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Offline Asid

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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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Offline Asid

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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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