Fixed.
• The Logistics Report 'trucks lost in movement this turn' line was always showing 0 so this line was removed from the report.
• Depleted AA support units automatically sent to the reserve were also showing as being in the last city they were in. Fixed.
• MPs to depot in supply detail screen were sometimes incorrect. Fixed.
• Fixed several minor bugs in air group transfer interface.
• Possible MP exploit. Fixed.
• AD creation screen lists max ADs as 10 (should be 32. Fixed.
• When creating an airbase in a non-location hex, hex number is wrong in pop-up. Fixed.
• Changing mode with AD creation visible replaces 1st AD instead of selected AD. Fixed.
• Removed set individual AB supply priority via right click (since AB supply priority is automatically set, there was no reason to have this as it had no effect).
• Editor – Removed AI Line Forming x, y and Formation role from the displays as these are not intended to be editable values.
• Editor - Can't edit aircraft weapon set Last Date. Fixed.
• AI - Ai moves amphibious HQ into city fort. Fixed.
• AI - Amphib moves into swamp hex (from city fort hex). Fixed.
• AI – Soviet AI units warp into Axis hexes inside the Stalingrad pocket. Fixed.
• AI – Soviet AI support units in Theater boxes could be incorrectly attached to on map units (where they could be destroyed) while still showing in the TB. Fixed.
• AI - In Road to Leningrad some Soviet AI airbases ended up under OKL. Fixed.
• AI – The enemy AI moves human player air units to an AI airbase. Fixed.
• AI - Improved Axis defensive AI enemy threat calculations.
Data and Scenario Changes
• Scenario changes in Campaign 41, Road to Leningrad, Destruction of Southwest Front, and Operation Typhoon:
o adjusted for changes to 76.2mm Infantry Gun, 107mm Mortar, & 120mm Mortar pools
o 76.2mm field gun reallocations and pools of field guns, infantry gun, and mortars
o Corrected spelling errors
• 1941 Campaign:
o Fixed Frozen 8th Italian Army
o Fixed 3rd Guards Leningrad Militia Division renaming issue
o 39th Infantry Division no longer renames to 41st Fortress Division
o 41st Fortress Division is now built from scratch
o Removed Flieger Fuehrer Ostsee disband
o Urals Military District and Air Command are now locked in the Far East TB
o Event visibility fixes for events 40,41,43,95,108,114,129,133,134,136,170,171,172,173,174
o Romanian Surrender event is no longer triggered by the loss of Constanta, Sulina, Cogealac, or Medgidia.
o Various small fixes
o Added Dobrogea Rum. Air Command AOG
o Added 101st and 102nd Rum. Naval Recon Sqns
o Made Osinovets a Port Depot
o Changed events 82 and 88 so Albania and Montenegro do not become playable map regions when the Soviets take control.
• Destruction of Southwestern Front:
o Odessa Air Command renames to Southern Air Command on Turn 1
o Event visibility fix for event 133
o Added Dobrogea Rum. Air Command AOG
o Added 101st and 102nd Rum. Naval Recon Sqns
• Stalingrad to Berlin:
o Changed Syasstroy (201,97) to an export port.
o Event visibility fixes as in Campaign 41.
o Romanian Surrender event is no longer triggered by the loss of Constanta, Sulina, Cogealac, or Medgidia.
o Depending on the date of conversion some Infantry Divisions convert to the 44 Volksgrenadier Division while a few convert to the 45 Volksgrenadier Division TO&E. Conversions are now triggered by the turn number rather than depleted status.
o Changed events 82 and 88 so Albania and Montenegro do not become playable map regions when the Soviets take control.
o Correction(s) made to renaming of V Corps change to the XI SS Panzer Corps.
o The 344th Static Div. becomes the 344th VG Div.
o The 353rd ID becomes the 353rd VG Div.
o The 22nd Airlanding Div. does not convert to VG Status
o 1st Hun. Cavalry Brigade was added at Budapest. This is an Axis Elite unit. It is Frozen for 75 Turns. On Turn 76 (April 27, 1944) it becomes the 1st Hun. Hussar Division (The Best Unit in the Royal Hungarian Army).
• Vistula to Berlin changes:
o All VG Divisions now have the 45 Volksgrenadier Division TO&E which became available in November 1944.
o Upgraded some Fallschirmjager Divisions to the 44 Fallschirmjager Division and a few to the 45 Fallschirmjager Division.
o Moved KG(J) 6, KG(J) 27, KG(J) 30, and KG(J) 55 from the Map to the WE TB.
o Albania and Montenegro now start as Soviet controlled off map regions.
o The 353rd ID becomes the 353rd VG Division
o The 251st VG Div. becomes the 251st ID
o The 48th VG Div. becomes the 48th ID
o The 56th VG Div. becomes the 56th ID
o The 95th VG Div. becomes the 95th ID
o The 257th VG Div. added to WE
o Adjusted some Hungarian ground units. Hungarian ground units now have Experience and Morale near their National Morale of 50
• OB Update
o 41a, 41b and 42a Tank Brigades - added 4 x Zis-30
o Removed 14.5mm PTRD Anti-Tank Rifles from the 41b Cavalry Division since they are not in production until Dec 41
o Added 41c Cavalry Division which starts fielding PTRDs in Dec 1941
o Upgraded various ground elements in several OBs
o Added OB 1001 - 42a Ski Brigade - Apr 42
o Added OB 1016 - 42 Airborne Brigade - Apr 42
o Fixed OB 0883 and OB 0877 - Now use the 41 Rifle Squad instead of 42 Rifle Squad
o Fixed OB 0880 - Now uses T-34 M1943
• Leader.dat changes:
o Ld0215 von Pfeffer-Wildenbruch, Karl changed to Pfeffer-Wildenbruch, Karl
o Ld0296 Feuerstein, Valentin changed to Feurstein, Valentin
o Ld0305 von Weikersthal, Walther changed to Fischer von Weikersthal, Walther
o Various Italian Leader changes regarding promotion date and available date
o Ld0707 Nemeth, Joszef changed to Nemeth, Jozsef
o Ld0712 Ruszkiczay, Imre changed to Ruszkiczay-Ruediger, Imre
o Ld0718 Vasvary, Joszef changed to Vasvary, Jozsef
o Ld1037 Nikitin, Ivan change to Nikitin, Ivan S. // Change "Last Date" to April 1942
o Ld1062 Pyatykhin, Ivan reduce his rank to 1 and add a promotion Date
• Leader Photo changes/additions:
o Ld0529 Sogno, Vittorio
o Ld0537 Cappa, Umberto
o Ld0539 Armellini, Quirino
o Ld0541 Basso, Antonio
o Ld0561 Forgiero, Arnaldo
o Ld0592 Morigi, Giorgio
o Ld0718 Vasvary, Jozsef
o Ld1199 Konkov, Vasily
• Hexart.dat and hex.dat changes – Blocked naval exit from the Black Sea near Istanbul.
• Changes to ac.dat:
o re-calculated cruise speed and endurance for many aircraft, very limited changes to overall range unless:
 cruise speed was reduced from max cruise to eco cruise = range gain
 cruise speed was raised from max range to eco cruise = range lost
o drop tanks removed:
 for all German Bf 109/Fw 190 fighter and fighter-bomber, except Bf 109 E-7/F-2
 Fw 190F, Fw 190G (DT-only sets)
 non-German Bf 109 (except recons),
 Soviet P-39
o Pe-2/-3, Yer-2'44: gun change from 12.7 mm UBS to UB
o double max load for certain soviet types from 200 to 400kg to remove extra penalty for using 2x100kg bombs
o add 2x100kg bombload option for La-5/-7 types
o LaGG-3: ends 12/41, upgrades to LaGG-3 '11'
o LaGG-3 '11': delayed to 1/42, ends 6/42, 3 points better in reliability, +1 maneuver
o LaGG-3 '29': delayed to 7/42, +1 durability
o LaGG-3 '66': +2 durability, upgrade changed to La-7
o SM.79 I-II renamed SM.79 (ITA/WI version), some changes to weapon sets
o SM.79 III renamed SM.79bis, +1 durability, internal bombloads removed, change 20mm gun back to 12.7mm
• Changes to ground.dat:
o moved the Rumanian Panzer IVg forward to 12/42 (same as Germans)
o start of PaK40 production to 6/42 with weekly production of 146.
o contracted PaK97/38 production period to not start until 4/42 and end 3/43 with weekly production of 72
o moved 120mm GrW378(r) Mortar start date to 1/42
o set build limit of Soviet 102mm and 180mm Naval Guns to -1 to fix display issue
o Changed production rate and period of 107mm mortar.
o Removed the upgrade of the USV gun to ZiS gun and added update of 1902/30 gun to ZiS gun.
• device.dat – Changed slot 49 from 37mm Cannon T9 to 12.7mm UB MG
• gtype.dat – Unspecified minor changes
• 3 revised aircraft tga icon files, A0166, A0170, A0488


v01.00.12 – 26th May 2021
New Features and Rule Changes
• Rule Errata
o For a support unit to be committed to battle, the HQ that the support unit is attached to must be within 30 motorized movement points of the attacking unit being supported.
o (section 27.5.1) – Any surviving Soviet Tank Divisions will convert to Tank Brigades in late January 1942, not March 1942. Surviving Mechanized Divisions will only convert to Rifle Divisions when they go depleted (i.e. they will not automatically convert to Rifle Divisions in March 1942).
Bug Fixes and AI Improvements
• Fatigue not going down much in reserve box units. Fixed.
• Virtsu location gets name wiped out in data during Soviet logistics phase. Fixed.
• Fliegerkorps out of chain of command causes CTD. Fixed.
• Unit goes to depot 4 hexes away when could go to depot 3 hexes away. Fixed.
• Static units reports getting trucks from depot in supply detail. Fixed.
• AI - Soviet AI units are on front line while entrained. Fixed.
• AI - Bad Ai Assist assignment leads to crash to desktop. Fixed.
• AI - AI assist creates German AD support Soviet Front. Fixed.
Data and Scenario Changes
• 1941 Campaign
o Updated corps artillery regiments in accordance with the updated OB
o Updated some Soviet Cavalry Divisions to use the proper OB
o Various unit updates
• Red Army Resurgent - Revised tank strength to include the updated KV-1 ground element changes to the OBs
• 1941 Campaign, Road to Leningrad, DSWF - Updated Soviet Coastal Divisions in Odessa/Leningrad to have the correct 180mm Coastal Gun
• Stalingrad to Berlin and Red God of War - KV-1 changes
• OB Update
o Updated several Soviet OBs dealing with the new KV-1 ground elements update (877, 883, 894, 912, 2101,2105).
o OB 548 - 42 Hun. Armored Division. Turan’s replaced with Panzer IVf
o OB 2123 - 41d Corps Artillery Regiment - now uses the appropriate version of the 122mm M-30 Howitzer
o Soviet Coastal Artillery Divisions - replaced 180mm Naval Gun with 180mm Coastal Gun
o OB 1983 - 44 Army Artillery Brigade - changed to fully motorized
• Ac.dat Update – A Finnish aircraft had invalid first month Bf 110F-2 crew reduced to the correct size of 2.
• Ground and device Update
o Changed the Hungarian Panzer IVf and the Turan II to CS tanks based on the new TOE and adjusted Hungarian Panzer arrival dates and quantities.
o Changes to some Romanian gun production (amount and/or dates):
 37mm Bofors increased production to 2/week
 47mm Breda now ending production in 12/44 instead of theoretical 8/45
 100mm howitzer now ending production in 2/44 instead of theoretical 8/45
 120mm Resita Morta increased production to 5 mortars per turn
o Adjustments made to KV-1s:
 Renamed the KV-1 M1940 to KV-1 M1939;
 Renamed the KV-1 M1941 to KV-1 M1940 (change armor to same as KV-1 M1939);
 Added new KV-1 M941 with correct gun (ZiS-5) and armor as original (element #839)
o Fine-tuned some ground element load costs
• Revised/new photos and icons for KV-1 ground elements 755, 756, 839.
• City /maptext/hexart file updates - Numerous minor map typo corrections as recommended by players. Added a map warning triangle pointing at hex 188,188 for T1 activation of S Front (hexes east and south of 188,188 inclusive trigger S front)- max zoom for text only.
• Factory/Location Update
o Bala-Ishem (350,192) renamed Nebit-Dag. Gave it 10 oil at the expense of Sabunchu (-10 current, -5 resize) and Krasnovodsk (removal of 2).
o Baku port increased to size 3. Guriev and Astrakhan to size 2.
o Krasnodar - Deleted relocation of fuel refinery.

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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #39 on: August 28, 2021, 11:51:37 PM »
v01.01.07 Public Beta Available Now! - 8/18/2021 5:58:02 PM
18 Aug 2021

Hi Everyone,

We have the v1.01.07 installer ready to be downloaded.

The update is available via the Store page https://www.matrixgames.com/game/gary-grigsbys-war-in-the-east-2 or your 'My Page' area (if you are logged in and have the game registered)

Happy War-Gaming!

v01.01.07 – 17th August 2021
New Features and Rule Changes
• Changed rules for isolated support/multi-role units inside HQs when the HQ displaces (either through relocate order or forced displacement). Now those units will be destroyed when the HQ displaces. As with surrenders, some small amount of men and equipment can escape to the pool.
• Reduced the number of fighters that are assigned by default to air transport missions.
• Reduced by 50% the chance of pilots being killed when an operational loss is recorded.
• Added Living Manual v1.05.pdf file in the \Manuals folder. This is up to date with changes through game version 1.01.07.
Bug Fixes and AI Improvements
• Can’t access MP games using 1.01.03 version. Fixed.
• Multi-role units can't convert back to be on map units (no 'Convert' showing in their unit detail screen). Fixed.
• CR screen - Location/Storage tab SU column always shows 0. Fixed.
• Export ports not receiving freight. Fixed.
• Units are sometimes surrendering when they should be routing instead. Fixed. Note: You may have to go through a logistics phase for the bug to be fixed in existing games as a unit’s data may already be corrupted in a way that would force it to surrender instead of routing.
• Partisans are operating less effectively than they should in non-campaign scenarios, especially in low partisan areas. Fixed.
• Corrected spelling of High (Hight) Water Mark in Multiplayer screen.
• AI assist naval ops setting bad stage base and not including nav patrol aircraft from Romanian Air Command. Improved.
• AI – Improved Axis AI line forming just north of the Sea of Azov in 1943.
• AI – Improved Axis pull back in Baltic States.


v01.01.03 – 9th August 2021
New Features and Rule Changes
• Added in-game scaling for all right side panels (factory navigation, turn summary, Air Directive creation, right unit bar) and for supply details window. At this point, all parts of the game except for the top bar area are impacted by the display scaling percentage preference item. Note that you will see issues with these right side changes in the editor if you are running at over 100% (best to use the editor at 100%).
• The supply priority of naval units are automatically set to 4 at the start of every logistics phase.
• Reduced the effect the range of the mission has on op losses for naval patrol missions. Should significantly reduce the op losses of naval patrol missions.
• Made automatic rail repair a higher priority during the logistics phase, making it more likely that automatic rail repair units will be able to secure the needed supplies/freight to do their work.
• Improved system for airfield construction so it is more likely that construction will occur if there are available construction units. There is still a supply/freight requirement so it is not guaranteed in low supply areas.
• To be eligible to escort an air transport mission, the fighter unit must now either be within range of the target hex, or if not, be within range of the stage base while the stage base is in range of the target hex.
Bug Fixes and AI Improvements
• Multiplayer – If disconnected from the internet when attempting to upload a save, game could become unstable and crash. Fixed.
• Bug 9103 - Naval Support Group always appears isolated - never gets resupplied . Fixed.
• Bug 9150 – With TB control on, you cannot clear the withdrawal data on the bottom left of the air unit detail screen, with it off, you can clear the data. Fixed.
• AI Bugs 9152 and 9167 – German AI, especially in late 1942 and in 1943, launches many bad hasty attacks. Fixed.
• AI bug 9170 – The pure AI (not AI assist) was corrupting the ground attack intensity air doctrine for some Luftflottes and Air Armies. Fixed.
Data and Scenario Changes
• Stalingrad to Berlin Changes:
o Corrected Soviet AI first turn script
o XXIII German Corps does not Disband on Turn 117. It does not Disband at all.
o The correct von Stuelpnagel chosen as Commander of WMBef France. There are two in the game.
o I./ZG 76 converts to I./JG 76 on Turn 88 and then converts to IV./JG 300 on Turn 98
o 614th Heavy Panzerjager Company changed from Ferdinand to Elefant Heavy Tank Destroyer
o II./JG 5 which becomes IV./JG 4 Moves to AR on Turn 114 not the Map
o XIV SS Corps which becomes X SS Corps moves to Map on Turn 114 not the AR
• Road to Minsk changes:
o 23 MC set to be a HQ, added leader and attached to Stavka
o 7th MC placed on map, added leader, attached to Stavka
o 69th Rifle Corps added leader and fixed name
o Fixed control of hex 177,156 (now Soviet)
o 109th Mech Div attached to 5 Mech Corps
o Zeroed out German pool value in ground element 221
• Velikie Luki changes:
o Corrected leader in OKH (now Zeitzler)
• Ground.dat and device.dat changes:
o New Bulgarian ground elements added (slots 505-536 and 1500)


v01.01.02 – 23rd July 2021
IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.01.02 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.
New Features and Rule Changes
• Added “Display Scaling Percentage” preference item. This allows players some control over scaling their display in-game. Note that when this version is first used, the system will automatically reset all preferences to default and attempt to set a scaling percentage that is best given your windows display settings. Players can change the scaling percentage by hovering over the value in the preference screen and selecting from the dropdown list. The game will only allow the player to select scaling percentages that fit their current display. When you change the scaling percentage, it is necessary to exit the program and restart in order for the new setting to take effect. At this time, items that appear on the right and top bars are not scaled, but the map and all other windows are impacted by the scaling percentage preference.
• Editor - Unit/Air group transfer TB flags will be automatically cleared when a scenario is loaded into the Editor. These transfer flags display in-game dynamic state and should be clear at the start of any scenario. Loading and saving off a scenario in the editor will now clear this info.
• Added Living Manual v1.03.pdf file in the \Manuals folder. This is up to date with changes through game version 1.01.00.
Bug Fixes and AI Improvements
• Units that detach from city forts disappear (placed in 0,0). Fixed.
• Dismissing leader via leader pic on right bar doesn't dismiss leader but does cost some APs. Fixed.
• Minus Fuel on hand at AB after Air Freight Transport. Fixed. (system will use city fuel or convert freight at stage base into fuel from the pool).
• In rare situations, resources/supplies/fuel/oil stored in a city could go negative. Fixed in 1.01.00 but unreported in the whatsnew.
• CTD when trying to create AD for PVO Air Command in RGOW. Fixed. (Also data change with RGOW scenario).
• CTD from clicking on manpower on left of production screen. Fixed.
• Selecting "Mission" text on air unit detail activates disband unit window instead of fighter/bomber switch. Fixed.
• Units in Oranienbaum and Kronstadt are not isolated when cut off. Fixed.
• Player in the middle of a game is dropped into the editor. Fixed.
• Can attach 11 units to a city fort instead of just 10. Fixed.
• Destroyed Damaged numbers in the Battle Report Detail General Info tab are incorrect. Fixed.
• AP cost and APs available are not immediately updating on Soviet build unit screen. Fixed.
• Can assign combat units and additional support units to FBD/NKPS units (should not be possible). Fixed.
• Event open when Event window opens doesn’t immediately reduce unread count. Fixed.
• Axis Allied manpower production is using German production usage percentage instead of using Axis Allied production usage. Fixed.
• Production screen built number for German manpower showed a negative value at the start of some small scenarios. Fixed.
• AI - During AI turn, a human player AOG changes the higher level AOG it is assigned to. Fixed.
• AI - CTD at 38% of Soviet AI in 1943. Fixed.
• AI - Strange Ai attack with only support units and no defender listed. Fixed.
Data and Scenario Changes
• 1941 Campaign and 1941 Campaign - No Early End scenario changes:
o 6th Panzer Division increased Pz35(t) from 155 to 160
o Changed a couple of Soviet Tank Divisions that start the game unready to using the 41b Tank Division OB
o XXXX Mot. Corps HQ now arrives on 10 August 1941 to the map
o Fixed Soviet Northern Offensive Event so it matches the 110% cv requirement in the manual (had been 115%).
• Stalingrad to Berlin scenario changes:
o All Assault-Sapper Squads removed from the game in favor of Engineer-Sapper Squads.
o Felmy Corps changed to LXVIII zbV Corps which Renames to LXVIII Corps
o 6th SS Mountain Division arrives in WE on Turn 109 not 113. Made SS Elite to match VtB.
o WMBef Belgium Removed on Turn 96
o WMBef France Removed on Turn 99
o WMBef Holland Removed on Turn 104
o LIV Corps Renames to 25th Army on Turn 104
o 16th SS PzGr moves to Map on Turn 111 not Turn 113.
o 269th ID moves to Map on Turn 112 not Turn 117.
o 712th ID moves to Map on Turn 112 not Turn 115.
o 403rd Volksartilliere Bde moves to Map on Turn 112 not Turn 116.
o 404th Volksartilliere Bde moves to Map on Turn 112 not Turn 116.
o 405th Volksartilliere Bde moves to Map on Turn 116 not Turn 118.
o 406th Volksartilliere Bde moves to Map on Turn 116 not Turn 117.
o 407th Volksartilliere Bde moves to Map on Turn 116.
o 408th Volksartilliere Bde moves to Map on Turn 116.
o 1st SS Werfer Bde has a Delay of 108 and moves to Map on Turn 114.
o WMBef France has von Stuelpnagel added as Commander.
o LXXXI Corps adds Adolf Kuntzen added as Commander.
o XIV/X SS Corps moves to Map on Turn 114.
o IX SS Mountain Corps moves to Map from the Balkans on Turn 109 not Turn 112.
o 911th StuG Bde Disbands on Turn 114 not Turn 107.
o 167th VG Division moves to WE on Turn 109 not Turn 112.
o 711th ID moves to Map on Turn 110 not Turn 108.
o 3rd, 4th, 6th and 7th Fallschirmjager Divisions made LW-Elite from LW.
o XIII Fallschirmjager Corps given E. Meindl as Commander
o XC Corps given E. Petersen as Commander
o XXXIII Corps given E. Engelbrecht as Commander
o XXXVI Mountain Corps given Karl Weisenberger as Commander
o 444th Security Division added to [SG]
o 286th Security Division converts to 286th Infantry Division on Turn 110
o 203rd Security Division converts to 203rd Infantry Division on Turn 101 not Turn 100.
• Vistula to Berlin scenario changes:
o All Assault-Sapper Squads removed from the game in favor of Engineer-Sapper Squads.
o 405th Volksartilliere Bde moves to Map on Turn 4 not Turn 5.
o 406th Volksartilliere Bde moves to Map on Turn 4 not Turn 5.
o 407th Volksartilliere Bde moves to Map on Turn 4 not Turn 5.
o 408th Volksartilliere Bde moves to Map on Turn 4 not Turn 5.
o All Hungarian Ground Elements updated to new equipment after the 1943 Infantry Division TO&E.
o WMBef Holland removed from the Campaign.
• Red God of War changes:
o Removed all Assault-Sapper Battalions in favor of the Engineer-Sapper Battalion.
o Linked the PVO Air Command HQ with its AOG.
o 1st Guards Tank Brigade was removed as it was a sub-unit of a Mechanized Corps.
o 1603rd Rifle Division was corrected to the 160th Rifle Division.
• Road to Leningrad change:
o 6th Panzer Division increased Pz35(t) from 155 to 160
• OB.dat Update:
o Made Axis Fortified Zones buildable - Limit 40 with a 4 AP Build Cost.
o Made 42a Ski Brigade buildable
o Updated 1944 Hungarian and Rumanian OBs
o Added Soviet Cavalry-Mechanzied Group HQ
o Added 42 Soviet Motorized Brigade that upgrades from the 41 Motorized Brigade
o Soviet Mechanized and Motorized Brigade are now combined in the build limits using the same build chain
• Changes to w_device.dat and w_gtype.dat files - Made some minor adjustments to things like load cost and production costs of various elements, nothing too significant. Reduced the combat value of engineers back to that of rifle squads (3).
• New Ground elements added to w_ground.dat file:
o Rumania:
 41 Bicycle Recon Squad - 6/41 - end (Infantry Regimental Recon Platoons)
 41 Mot. Recon Squad - 6/41 - end (Armored Division recon units)
 43 Armored Recon Squad (Sdkfz 250) - 10/42 - end (Armored Division recon units)
 42 SMG Recon Squad - 1/42 - end (Infantry Regimental SMG Company)
 41 Motorcycle Squad - 6/41 - end (various recon units)
 75mm PaK40 - 10/42 - end (Armored Division in 42 and Infantry units in late 44). Limited quantities.
o Hungary:
 41 Recon Squad - 6/41 - end (general recon units)
o Finland:
 7.62mm AAMG - 6/41 - end (Infantry)
 75mm Field Gun - 6/41 - end - probably the 75K/17 "Bethlehem" imported from the USA is the most common.
o Slovakia:
 Cavalry Squad - 6/41 - end (started as Infantry Regimental Recon and later in Security Divisions)
 Bicycle Recon Squad - 6/41 - end (standard recon element in most elements)
 Motorcycle Squad - 6/41 - end (standard recon element in motorized units)
 Labor Squad - 6/41 - end (standard)
 50mm Mortar - 8/43 - end (adopted later by infantry and security units)
 88mm Anti-Aircraft Gun - 6/41 - end (limited quantities in mobile and later infantry units)
 LT-33 - 6/41 - end - Tančík vz. 33 - Wikipedia
o Italy:
 Recon Squad - 6/41 - end (standard regimental recon platoon in infantry)
 Mot. Recon Squad - 6/41 - end (standard recon element in motorized and armored units)
 12.7mm AAMG - 6/41 - end (AAMG Battalions)
 88mm Anti-Aircraft Gun - 6/41 - end (Heavy AAA Battalions)
• New Photos:
o Leader: (replacement picture)
 859 Dashichev Ivan
o Ground elem:
 484 7.62mm ItKk/31 Twin AAMG
 485 75mm K/17 Field Gun
 486 Recon Squad
 487 Motorized Recon Squad
 488 12.7mm Breda AAMG
 489 88mm Flak18 AA Gun
 490 Bicycle Recon Squad
 491 Motor Recon Squad
 492 Armored Recon Squad
 493 SMG Recon Squad
 494 Motorcycle Squad
 495 75mm PaK40 AT Gun
 496 Recon Squad
 497 LT vz.33
 498 Cavalry Squad
 499 Bicycle Recon Squad
 500 Motorcycle Squad
 501 Labor Squad
 502 50mm GrW 36 Mortar
 503 88mm vz.36 AA Gun
• New leader added to Leader.dat file - 650 Cocorascu, Traian
• Corrected RGOW and RAR scenario .txt file descriptions of APs per turn.

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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #40 on: September 27, 2021, 11:38:23 PM »
War in the East 2 - Official Update (v. 1.01.09)
24 Sept 2021




A new patch (v01.01.09) has been released. The update is available HERE

What's new:


New Features and Rule Changes
• Reordered some of the ground elements on the left side of the Production screen to make them appear in a more logical order.
• In-game scaling - Scaled air unit load out window and server message window.


Bug Fixes and AI Improvements
• Support units are destroyed when non-isolated HQs displace (should only happen for isolated HQs). Fixed.
• Depot in isolated hex inside a pocket delivers freight to non-isolated outside the pocket 3 or less hexes away. Fixed.
• Sometimes fighters could not fly escort for transports if they had any previous miles flown. Fixed, they should now be available to escort and will try to fly if assigned.
• Fighter escorts in ground support and air transport could, in some cases, be charged more miles flown, and suffer more op losses than they should have. Fixed.
• Ending the turn of a Multiplayer game when disconnected to the internet could cause a corruption of the game’s player turn order if the turn is ended again and successfully uploaded. Fixed. Now, the player will get a message that the upload has unsuccessful, and it will allow the player to try again. If the player is not able to reconnect to the internet and successfully upload the save, the player can exit the game without corrupting the game on the server (but they will lose whatever has been done during the current session). Players with very frequent connectivity issues should consider the benefits of using PBEM instead of MP.
• Adjusting music volume doesn't take immediate effect/impacts mouse click. Fixed.
• Production screen - ground element list on left doesn't scale when show types is turned on. Fixed.
• Airfield detail display - airfield capacity number goes very big negative value. Fixed.
• Y/N confirmation window for applying loadouts can appear behind other windows when at lowerresolutions. Fixed.
• Combining 2 brigades on map to make division (via buildup) causes multiple units with same name. Fixed.
• Rocket units always get built named 500th even when there are already units with that name. Fixed.
• Can Merge a unit even when the player has no APs. Fixed.
• Created railyards in depots built in airfield only locations do not show up in city detail screen. Fixed.

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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #41 on: October 30, 2021, 01:30:10 AM »
Gary Grigsby's War in the East 2 is coming to Steam
28 Oct 2021




Gary Grigsby's War in the East 2 will be available on Steam on December 9th

Starting in 1941, the game covers one of the most brutal conflicts in human history. This bitter fight to the end between the Third Reich and the Soviet Union is lovingly modeled and detailed from the highest strategic overview to the smallest logistical decision. GGWitE2 is a complete overhaul of the first game.

It is richer, more historical, more encompassing, and is the most accurate representation of this conflict ever conceived.

The game comes with an exceptional tutorial and 520-page comprehensive manual, to help new players understand the depth and complexity that underpins how real war is fought and won.

The A.I. has also been improved, so veterans of the first game will also relish new challenges in an expansive campaign that covers everything from Barbarossa to the fall of Berlin.

Check out Slitherine’s Twitch channel
on November 29th when XTRG will play live War in the East 2.

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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #42 on: December 10, 2021, 11:29:57 PM »
War in the East 2 Out Now on Steam
Fri, 10 December 2021



War in the East2 is the most comprehensive, most realistic, and most advanced wargame modeling Eastern Front warfare in World War Two.

The Eastern Front, the most decisive theatre of World War II and the largest land battlefield. A fight to the end, Total War between the Third Reich and the Soviet Union, each commanding millions.
The legendary wargame team at 2by3 Games has spent years revisiting this titanic conflict to once again establish a new state of the art.

Gary Grigsby’s War in the East 2 is a complete overhaul and improvement of the original War in the East, with no stone left unturned to provide a more realistic, more historically rich, and more challenging strategy experience. War in the East 2 comes with a wide array of scenarios ranging from the short tutorial on the Battle for Velikie Luki, to the four month Destruction of Southwest Front, up to the immense full 1941 – 1945 Grand Campaign of the entire Eastern front from Operation Barbarossa to the fall of Berlin. A total of seven Operational Scenarios and three Full Map Campaigns await you with hundreds, if not thousands, of hours of historical gameplay.


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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #43 on: January 10, 2022, 11:41:46 PM »
War in the East 2 1.02.13 Official Update!
Fri, 7 Jan 2022



- Fix for the bug that could rarely allow Soviet units to be warped to Vienna and other areas behind the Axis lines.
- Adjustments and bug fixes relating to flak losses and reporting.
- Further tactical combat and AI improvements.


Change History:
v01.02.13 – 24th December 2021

New Features and Rule Changes

·         Several changes to flak, some bug fixes (especially in what flak guns were listed as participating), some adjustments to formulas, with the net being a major reduction in flak losses. Also reduced air to air and op losses.

·         Several changes to ground combat, including reducing the effectiveness of towed guns in the attack, and adjustments to mortars. Also added a chance for indirect fire weapons to participate in hasty attacks (on both sides). If they participate, their rate of fire will be greatly reduced.

·         Scaled HQ set color window and ground element/aircraft icons.

·         Change to Logistics – It is possible for supplies and fuel in cities to automatically be converted to freight in the depot in the hex, with the supplies and freight returning to the pool (I don’t think this was ever documented but has always been the case). This has now been changed so it no longer happens in isolated cities.           

Bug Fixes and AI Improvements                                                                     

·         Enemy equipment is imported even when none is in the captured pool, as it could incorrectly take from the enemy equipment pool of the weapon instead of the friendly pool of captured equipment. Fixed.

·         Fixed a problem when air units that don’t have the same number of aircraft and pilots are sent from the map to the reserve. Now, if there are more pilots than aircraft, the excess pilots will be removed from the unit and put in the free pilot pool. If the unit has more aircraft than pilots, the extra aircraft will be sent to the pool.

Data and Scenario Changes

·         Device changes:

o    20mm Flak38 L/65 (0121 & 0243), 20mm Quad Flak38 (0126 & 0244), 20mm Twin Flak38 (0252), 20mm ItK/38 L/65 (0257), 20mm Flak30 L/65 (0677), 20mm Triple MG151 (0668) 20mm L65 Cannon (0689), and 20mm Quad L65 Cannon (0690) guns - Accuracy increased from 350 to 400;

o    45mm M35 (0179) - Accuracy increased from 0 to 100;

o    50mm DBT (0184) - Accuracy increased from 0 to 100;

o    2in Mk II (0186) - Accuracy increased from 0 to 100;

o    50mm GrW36 (0188) - Accuracy increased from 0 to 100;

o    50mm M40/41 (0189) - Accuracy increased from 0 to 100;

o    60mm M2 (0208) - Accuracy increased from 0 to 100;

o    60mm Mle 1935 (0209) - Accuracy increased from 0 to 100;

o    20mm Mle1939 L/60 (0240) - Accuracy increased from 375 to 400;

o    20mm 36M L/72 (0298) - Accuracy increased from 300 to 350;

o    40mm 40/41M L/51 (0248) - Accuracy increased from 400 to 475;

o    40mm Bofors L/56 (0249) and 40mm Twin Bofors (0250) - Accuracy increased from 400 to 425;

o    88mm Flak18 L/56 (0125 & 0253) - Accuracy increased from 450 to 500;

o    105mm Flak39 L/63 (0254) - Accuracy increased from 475 to 525;

o    37mm M18 L/40 (0308) - Accuracy increased from 250 to 300;

o    45mm M32/34 L/46 (0322) - Added HVAP penetration of 96;

o    47mm M39 L/40 (0324) - Accuracy decreased from 375 to 350;

o    75mm 41M L/25 (0334) - Range increased from 2,500 to 3,000;

o    75mm KwK37 L/24 (0335) - Range increased from 2,500 to 3,000 and HEAT penetration decreased from 94 to 90;

o    75mm StuK37 L/24 (0336) - Range increased from 2,500 to 3,000 and HEAT penetration decreased from 94 to 90;

o    75mm DT-UDR 26 L/48 (0342) - Accuracy decreased from 600 to 575;

o    75mm SA35 (0347) - Range increased from 2,500 to 3,000;

o    75mm leFK18 L/26 (0350) - HEAT penetration decreased from 94 to 90;

o    76.2mm KT-28 L/25 (0351) - Range increased from 2,500 to 3,000;

o    76.2mm ZiS-3 L/42.6 (0352) - HEAT penetration decreased from 80 to 75;

o    76.2mm ZiS-3 L/43 (0353) - HEAT penetration decreased from 80 to 75;

o    75mm M34 L/46 (0354) - Range increased from 2,800 to 3,000;

o    75mm leIG18 L/11 (0356) - HEAT penetration increased from 94 to 90;

o    75mm M34 L/18 (0357) - Range increased from 2,500 to 3,000, Accuracy increased from 225 to 250, Penetration decreased from 58 to 52, and HEAT penetration increased from 70 to 100;

o    3in L/25 (0359) - Range increased from 2,500 to 3,000;

o    75mm M2 L/31 (0362) - Range increased from 2,600 to 3,000;

o    75mm M3 L/42 (0363) - Ranged increased from 2,800 to 3,000;

o    76.2mm L-11 L/30.5 (0366) - Range increased from 2,600 to 3,000;

o    76.2mm F-34 L/41.5 (0367) - Range increased from 2,800 to 3,000 and HEAT penetration decreased from 80 to 75;

o    76.2mm ZiS-5 L/41.5 (0368) - Range increased from 2,800 to 3,000;

o    76.2mm PS-3 (0369) - Range increased from 1,250 to 3,000;

o    76.2mm M27/39 L/16.4 (0370) - Added HEAT penetration of 75;

o    75mm Mk V L/36.5 (0377) - Range increased from 2,800 to 3,000;

o    76.2mm L-10 L/30.5 (0378) - Range increased from 2,500 to 3,000;

o    88mm KwK36 L/56 (0379) - Range increased from 3,400 to 4,000 and Accuracy increased from 425 to 475;

o    88mm KwK43 L/71 (0380), 88mm PaK43/1 L/71 (0381), and 88mm PaK43 L/71 (0382) - Range increased from 4,400 to 4,800 and Accuracy increased from 550 to 600;

o    90mm M41C L/53 (0383) - Range decreased from 5,400 to 5,000, Accuracy increased from 450 to 500;

o    95mm Mk I L/21.5 (0384) - Range increased from 3,000 to 4,000;

o    90mm M3 L/53 (0386) - Range increased from 3,600 to 4,000;

o    122mm A-19 L/46.3 (0387) - Accuracy increased from 450 to 500 and added HEAT penetration of 120;

o    107mm M-60 L/43 (0388) - Range increased from 3,200 to 4,000;

o    105mm sK18 L/52 (0389) - Accuracy increased from 450 to 500;

o    105mm StuH42 L/28 (0390) - Range increased from 3,000 to 4,000 and HEAT penetration increased from 104 to 110;

o    105mm da 105 L/25 (0391) - Range increased from 3,000 to 4,000, accuracy increased from 250 to 275, Penetration increased from 76 to 91, and HEAT penetration increased from 100 to 120;

o    105mm FH18 L/25 (0393) - HEAT penetration increased from 104 to 110;

o    100mm D-10S L/53.5 (0397) - Range increased from 4,000 to 4,400 and Accuracy increased from 500 to 550;

o    105mm 40/43M L/20 (0399) - Range increased from 3,000 to 4,000 and Accuracy increased from 200 to 250;

o    128mm PaK44 L/55 (0404) - Range increased from 4,200 to 4,600 and Accuracy increased from 525 to 575;

o    122mm D-25 L/45 (0407) - Range increased from 3,400 to 4,000 and Accuracy increased from 450 to 500;

o    122mm M-30S L/23 (0408) - Range increased from 3,000 to 4,000;

o    75mm Pak 97/38 L/36 (0409 & 0680) - Range increased from 2,500 to 3,000;

o    150mm StuH43 L/12 (0415) - Range increased from 3,000 to 4,000;

o    150mm L10 (0420) - Range increased from 2,500 to 4,000;

o    152mm M-10 L/25 (0423) - Range increased from 3,000 to 4,000;

o    152mm ML-20S L/29 (0424) - Range increased from 3,000 to 4,000;

o    Added 152mm M-10 L/25 Howitzer (0512) with Accuracy of 300 and Penetration of 0;

o    75mm M1897A4 L/36 (0559) - Range increased from 2,500 to 3,000;

o    100mm BS-3 L/59.6 (0580) - Range increased from 4,000 to 4,400 and Accuracy increased from 500 to 550;

o    105mm M4 L/24.5 (0588) - Range increased from 3,000 to 4,000;

o    3.7in Mk I L/12 (0595) - Range increased from 3,000 to 4,000;

o    2in Mk VIII (0605) - Accuracy increased from 0 to 100;

o    75mm M6 L/40 (0607) - Range increased from 2,800 to 3,000;

o    75mm M1A1 L/16 (0608) - Range increased from 2,500 to 3,000;

o    128mm (2) Flak40 L/61 (0625) and 128mm Flak40 L/61 (0629) - Accuracy increased from 475 to 525;

o    20mm M35 L/65 (0630) - Accuracy increased from 350 to 375;

o    90mm M41 L/53 (0633) - Range increased from 3,600 to 4,000 and Accuracy increased from 450 to 500;

o    75mm leIG37 L/24 (0666) - HEAT penetration increased from 85 to 90;

o    75mm K51 L/24 (0667) - Range increased from 2,500 to 3,000 and HEAT penetration decreased from 94 to 90;

o    114mm H/18 L/16 (0670) - Range increased from 3,000 to 4,000;

o    150mm sIG33 L/11 (0671) - Range increased from 3,000 to 4,000;

o    76.2mm F-22 L/31.5 (0676) - Range increased from 2,600 to 3,000;

o    75mm M37 L/34.3 (0685) - Range increased from 2,800 to 3,000 and Penetration decreased from 89 to 79;

o    105mm FHM L/31 (0688) - HEAT penetration increased from 104 to 110;

·         Ground Element changes:

o    Tiger (0025 & 0285) - Accuracy increased to 975 from 825, Front Armor increased to 110 from 107, Side Armor decreased to 75 from 80, and Top Armor increased to 29 from 25;

o    King Tiger (0026) - Accuracy increased to 1,600 from 1,400;

o    Nashorn (0038) - Accuracy increased to 1,600 from 1,400;

o    Jagdpanther (0042) - Accuracy increased to 1,700 from 1,600;

o    Ferdinand (0043) and Elefant (0350) - Accuracy increased to 1,600 from 1,400;

o    Jagdtiger (0044) - Accuracy increased to 1,725 from 1,575;

o    SdK-10/4 Flak 30 (0048), Flakpanzer 38 (0049), Wirbelwind (0050), 20mm Flak38 AA Gun (0072), SdKfz-251/17 Halftrack (0090), 20mm Quad Flak38 AA Gun (0106), SdKfz-7/1 Flak38 (0209), SdKfz-251/21 AAMG (0421), SdKfz-10/5 Flak38 (0473), 20mm Fortress Cannon (0479), 20mm Quad Fortress Cannon (0480), 20mm Flak38 AA Gun (0515), 20mm Flak38 AA Gun (1024), and 20mm Quad Flak38 AA Gun (1025) - Accuracy increased to 700 from 650;

o    88mm PaK43 AT Gun (0071) - Accuracy increased to 1,100 from 1,000;

o    88mm FlaK18 AA Gun (0073, 0352, 0459, 0489, 0503 & 0518) - Accuracy increased to 1,300 from 1,150;

o    105mm sK18 Field Gun (0105) - Accuracy increased to 1,300 from 1,050;

o    105mm Flak39 AA Gun (0132) - Accuracy increased to 1,375 from 1,225;

o    40mm ItK/39 AA Gun (0146) - Accuracy increased to 625 from 600;

o    75mm ItK/37 AA Gun (0162) - Accuracy decreased to 450 from 600;

o    20mm ItK/38 AA Gun (0163) - Accuracy increased to 600 from 550;

o    152mm H/38 Howitzer (0165) - Device changed to (0152) with accuracy of 0;

o    L6/40 (0178) - Accuracy decreased to 250 from 300;

o    M-11/39 (0179) - Accuracy increased to 200 from 100;

o    M-13/40 (0180) and Panzer M13/40 735i (0396) - Accuracy decreased to 200 from 300;

o    M-15/42 (0181) and Panzer M15/42 738i (0397) - Accuracy decreased to 300 from 325;

o    P-26/40 (0182) and Panzer P40 737i (0398) - Device changed to 75mm M37 L/34.3 (0685);

o    Semovente L40 da 47 (0183) and Stug L6 47/32 630i (0442) - Accuracy decreased to 200 from 350;

o    Semovente M40 da 75 (0184) and Stug M42 850i (0406) - Accuracy decreased to 150 from 225;

o    Semovente M43 da 105 (0185) and Stug M43 853i - Accuracy decreased to 175 from 200;

o    Semovente M41M da 90 (0186) - Accuracy decreased to 350 from 400;

o    AB41 Armored Car (0187) - Accuracy decreased to 250 from 300;

o    Semovente M42 da 75 (0188) and Stug M42 851i (0407) - Device changed to 75mm M37 L/34.3 (0685);

o    47mm M35 AT Gun (0192) - Accuracy decreased to 200 from 250;

o    20mm M35 AA Gun (0193) - Accuracy decreased to 275 from 550;

o    90mm M41C AA Gun (0194) - Accuracy increased to 750 from 700;

o    75mm DT-UDR 26 AT Gun (0246) - Accuracy decreased from 750 to 575;

o    Toldi II (0278) - Accuracy decreased to 250 from 350;

o    Turan I (0279), Toldi IIa (0303), and 40mm 40M AT Gun (0359) - Accuracy decreased to 325 from 575;

o    Turan II (0280) - Accuracy decreased to 175 from 275;

o    Nimrod (0287) and 40mm 36M AA Gun (0292) - Accuracy decreased to 275 from 600;

o    39M CSABA Armored Car (0288) - Accuracy decreased to 100 from 350;

o    Zrinyi II (0307) - Accuracy decreased to 200 from 250;

o    80mm 29M AA Gun (0308) - Accuracy decreased to 250 from 600;

o    47mm Breda AT Gun (0244) and 47mm M34 AT Gun (0290) - Accuracy decreased to 200 from 300;

o    128mm Twin Flak40 AA Gun (0339) and 128mm Flak40 AA Gun - Accuracy increased to 1,375 from 1,225;

o    Toldi I (0353) - Accuracy decreased to 250 from 350;

o    Stug M43 852i (0408) - Accuracy decreased to 250 from 350;

o    SdKfz-8 Flak18 (0422) and SdKfz-9 Flak18 (0423) - Accuracy increased to 1400 from 1150;

o    47mm M1935 Infantry Gun (0460) - Accuracy decreased to 200 from 250;

o    IS-2 M1944 (0759) - Accuracy increase to 850 from 750;

o    IS-2 M1945 (0760)- Accuracy increased to 850 from 750;

o    SU-100 (0767) - Accuracy increased to 950 from 850;

o    ISU-122 (0769) - Accuracy increased to 850 from 750;

o    122mm A-19 Field Gun (0824) - Accuracy increased to 500 from 450;

o    IS-2 M1943 (0829) - Accuracy increased to 500 from 450;

·         Ob changes:

o    Added reduced infantry division OBs for Germans (three are variations of 2 regiments with 3 battalions and three variants of 3 regiments with 2 battalions). For expansion scenarios.

o    Added Kampfgruppe OBs for Infantry Divisions, Panzer Divisions and Motorized/Panzergrenadier Divisions.  All kampfgruppes are brigade sized and are about 6-8k men.  Infantry KGs are based around a single infantry regiment and its artillery regiment. Panzer KGs are based on a single panzergrenadier regiments, artillery regiment and a single panzer battalion.  Mot/Panzergrenadier KGs are based on a single panzergrenadier regiment and artillery regiment.  If any unit becomes depleted in the scenario, it automatically "upgrades" to the Kampfgruppe OB. For expansion scenarios.

o    Some of my OB upgrade paths of the new OBs were broken and have been fixed.

·         Increased air national morale for Axis Generic nationality to 65 in the early war and then lowered to match German air NM as it drops in later years.

·         Added new photos for the following leaders:

o    Croatia (all Leader have the German nationality flag)

481    Kvaternik    Slavko
482    Moskov    Ante
484    Luburic    Vjekoslav

o    Polish-Sov:

826    Berling    Zigmund
1208    Poplowski    S.G.
1209    Swierczewski    Karol

o    Allied British

1759    Elliott    William
1760    Mills    George

3000    ***YUGOSLAVIA-SOV***   
3001    Ambrozic-Novljan    Ladislav
3002    Apostolski    Mihailo
3003    Dapcevic    Peko
3004    Drapsin    Petar
3005    Gosnjak    Ivan
3006    Ilic    Pavle
3007    Jaksic    Pavle
3008    Jerkovic    Mate
3009    Jovanovic    Arso
3012    Krstulovic    Vicko
3013    Lekic-Spanac    Danilo
3014    Mandic    Gligo
3016    Nad    Kosta
3017    Orescanin    Bogdan
3018    Popovic    Koca
3020    Rodic    Slavko
3021    Rozman-Stane    Franc
3022    Rukavina    Ivan
3023    Sakic Micun    Milan
3025    Tanaskovic    Rajko
3026    Vuckovic    Ljubo
3027    Vukanovic    Radovan
3028    Tito    Josip

o    ***BRITISH-SOV***   
3046    Elliott    William
3047    Mills    George

·         Map data changes in maptext/city/hexart/hex/factory/mapregion/cityOwner files:

o    0009 Vienna (GER)              correct text overlap with flag in Zoomlevel 1

o    0043 Elbing (GER)               add size-3 port and add to Baltic Sea zone

o    0097 Wismar (GER)             add size-1 port and add to Baltic Sea zone

o    0119 Guben (GER)              one part of Oder river was minor instead of proper major

o    0289 Verden (GER)             Lay Aller river from Northeast to Southeast of Verden

o    0307 Flensburg (GER)         added size-4 port with a water connection to the Baltic Sea

o    0453 Helsinki (FIN)              correct text overlap with Gulf of Finland in Zoomlevel 1/2

o    0498 Petsamo (FIN)             add 1x pop/manpower, added to Barents Sea zone

o    0846 Sulina (ROM)              added to Black Sea zone

o    1772 Murmansk (SOV)        added to Barents Sea zone

o    2161 Eysk (SOV)                 added to Azov Sea zone

o    2609 Kronstadt (SOV)          remove port damage

o    2851 Krasnovodsk (SOV)    added to Caspian Sea zone

o    3404 Oslo (NOR)                 added 5x pop/manpower/port/rail and added to Skagerrag Sea zone

o    3424 Steinkjer (NOR)           gets population/industry from Stod, linked to Atlantic

o    3425 Stad (NOR)                 renamed Stod, Population/industry moved to nearby Steinkjer

o    3976 Assens (DEN)             fix odd map text placement

o    3979 Abenra (DEN)             renamed Aabenraa

o    Romania (maptext)              changed to Rumania (Zoomlevel 1) to be in sync with general ingame use

o    Sea of Azov                        correct text overlap with green terrain in Zoomlevel 1

o    removed sea zones from several inland water hexes in Finland and northern Soviet Union

o    fixed southern soviet border and rail around the Aras river (Iran/Turkey)

o    added rail from Port Said to Suez via Ismailia, slightly rearrange rail around Ismailia

o    added rail from Cairo to Suez

o    connected Marsa Matruh to rail net

o    added some rail around Benghazi and Tripoli

o   removed location 2954 Pechenga (Soviet name for Petsamo, misplaced)

o    slightly changed Dnestr river layout NW of Oknitsa

o    Several (lake) water hexes removed from land regions (or sea region regions if they had no access to the sea/ocean)

o    Mittellandkanal extended from Wolfsburg to Magdeburg, some flow changes between Hannover and Wolfsburg

o    Leine river re-routed from east side of Hannover to west side

o    change most parts of Hunte river into a canal, add real Hunte to SSE of Oldenburg

o    re-route Donau to flow north of Linz

o    fix map text of both Przemysl locations

o    some minor rail changes in Caucasus + change some tracks to dual there (especially around Baku)

o    some minor rail changes E/SE of Bodensee

o    Lomza connected to rail net

o    added rail Willenberg <-> Ostroleka

o    added rail connection from Braunschweig to Salzgitter

o    some minor rail layout changes around Hildesheim

o    Rail line Trieste-Ljubljan-Zagreb changed to dual-Track

o    Rail line Maribor-Celje changed to dual-track

o    Rail line Novska-Belgrade changed to dual-track

o    several rail lines in Yugoslavia added or modified to better reflect rail layout there

o    removed dual-track from Csap (HUN)

o    Rail layout changes round Ostrava

o    several minor rails in Poland changed to dual-track

o     Location renamed:

0916 Szerenes (HUN) Szerencs

2311 Lisko (SOV/POL) Lesko

2327 Lomzha (SOV/POL) Lomza

2590 Novogrod-Volynsky (SOV) Novograd-Volynsky

3519 Palanka (YUG) Velika Plana

o    Location rename + Data change x

0274 Dollbergen (GER) Lehrte, add 2x railyard

o    Location Data change

0290 Lueneburg (GER) -1 population/manpower for new location Uelzen

1664 Yelets (SOV)   add 1 railyard

o    New Location

0357 Uelzen (GER)  127,168 with 1x population/manpower/railyard

2940 Kiestinki (SOV) 187,151 an airbase already existing in GC41

o    Map regions changes:

Northern Bucovina and Jan Mayen created, Moldovia renamed Moldavia, changed some map region colors if two regions with similar colors were next to each other

Narva and 2 hexes below moved from Leningrad to Estonia region

Bessarabia region extended westwards towards Khotin using Dnestr river as northern border, hexes taken from Podolia region

Chernovtsy and surrounding hexes moved from Podolia to new Northern Bucovina region

The 2 rocky islands of Jan Mayen added to new Jan Mayen region

Hex SW of Lomza moved to Bialystok region

The 2 hexes SE of Friedrichshafen (GER) moved from Tyrol to Württemberg and Bayern region

Extended Ligurian Sea region to SE towards Elba island

Extended Western Mediterranean region to NE towards a line Nice <-> Calvi (Corsica)

Sudetenland region expanded to include Nesselsdorf (which is kept with Czech nation though)

·         Changes in ac file – Increased the imports of Slovakian Bf 109E-7 and G-2 by 10 a/c each, fixed a small mishap with wrong nation of Romanian PZL 23B.

·         SoundFXconfig file – Fixed one of the music tracks which had a typo and was not being played.

·         OP Typhoon changes:

o    fix name of 271-276 mot. Army Flak Bn

o    fix name of 12 IAP "A"

o    disabled some duplicate AA units in Moscow

o    Eremenko removed from delayed Kalinin front due to a bug + being wrong leader

o    Updated with appropriate map changes made to generic data in this update

·         Red Army Resurgent changes:

o    fixed name of 279 mot. Army Flak Bn

o    Updated with appropriate map changes made to generic data in this update

·         RtL changes:

o    fixed name of 272-280 mot. Army Flak Bn

o    1st NKVD RD OB change to then-current 991

o    20th NKVD RD OB change from future 992 to then-current 991

o    Updated with appropriate map changes made to generic data in this update

·         RtM changes:

o    fix name of 271/276 mot. Army Flak Bn

o    190 ShAP changed from I-153 to I-153BS

o    remove duplicate Pz Ib entry in 19th Panzer Div

o    fix 2 soviet HQ motorization issues

o    Updated with appropriate map changes made to generic data in this update

·         VL changes:

o    demotorized 30th Guards Rifle Regiment

o    Updated with appropriate map changes made to generic data in this update

·         Destruction of SW Front changes:

o    Reactivated VI Rum. Korps with 15-Turn freeze

o    disabled 141st PVO AA Bn in Kirovograd (duplicate unit)

o    renamed duplicate 364th PVO AA Bn into 3364

o    fixed name of 275-279 mot. Army Flak bn

o    III./JG 52 changed to Bf 109F-4 full

o    III./JG 77 changed to Bf 109F-4 20+15

o    69 IAP renamed 69 IAP PVO

o    146 IAP changed to MiG-3

o    146 RAP renamed 2/146 IAP, changed to 20x I-16 Type 24, assigned to 20 SAD AOG, disbands turn 12

o    removed Ju 86E-2 pool (not a frontline bomber, withdrawn to schools)

o    Husi airbase (ROM) removed, was built ~1943

o    demotorized Soviet Black Sea Amphib HQ

o    Updated with appropriate map changes made to generic data in this update

·         1941 Campaigns changes:

o    Updated with appropriate map changes made to generic data in this update

o    some german air unit rename to use Gr and not Gr. as abbrevation for Gruppe

o    removed Ju 86E-2 pool (not a frontline bomber, withdrawn to schools)

o    13th Slov Fighter squadron changed disband into AR withdrawal on T11, returns 10/42, withdraws west 1/44

o    13./JG 52 (Slov) rename slot changed to use Slovakian Bf 109E-7

o    14./KG 3 (Eis) changed from Ju 88 C-2 NF to A-4 bomber

o    14./KG 55 (Eis) changed from future He 111H-20 to H-16

o    LLG 1/2 air units change to Go 244

o    III./KG zbV 323 change to use Me 323

o    12 IAP "A" name fixed

o    69 IAP renamed 69 IAP PVO

o    146 IAP changed to MiG-3

o    146 RAP renamed 2/146 IAP, changed to 20x I-16 Type 24, assigned to 20 SAD AOG, disbands turn 12

o    190 ShAP changed from I-153 to I-153BS

o    KG zbV renamed KGr zbV: 4-8,20-25,172

o    KGr zbV 4 arrives 2/42 with full complement of Ju 52 and gets removed in mid 6/42

o    KGr zbV 5 arrives 2/42 with full complement of He 111, transfers to WE in 5/43 and to FI in 3/44

o    KGr zbV 6/7 arrive 2/42 with full complement of Ju 86, disband at the end of 3/42

o    KGr zbV 8 arrives 2/42 with full complement of Ju 52 and gets removed at the end of 4/42

o    KGr zbV 20 arrives with full complement of He 111 in early 12/42, gets removed late 3/43

o    KGr zbV 21 arrives with 25 Ju 86 in early 12/42, gets removed late 3/43

o    KGr zbV 22 arrives with 14 Ju 86 in early 12/42, disbands late 2/43

o    KGr zbV 23 arrives with full complement of He 111

o    KGr zbV 25 arrives with full complement of He 111 in 1/43, gets removed late 3/43

o    KGr zbV 200 changed to Fw 200 transports, arrive 1T earlier with high exp/morale, will be removed early 3/43

o    KGr zbV 300 arrives with full complement of Ju 52, gets removed late 6/42

o    KGr zbV 400 remove double West TB transfer

o    KGr zbV 999 arrives 1/42 with full complement of Ju 52, gets removed late 4/42

o    KGr zbV Frankfurt, Wittstock, S.7 and S.11 arrive with full complement of aircraft and will be removed instead of disbanded

o    KGr zbV S.7/11 disband earlier in late 1/43

o    KGr zbV S.13 - disabled, its formation was cancelled

o    remove movement points from frozen Romanian rail repair unit

o    fix name of 139th Mountain Rgt

o    fix name of 271-280 mot. Army Flak bn

o    1439th Medium SU Regiment rebuilt to proper 1943 OB

o    2.(H)/AufklarGr 32 moved to Suwalki airbase

o    36 VG Div rename slot set to non-motorized

o    Husi airbase (ROM) removed, was built ~1943

o    set Hexes around Orestieada to Axis control

o    island of Bornholm made Axis controlled

o    unfreeze several Italian support units assigned to Ital. Expeditionary Corps

o    reduce frozen turns for three Hungarian support units

o    239/712 Marine Flak Bns arrival moved from Liepaja to Memel

o    Kharkov Air Command AOG is now removed on turn 7 just like its parent unit

o    Konotop Airbase moved from Odessa to Kharkov Air Command

o    Removed rebuild restrictions: 7th/16th NKVD Border Guard detachment, 4th/20th/21st NKVD Rifle Division

o    removed FE transfer from 16th NKVD border guard: 1st/4th NKVD RD OB change to then-current 991

o    20th NKVD RD OB change from future 992 to then-current 991

o    set Hexes around Orestieada to Axis control

o    island of Bornholm made Axis controlled

·         Vistula to Berlin, Stalingrad to Berlin, Red God of War - Updated with most of the appropriate map changes made to generic data in this update.

·         Multiple scenarios:

o    set player for Ronne, Anina, Cugir, Orestiada,Uelzen, Kiestinki

o    Location removed - 2954 Pechenga

o    Airbases/airbase units added:

1499 Krasnodar size 2 262,198

1505 Velikie Luki size 2 201,129

1585 Yelnya size 1  215,138

1664 Yelets size 2   240,144

1665 Lipetsk size 2  244,142

1671 Chernigov size 2 214,164

1675 Nezhin size 1  217,167

1951 Kashira size 1 233,129

2008 Mikhailov size 1 236,131

2277 Lyuban (s) size 1 198,159

2346 Slutsk size 1 196,158

2376 Dretun size 1 198,135

2394 Rechitsa size 1 208,159

v01.02.12 – 15th December 2021


New Features and Rule Changes

·         This version includes the War in the West editor manual in the /Manuals folder that was accidentally left out of the 1.02.11 official update. Although there are many differences between the WitW and WitE2 editors, the WitW editor manual is a useful guide to understanding the WitE2 editor.

·         Greatly reduced the chance that more men show as disrupted in the combat report detail than were in the battle. If it happens, this indicates an element has been disrupted more than once.

Bug Fixes and AI Improvements

·         Day/night button on top menu display not appearing during air transport ops. Fixed.

·         Can air transport any unit into an enemy hex adjacent to friendly airbase and it acts like an airborne drop. Fixed (not allowed into enemy hexes).

·         More AT guns are built than the build limit. Fixed.

·         Guards Rifle Corps was incorrectly downgraded to a Guards Rifle Division. Unit used to create corps had a rename that was not cleared that should have been cleared at the time of corps creation. Fixed.

·         AI - Soviet unit warps to near Vienna (far behind enemy lines). Fixed.

·         AI – Improved Axis AI in late war.

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Offline Asid

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Re: Gary Grigsby's War In The East 2 WITE2
« Reply #44 on: February 15, 2022, 11:43:46 PM »
New 1.02.19 Public Beta Now Available!
2 Feb 2022

There's a new public beta update installer (v1.02.15) available from the store/My Page download areas.

If you prefer to use Steam, then you will need to opt into the changes by selecting the beta branch from the games Properties menu, listed as "beta - Open Beta". You can opt out at any time.

Changes:

v01.02.19 – 31st January 2022

Bug Fixes and AI Improvements
• Defensive ground support often totally misses the target. Fixed.
• Fixed several corner cases where isolation was being applied to hexes where it shouldn’t due to ports having a connection with in supply ports (in the southern Caucasus and the Baltic Islands).
• Pressing F12 during a ground combat will freeze the game. Fixed.
• Made adjustments to the drop down engine code in an attempt to reduce the chance of rare/random game crashes caused by use of drop downs.
• Game crashes when viewing air units in the TBs. Fixed.
• Intercepts of air transport missions deep behind enemy lines are happening again. Fixed.
• AI Air Assist - Puts Ostsee aircraft into JG77 when FKIV is set to naval ops. Fixed.
• AI – German AI withdraws from Leningrad area prematurely and also doesn’t defend its flanks near Leningrad in C41. Fixed.
• AI – Minor improvements to AI in small scenarios.

Data and Scenario Changes
• OB file – Minor additions and changes primarily for future expansion scenarios.
• Leader file – Changes to Soviet Allied leaders.
• Photos – New photos for Soviet Allied leaders.
• Campaign 1941 and C41 Early End :
o I./1st Hun. Ftr Grp - remove disband
o fixed name of LXXXXIX Corps
o fixed setup of Wismar/Elbing airbases
o fixed setup of LW Kdo East/Luftflotte 6

v01.02.15 – 15th January 2022

Bug Fixes and AI Improvements
• Areas that should be in supply via ports are showing as isolated (Baltic Islands, cut off ports like Odessa – new bug created in 1.02.14). Fixed.
• Leaders in HQs forcibly displaced were not being killed as often as they should (15% non-isolated/50% isolated). Fixed.
• AI - Axis AI freezes at 33% of movement phase. Fixed.
• AI – Improved Axis Attacking AI so it should not leave large gaps in its lines at the end of its turn.


v01.02.14 – 10th January 2022

New Features and Rule Changes
• Several additional changes to flak. Flak during the air execution phase had inadvertently been increased in a recent update. This change was removed. The chance for flak hits was also reduced across the board in all phases.
• Increased the chance of intercept of air transport missions. You should now see air transport missions close to the front line and especially over enemy territory being intercepted. Given this change, along with the air transport fix noted below once again allowing escorts, be careful with flying unescorted transports near the front line. Intercepts well be limited far into enemy territory.
• Theater boxes (including the reserve) are now limited during the logistics phase in that they will never use more than 2/3 of the trained pilots that begin the replacement phase in the pool. 1/3 of the trained pilots are reserved for air units on the map, which receive their replacements after the theater boxes.
• Added details about non-afv fire in the combat report at high combat message levels (6 and 7).

Bug Fixes and AI Improvements
• Note regarding the Losses screen: The ‘Current Turn’ column losses by reason (A2A/flak/ground/operational) are often incorrect. Several reasons for this were fixed in this update, but there are still cases where these losses will be incorrect, too high or too low. The Total column losses are correct, as are the losses by aircraft type, and the losses on the left side of the screen losses by aircraft model. We will continue to try to improve the losses by reason (and the total that appears in the Current Turn column), but for now, you have to use the losses by aircraft type to get an accurate view of current turn losses.
• Destroyed units that rebuild are arriving in the reserve set to 100 Max TOE. They should arrive set to 0. Fixed. Note, players will have to consciously increase the unit’s Max TOE for it to receive replacements.
• Not able to assign escorts to air transport missions. Fixed.
• Access to Inland Port is not preventing area from being isolated. Fixed.
• Axis Allied nationalities are not importing captured equipment. Fixed.
• Interdiction caused by Ground Attack/Interdiction is much higher than by Ground Attack/Unit missions that switch to interdiction. Fixed.
• Entrained static units come out of static mode automatically at no AP charge. Fixed.
• When air groups is sent to TB/Reserve aircraft loss is not recorded when damaged plane is destroyed. Fixed.
• Game crashes during AI Air Assist in the air planning phase. Fixed.

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