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Sim/Strategy/War => Games Discussion => Topic started by: Asid on January 07, 2016, 02:40:56 PM

Title: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on January 07, 2016, 02:40:56 PM
Gary Grigsby's War In The East 2 WITE2


Joel Billings
06/01/16

We are currently working on WitE2, which uses the War in the West map (expanded to cover to east of the Urals). This game will use all the new features in WitW (new logistics, new air system, etc.). It will have many other elements that are different from WitE1, although the fundamental ground game will be similar to WitW. We are building the database to include everything that was in WitW and WitE. This will give us the potential of creating a future game that would cover all of Europe from 1943-45. Using the map to create other scenarios from earlier in the war would also be possible (I expect modders will eventually be able to do this if they want to, although adding new armies is a lot of work). It is even possible that eventually a 41-45 WiE would be doable, but that would be a lot of work. Going back to 1940 or 1939 as the start of a full WiE is probably more than we'll ever do, although one should never say never. We are doing this while also working on a new tactical game inspired by Gary's old Steel Panthers series, something we are working on jointly with the Matrix development group. We hope that one or both of these games will come out in 2017, although this part of the post will self-destruct within 30 days and I will deny ever saying it.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on July 04, 2017, 06:58:38 PM
Joel Billings
21/06/17


It starts from the WitW engine so it has expanded air and logistics rules. It uses the War in Europe map that was in WitW (but with further work done in the eastern areas to improve it further). The OB started from WitE's OB but with further research and improvements. Basically all data areas are constantly being improved. From this starting point there are may additional changes including big ones like the event system and theater boxes and smaller ones like double and single rail lines on the map. If you have played WitE you will recognize about 50% of the game, and if you've played WitW, you'll recognize another 25% of the game (give or take). Having played both you'll be able to jump in quickly and start playing, but you'll find lots of subtle and not so subtle changes that will impact your strategies. In theory, by using the WiE map, we have the potential for someday having scenarios that include both east and west, although as has been mentioned before, anything before 1943 would require more involved naval rules or treating the Western Front as a Theater Box until 1943.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on July 16, 2018, 05:34:39 PM
Update on progress

Joel Billings
16/07/18


"WitE stated develeopment in 2000, was stopped and started several times (got distracted by War in the Pacific and a few other games during that time) and only got back to full time development in 2008. It released in December 2010. WitW started at that time and was released in December 2014. WitE2 started at that time, but we're also working on a remake of Gary's old Steel Panthers series. We're a small dev group and these games take a long time to develop. The testing time alone is enormous (testing for both bugs and game balance). We are still in alpha testing as there are a few major pieces of the game that still need to be completed before we can start beta testing. All we can say is that we are working on WitE2 and until it's in true beta testing we're still quite a ways out from release. "
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Selva on July 19, 2018, 07:57:47 PM
Hmmm, i didn't get confortable with these arguments.

I own WiTE and WiTW and are both great games.

However, what i felt about this statement is that their are not going to introduce a significant change in the game besides a larger map.

It would really be cool if you could have the possibility to micromanage somethings (if you wanted to) like the focus of production of your country.

For example. You are the general commander of your forces, you noticed that you are going to launch a massive panzer operation in a couple of months, it would be reasonable to tell the politicians to focus the production lines to more panzers than field guns for example, that way, you would have much more equipment in your storages.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: General Sandman on July 19, 2018, 09:22:04 PM
Hmmm, i didn't get confortable with these arguments.

I own WiTE and WiTW and are both great games.

However, what i felt about this statement is that their are not going to introduce a significant change in the game besides a larger map.

It would really be cool if you could have the possibility to micromanage somethings (if you wanted to) like the focus of production of your country.

For example. You are the general commander of your forces, you noticed that you are going to launch a massive panzer operation in a couple of months, it would be reasonable to tell the politicians to focus the production lines to more panzers than field guns for example, that way, you would have much more equipment in your storages.


This isnt the initial intention about WITE 2. I read, that the Devs basically wanted to add the improvements of WITW to the eastern front game.

I hope, that I misunderstood a posting, that they plan to only convert data, so that the earliest start of the German-Russio-War will be in 1943, like it is in WITW. ... Or at least that this info is outdated.

I dont really miss production management, cos this feature is intentionally recessed by the Devs anyway. You are only to be in charge of the pure operational tasks in this game.
Nevertheless IMO the perfect wargame was a symbiosis of the WITW, Hearts of Iron, Command Ops and Combat Mission series or Graviteam products like Operation Star. So unit production would be included.

But what I΄d like to be changed is the strict withdrawal schedulings. It simply doesnt make sense, that mostly intact and highly skilled formations are getting dissolved, just because it is considered as historically accurate, cos a certain unit had been hit hardly in reality. Better to let the player select the units for dissolving or withdrawal from defined contingents by the highcommand.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on July 20, 2018, 12:16:33 PM
They are basically adding the new parts from WITW to WITE2. This should eventually allow them to unleash the monster that is WITE" + WITW in one game  :notworthy
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on October 15, 2018, 12:20:31 AM
Event System.

from the devs:

"This is probably the biggest change in WitE2 from the earlier games of this lineage. For a scenario designer like me it adds the ability to introduce unparalleled flexibility and variation to the game whilst also giving the ability to keep a scenario on track.

The system allows a range of actions to be set ( e.g. units unfreezing, multipliers changing) to occurrences in the games (locations captured, time reached). An example is D-Day triggering increased combat intensity in the Western Theatre Box which will encourage the Axis player to send units West. The system allows a probability to be set too so occurrence is not scripted to a given turn.

As the recent discussion has focused on Finland the screenshot shows the events related to the Finland Campaign from the editor and shows how the ability to have the Finns participate on the map has not been lost. "

(http://www.matrixgames.com/forums/upfiles/18789/B9CE3302A02A4FD4A0EB0ED78AD1F53F.jpg)
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: General Sandman on October 15, 2018, 08:57:16 AM
What I missed in WitE was an accurate siege modus. I mean, there should be the opportunity to propperly only bombard fortified urban territories by large heavy arty contingents to soften the defence and hitting a certain amount of different structures without storming the objective with line formations yet.
Anybody heard about such a feature in WitE#2?
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on January 08, 2019, 04:49:15 PM
The Commmander's Report has just had a big overhaul.

Work in progress

Pavel (Helpless) has starred again by creating an improved system where the CR is now a sorted table which is modular and consists of 5 sections.

1. Functions.
2. Filters.
3. Column header.
4. Table.
5. Footer.

The really good thing as I understand it is that you can configure the tables as you want to present the data you need and this is saved in your preferences. As in old CR, table entries can be linked to some function (eg. go to the map and select air group) or quick filter selection (select all FB in type filter).
It is also possible to colour code particular entries.

(http://www.matrixgames.com/forums/upfiles/18789/8334D690067A48C391F60FEE97FE7FB6.jpg)
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: zakblood on January 10, 2019, 08:39:30 PM
all i know is it looks and plays much better than WITE does, feels much different than WITW does and on one campaign im on atm, it takes epic to another level :winner

under a NDA so can't say much if anything at all lol  :howdy

 :thumbsup
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on January 11, 2019, 12:10:23 AM
Thanks for the input Zak  :thumbsup
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on April 02, 2019, 12:44:53 AM
Information

By Red Lancer Dev


[...]The usual caveats of we are still in alpha and our focus is getting the main areas of historic combat correct apply.

Treatment of Finland
As you’ll have picked up from the thread the relative importance of the Arctic Theatre, its size and AI challenges has led us to abstract it for the Campaign games. What happens in the Theatre Box (TB) is governed by Events and CV. There is currently no event that triggers an increase in supply in the TB when Leningrad is captured but it could be added. In a similar way if the Soviet player fails to commit sufficient troops to the TB then LL ought to take a hit.

Rail Construction
Rails are not dynamic. As we have created the map we have carefully chosen the best compromise based on time and geography.

Moving Resources
I’m not 100% sure how the logistics system works with resource movement as it is largely hidden. I do know that the game now allows port depots to be switched between send and receive to allow freight to be better channelled by sea as required. Shipping values are set separately for the Baltic, Black, Azov and Caspian Seas. We could also add an event that triggers on cutting the supply from Baku, by say, capturing Astrakhan, Lagan or Makhachkala.

Agriculture
Your argument is well made. This level of nuance is applied through broad modifiers on supply as at the basic level we don’t separate agriculture from other resources – only oil is treated separately.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on April 02, 2019, 12:46:30 AM
Update on release date
20/02/19

By Joe Billings: Dev

We don't like to give a time frame, especially when we're still in alpha. It's a lot easier to do it when you get to beta. Although a lot of the game is working, and working pretty well, we've got at least two major items left. Lately we've been working on changes to the air game to make it easier to use and make it possible for player's to turn a lot of control of the air forces over to the AI. Although we're using the WitW air system, we're trying to make more of it playable from the map. Also, the WitW AI assist works ok for WitW but needs a complete overhaul to make it worthwhile to use in WitE2. Once most of the air game changes have been made, we're likely to bring in more testers as players won't need to be familiar with the WitW system to come up to speed quickly. After that, we'll be working on a facelift for the interface. We'll be assuming a slightly higher screen resolution which will give us some more room when the maps up. Until the air game changes have been made, we're still a ways out. On the positive side, our scenario designers have 8 scenarios up and running now. Although they require some data changes for the air changes, they're in pretty good shape and the amount of data and historical research that has gone into these scenarios is more than I've ever seen. The scenarios are:

Campaign 41-45
Stalingrad to Berlin Campaign (Nov 42 to 45)
Vistula to the Oder Campaign (1945 Campaign)
Road to Leningrad
Operation Typhoon
Red Army Resurgent (Soviet Stalingrad Counterattack)
Red God of War (Operation Mars)
Velikie Luki 42 (tutorial scenario)

We hope to add a few more scenarios before release.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on April 02, 2019, 12:47:26 AM
Work in progress

The line graphs are in WitW, so we are just expanding the items graphed for WitE2. The pie charts are a new element in WitE2.

(http://www.matrixgames.com/forums/upfiles/1268/FFE11E8F21FC468889DFE3250787CD48.jpg)

(http://www.matrixgames.com/forums/upfiles/1268/71214DED817646E8B449C32592F9879F.jpg)
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on November 04, 2019, 05:04:34 PM
Update on beta release
03/11/19

By Joe Billings: Dev

I expect that there will be a beta test phase before release. Right now we are working on the interface facelift and that should be done in the next few months (the final artist has just started his work). We're also working on changes to the air game. The ground game has been effectively at beta for several months, but we need to get the air game to that point along with the interface changes to say we're at gameplay beta. The air changes are going to require some rework of the AI, including providing some automated help for players. Until that happens it will be tough for some players to pick up the game. We may add a few more testers between now and the beta phase, but I expect we'll be adding many new testes when we hit the beta phase.

Once we start getting some of our final interface art into the game, we'll try to provide some screenshots.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: MrsWargamer on November 05, 2019, 02:49:34 PM
Gary Grigsby's War In The East 2 WITE2


Joel Billings
06/01/16

We are currently working on WitE2, which uses the War in the West map (expanded to cover to east of the Urals). This game will use all the new features in WitW (new logistics, new air system, etc.). It will have many other elements that are different from WitE1, although the fundamental ground game will be similar to WitW. We are building the database to include everything that was in WitW and WitE. This will give us the potential of creating a future game that would cover all of Europe from 1943-45. Using the map to create other scenarios from earlier in the war would also be possible (I expect modders will eventually be able to do this if they want to, although adding new armies is a lot of work). It is even possible that eventually a 41-45 WiE would be doable, but that would be a lot of work. Going back to 1940 or 1939 as the start of a full WiE is probably more than we'll ever do, although one should never say never. We are doing this while also working on a new tactical game inspired by Gary's old Steel Panthers series, something we are working on jointly with the Matrix development group. We hope that one or both of these games will come out in 2017, although this part of the post will self-destruct within 30 days and I will deny ever saying it.

Wouldn't it be nice if Joel could at least something,  ANYTHING, anything at all about 'that other game'.

My money has already been claimed by Second Front.
Joel can release that 'other game' if he wants, but his silence has been loud enough a long time ago.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: SystemInShock on November 05, 2019, 03:07:35 PM
I didn't care for WITE, so I didn't try any of the other WIT games.  Now this other game he mentions does sound interesting.  He's been talking about this for a good while.  I don't follow it or worry about it.  Someday I'll stumble on an announcement.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on November 05, 2019, 03:26:28 PM

Wouldn't it be nice if Joel could at least something,  ANYTHING, anything at all about 'that other game'.

My money has already been claimed by Second Front.
Joel can release that 'other game' if he wants, but his silence has been loud enough a long time ago.

One problem that devs face is the constant "is it ready yet?" etc..... This is why many do not say anything until its very close.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: MrsWargamer on November 05, 2019, 03:35:41 PM
Understandable. But not a whimper in 3 years is the same as "I couldn't fucking care less".

I might still be breathing when he finally releases it. He might even live that long himself.

But I've moved on a while ago. My next tactical game thrill will be Second Front, destined to look as close to being ASL as is humanly possible in my opinion.

All I ever wanted from Steel Panthers incarnation 2 aka Steel Tigers, was Steel Panthers 1 able to function in 2019 as if it wasn't the 25 year old software it actually is. They could have been selling that 10 years ago.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: SystemInShock on November 05, 2019, 06:43:35 PM
This is off topic, but what is this Second Front game you speak of?
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on November 05, 2019, 07:20:28 PM
This is off topic, but what is this Second Front game you speak of?

http://www.hexdraw.com/Word/?page_id=290

I keep meaning to start a thread....

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: SystemInShock on November 05, 2019, 07:28:16 PM
Well, well.  That looks very interesting!
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on February 11, 2020, 06:53:04 PM
Update
03 Feb 2020

Red Lancer
WitE2 Asst Producer

We do get it that people have found the WitW air system, which removed the abstraction of WitE, challenging. For WitE2 we are working extremely hard developing an improved command and control system for air units that allows a good balance between those who want to automate most of the air war and those who want to micromanage individual air groups and their pilots. Achieving that balance is no easy task. We are almost there, after significant time and effort, demonstrating how we listen and our commitment to providing a game that appeals to as many of you as possible.

The new system - called Air Operational Groups (AOGs) allows the player (or the AI on their behalf) to group Air Units together and control them (or allow the AI to do so) in support of the ground war. My personal way of explaining this is that what the new system does is to group air units together across a wide area (that takes into account actual airfields with their precise size and location) into a single entity which was in WitE represented by the moveable Air Base counter. I think it is an elegant solution.

I share a screenshot that shows where we are at today. The named AOG 'boxes' show both where the AOGs are and also provide the gateway to controlling them in game. As I have said the labels are sort of like counters but as you can expect from a 2by3 game there is more to them than just that...

(https://www.matrixgames.com/forums/upfiles/18789/7869AB1888344DB28B548BD1068E6E52.jpg)


Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on April 16, 2020, 12:44:40 AM
Update
4/11/2020

Joel Billings

"No, we haven't talked about map drawing tools, although agree that would be nice. Not sure what that would entail, so would need to talk it over with the programmers to understand the feasibility of it.

We are making decent progress, having switched over to our new AOG (air operational groups) and implemented 95% of the Air AI assist system. We've got a few features left to add in that area, but the amount of items left to be done there has greatly diminished. Marc has been working on our interface art changes, and we're trying to get most of it done by May. We're internally targeting adding in a new batch of testers around mid-May, but there are a few things we really want to get done first before we open it up to a lot of new testers. So as with all dates, this could slip. The more we get done before we bring people in the less confusion they'll be. It won't be at full beta in May, but there are a few items we can leave to be added later that shouldn't really impact most testing. We'd still like to get the game out this year. We'll just have to see how quickly these last items go in and how well things hold up once we add in a bunch of new testers.

We really aren't in a position to show you anything for two reasons. One, since we're getting close, as long as the art hasn't been finalized, we don't want to show you things still in construction. Second, Matrix understandably wants to have a plan for rolling out info on new features. Discussions about this should start soon, so hopefully it won't be too long before you start seeing some info.

I will say that player's will have to adjust some of their tactics to account for all of the changes. I'll say more about that later, but we are going to try to add some things to the interface to help players be more aware of the impact of their actions. "

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on June 05, 2020, 01:09:40 AM
Recruiting Beta Testers for War in the East II
03 June 2020

Hi everyone,

If you have a lot of free time and are looking for something to do, why not join our expanding beta test team for the upcoming Gary Grigsby's War in the East II? We're looking to add a large number of testers over the next week to help us put the new game and scenarios through their paces.

In addition to getting a personal look at the beta stage of the game, if you are an active and helpful tester you may qualify for a discount or even a free copy at release.

If you're interested, please complete the NDA application here:

http://www1.matrixgames.com/beta/cnda.asp?gid=605

Regards,

- Erik

Erik Rutins
Matrix Games Staff

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on December 11, 2020, 01:32:54 AM
Showcasing WitE2 #1 - New Ground Combat & Movement Features
10 Dec 2020


In preparation for the release of War in the East 2 in the Spring, Roger (loki100) and I are going to be making posts to showcase some of the game’s new features that improve on the mechanics of both the original War in the East and War in the West.  Feel free to ask questions as we go.  As Roger has also written the Manual he has a lot of detailed background knowledge and he’ll also be posting an AAR, starting in January, so you can see the features in play there too.

In this first post we are going to look at some of the more subtle changes that we have made to ground combat and movement.  On their own they don’t seem to be big changes but collectively they have quite a significant impact on how the turns play out.  There is now a complex interplay of administrative movement, command preparation points , Assault HQs and combat delay.

Roads & Movement

One of the first things you may have noticed with the new map is that each hex now has a road value.  Including roads has allowed two changes to be made in the rules.  The first is more obvious.  Moving through hexes that have poor terrain (like heavy woods and swamps) or weather (mud and snow) but do have a road is cheaper than those that have no roads at all.  The second change is a little more complex.  It is called rear area administrative movement – any unit that moves along roads in hexes that were friendly at the start of the turn and have no interdiction will pay a reduced movement cost.  This will save from 1MP per hex if the road is poor up to 3MP per hex if the road is good.  This represents movement in a convoy rather than in a tactical formation.  In essence moving a turn later means that units can move further.  In reality the impact of adding roads is somewhat counter intuitive  as it focuses movement into manoeuvre corridors as this screenshot shows.  The soviet player is choosing not to defend in the bottom right corner as the terrain is so unsuitable.  Showing roads as a more visible dark red can be toggled on/off.

(https://imagizer.imageshack.com/img923/4136/ZlH37A.jpg)

Command Preparation Points

We all know that before major offensives or when preparing a deliberate defensive operation the more time that you have to prepare pays dividends.  This preparation time is now factored into the game and we call it Command Preparation Points (CPPs).  CPPs are gained by units that have remaining strategic movement points at the end of the turn.  However those units in a friendly hex that haven’t moved or fought at all will gain the biggest improvement.  The more CPPs you have the better the effects. CPPs increase attacking CV, reduce fatigue due to movement and in defence improve the chances of calling in artillery support.  However as units move and fight they lose the CPPs  they have gained.  Going hell for leather is no longer necessarily the best policy.  A more considered advance, with units moving in echelon and taking advantage of the administrative movement rules, may be a more sustainable approach; even before logistics are factored in.  CPPs are such a game changer in successful operations that we thought an extract from the manual would be of benefit to prove the point:

(https://imagizer.imageshack.com/img922/3809/nZFhZl.jpg)

Assault HQs

Another new feature replicates the focus of the Staff on the operations of specific Armies and Fronts.  Players can now designate a number of the high-level HQs as Assault HQs.  This increases the command point capacity of the HQ so more units can be attached with no penalties.  Subordinate HQs and Units also gain a number of bonuses from Assault HQ status: these include gaining Combat Preparation Points faster, an increased chance to pass support checks and extra artillery ammunition for soviet artillery before 1944.  There is however a catch.  Units under an Assault HQ can only build to level 1 fortifications.

Combat Delay

Combat Delay was first introduced in WitW.  It represents the time consumed in a turn by combat within a hex and which doesn’t immediately impact on those units who did not take place in the attack itself, and therefore saved MPs.  Depending on the amount of combat in a hex an extra charge of up to 9 MPs can be charged on a unit that is leaving the hex.  This prevents the tactic of using infantry units to clear a hole in the line and then charging through with motorized units who have a full allocation of MPs.  The screenshot shows not only the black star that indicates a combat delay but also the new symbols that remind players that movement is generating fatigue (teardrop) and losing CPPs (crossed swords)

(https://imagizer.imageshack.com/img923/9131/fehmwj.png)

Together these four new elements pose the player with a whole new range of challenges, options and trade-offs.  How you focus your staff effort and push your units will impact their ability to fight.

In our next post we are going to have a look at the new realistic weather system and the variation that it offers.


RedLancer
WitE2 Asst Producer

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on January 06, 2021, 03:12:40 AM
Showcasing WitE2 #2 - Weather
17 Dec 2020


In this second showcasing of War in the East 2 we are going to focus on the weather system.  We’ll describe it in three elements – how weather is generated in game, the impact on air operations and finally the impact on ground operations.

WitE2 has a highly complex and dynamic weather model that generates realistic weather in an ever-changing manner.  Few games will see identical weather patterns adding a new dimension to your wargaming experience.

The playable area of WitE2 is part of a much bigger map that stretches from the Atlantic to the Urals.  Within this large area are eight different climate zones that define the accustomed prevailing weather characteristics within that area across the normal cycle of the seasons.  These can be seen on the weather screen.

(https://imagizer.imageshack.com/img922/541/TZfEot.jpg)

To add yet more variation the weather in the climate zones can be further modified by the passage of weather fronts that move across the map.  There are five different weather fronts that reproduce the Earth’s customary meteorological behaviour: entering the map and influencing the weather across hexes in a characteristic fashion.  The screenshot above shows a Low Pressure Maritime Arctic Front over southern Sweden.

For example a Polar Continental Front will change a hex that would have been Clear to Cold in November to February but will leave the weather as clear at any other time of the year.  If the hex would have had Rain in the period November to February this will change to Snow. In the same period, if the hex would have had Snowfall, a Polar Continental Front will replace this with Blizzard conditions.

The weather screen shows the movement of these fronts across the map.  The weather changes before the Soviet phase (in other words the German turn uses the same weather as the preceding Soviet turn).  This reflects the Soviet Union’s (and its Allies) better weather forecasting capability.  You are able to see a prediction of the following turn’s weather but true to form it is not wholly accurate.

(https://imagizer.imageshack.com/img922/482/KdT9Mv.jpg)

As the five types of front move across the eight zones they create a range of six different air conditions: Clear, Rain (representing light rains - summer rains, no more than 2-3 days a week), Heavy Rain, Cold (light snow, clear sky most of the time), Snowfall (more regular snowfall with more cloud cover) & Blizzards (snow storms and very low temperatures).  These air conditions are tracked by turn in each individual hex; allowing the impact on the ground to be calculated.  Rain will lead to mud, cold will result in freezing, whilst clear will dry the ground.  There are six ground conditions: Clear, Light Mud, Heavy Mud, Light Snow, Snow and Heavy Snow that result from the air weather.  The actual hex conditions are tracked by the water and snow value of the hex which you can see those values in hex popup.

The weather screen allows you to see a summary of either the air or ground weather across the map.  The composite image below compares screenshots of air on the left with ground on the right.

(https://imagizer.imageshack.com/img923/5341/RY7r6V.jpg)

The map art also changes with the weather as this created picture shows.

(https://imagizer.imageshack.com/img922/8728/jl2mto.jpg)

Of course, all the effort that has gone into creating this system is to make the game a more enjoyable and realistic experience.  The air and ground weather impacts combat and movement for air and ground units.  You can see the precise weather in a hex via the mouse popup.

(https://imagizer.imageshack.com/img924/2772/ZW3LRi.jpg)

The air weather in a hex sets a percentage of cloud cover.  This not only can reduce the effectiveness of an airstrike (particularly ground support) but also lead to higher operational losses.  Cloud cover also has an effect across an entire air mission’s flight path. When we look in more detail at air operations you will see that you can set your air units not to fly in worsening conditions.

Ground weather has more of an impact but only on each individual hex and you will find that adjacent hexes will often not share the same conditions.  Essentially mud and snow make movement more difficult and costly.  Frozen rivers and lakes are easier to cross.  Now that we have road values set in every individual hex we have been able to factor them into the equation too.  Hexes with roads are less effected by the ground conditions.  Together with admin movement (which we looked at in the last post) and the impact of weather costs, you get a much more sophisticated grid of costs for moving through hexes depending on terrain, roads, weather and admin or tactical movement. Moving a motorized unit into a good road swamp hex in heavy mud via admin movement will only cost 3 MPs, while if it was a bad road hex it would cost 13 MPs. Moving tactically would cost the unit 6 MPs in good roads or 14 MPs in bad roads. This shows in bad terrain and heavy mud, admin movement doesn’t gain you much.  However, with a good road, things can be very different.  Here a unit in heavy mud conditions will pay only 1MP to move one hex.

(https://imagizer.imageshack.com/img922/3984/BbpZx9.jpg)

So planning with roads in mind is a good idea.  You can also see an overview of the road system via the Weather screen.

(https://imagizer.imageshack.com/img923/1885/sBBD2x.jpg)

Finally there are a few special rules that are worth mentioning and which we can elaborate on if you want to ask questions.  Firstly, although blizzard may not be guaranteed in December 1941 up until the end of March 42 the Axis player will pay double the normal weather movement costs and rail is affected by the amount of snow and blizzard.  Additionally there are increased attrition rules to reflect the impact of extreme cold, weapon malfunctions and frostbite.  The winter of 1943/44 was un-seasonally mild so during that time the weather model is more clement with snow and blizzard.  Both Lake Ladoga and the Sea of Azov have special supply rules for when they are frozen and this happens irrespective of the wider dynamic weather system.

Next time we’ll look more at logistics.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on January 12, 2021, 01:49:12 AM
Showcasing WitE2 #3 - Logistics
08 Jan 2021


In this glimpse at the forthcoming War in the East 2 we are going to look at logistics. Arguably WitE2 has the most complex and realistic logistic model in any wargame depicting large scale ground combat.  This post will only skim over the basics so feel free to ask if you want to know more.

WitE2 tracks individual people, vehicles, aircraft and weapons across the battlefield as well as the different elements of logistic supply.  The difference in WitE2 is that there is much less abstraction than ever before.  The system is a development of that seen in WitW but it has been significantly improved with a number extra tweaks to give the player more control.  Let’s explore…

Production

At the top of the logistics tree is the production system where mines and oilfields produce resources that are converted by factories into the means to wage war.  These are the vehicles and aircraft to equip the forces and the ammunition, fuel and supplies required to support them.  The factories are located in their historic locations and produce against historic rates.  The output of production accumulates in pools for onward distribution. The game has a number of screens where you can follow production.

(https://imagizer.imageshack.com/img923/5660/0Wskv4.jpg)

(https://imagizer.imageshack.com/img922/4522/5ltP4V.jpg)

(https://imagizer.imageshack.com/img922/7935/Ro8NVF.jpg)

The Supply Grid

The WitE2 supply grid links the pools to forward depots by train and ship.  The final link from the forward depots to units is by truck or horse.  The movement of that supply is tracked as freight.  Freight represents the capability to move the different elements through the system.  When freight is received it is converted into the required elements.
The big difference in WitE2 from WitE is the fidelity in the movement of freight through the supply grid.  Freight is tracked by individual ton to specific locations.

Railways

The vast majority of freight is initially moved by rail.  WitE2 has a new feature: some of the rail lines having single track whilst others are double (shown as a thicker candy stripe).  Double rail can handle more freight without congestion.  The capacity of the rail system is provided by railyards.  When there is increasing congestion – showed by the lines changing colour from green, through yellow and orange to red then more railyard resource is required to move a similar level of freight.  The movement of units along rail lines adds to this congestion.  This therefore limits the amount that can be moved in a turn along any given rail line.  The rail network is no longer a source of almost limitless supply.
 
(https://imagizer.imageshack.com/img924/9374/RpRCKF.jpg)

Depots

Freight moving through the supply grid is stored at depots.  The capacity of the depot depends on the size of the railyard and/or port co-located in the hex.  Depots receive, store and distribute freight to units.  Depots can be seen on the map as triangular symbols.  The number in the triangle is the supply priority whilst the bars on top show received in the last turn (green), on hand (blue), sent out (red) and capacity (black).

(https://imagizer.imageshack.com/img923/1711/R3aLPe.jpg)

Resupplying Units

Units look to get freight from nearby depots.  The majority of freight is moved to the unit from the depot by truck.  The further a unit is from a depot and the greater its need, the more trucks are required to service this final supply loop. Depots have an allocation of trucks to do this but if there are not enough then units will use their own trucks to help out.  In doing so this can reduce the mobility of the unit in the following turn (in addition to any penalties incurred by having insufficient supplies or fuel).  You can see which units are drawing supply from the depots with the freight shipment view.  Red Lines are depot to unit, white are depot to depot by rail and blue are depot to depot by ship.

(https://imagizer.imageshack.com/img923/964/lqASEE.jpg)

You can also see detail at the unit level.

(https://imagizer.imageshack.com/img922/1585/LQvd0r.jpg)

Managing Logistics

So now we have explained the basic building blocks of the system we can now look at how players need to master logistics to benefit their operations.  Although the game handles most of the logistical detail the player can affect logistics in WitE2 using a number of tools.  Much like we have tried to demonstrate in our very first showcase here too there are a number of trade offs to be made and decisions are not binary.

- Rail Repair.  As hexes change ownership the rail lines become damaged.  The player has control of a number of manual rail repair units which allow control of rail repair.  Choosing which rail lines to repair first is an important choice during an advance.  Opening new depots close to the front line is important to ensure units remain sufficiently supplied.
 
- Depot Creation/Disbandment.  The player can create new depots to handle freight.  Choosing the best locations is a key skill and needs to planned with your rail repair strategy.  Conversely holding locations that are most suitable for depots can help delay advances by impacting your enemy’s logistics.  You can build depots by clicking on the build depot triangle on the top bar.

(https://imagizer.imageshack.com/img922/9879/1Z10cE.jpg)

- Supply Priority.  The player can set relative priorities for depots and units to help distribute freight in support of operations.  It is extremely unlikely that there will be sufficient freight to meet the demands of all units.  Choices will have to be made between who should be prioritised to receive what is available.  There are 5 levels of priority and the screenshot below shows the ability to highlight the unit supply priority with bright green borders showing the highest and red the lowest priority.

(https://imagizer.imageshack.com/img923/3431/1jfKzp.jpg)

- Unit Placement.  Where units are located relative to depots, the surrounding terrain and the number and type of units present are very important as freight in forward depots is finite.  This means that large formations cannot be supplied in areas with poor infrastructure that limits the number of depots that can be created and their relative size.  Also if the terrain for truck resupply is a challenge this will be costly too – trucks benefit from the new roads.  Working alongside the rules for gaining Command Preparation Points the setting up of an offensive is now much more than just ensuring units are within a set distance of a working rail line.
 
- Use of HQs and Rail Repair Units.  Co-locating some HQs with depots can boost their capacity whilst a co-located Rail Repair Units that has not moved in the turn will attract freight but at a cost to other depots.  Using an HQ too means that the capacity of the depot is boosted to process freight and prioritise that depot (even more than its notional priority).  So in an advance there is a real trade off in balancing the use of a rail repair units in their two functions.  The choice for the player is between having a depot operating with significant capacity against repairing rail behind the advancing forces. A tension that is felt in the number of trucks required to deliver the final loop against the freight they need to carry.   This tension applies just as much to German blitzkrieg tactics in 1941/42 or Soviet deep battle in 1944/45.  In the screenshot you can see the effect this co-location in the depot at the end of the yellow rail line in Jablonowo: handling significantly more freight.

(https://imagizer.imageshack.com/img924/1962/yvmTmx.jpg)

- Facility Repair.  The repair by construction battalions of railyards, ports, factories and rail (an automatic process) can improve logistics.

- Air Resupply.  Limited supply can be flown if sufficient freight and aircraft are available.  The resupply GUI has been completely re-designed to make it much easier to use- it is often as simple as just clicking on a target hex and the mission will be executed. To help with this, airbases are marked so you can easily see them and, usually, you are better off targeting these locations as more freight will be safely received that way.

(https://imagizer.imageshack.com/img923/1594/VEIGbR.jpg)


Finally, if all of this talk of logistics has filled you with horror rather than anticipation the game includes AI support to help you manage depots…we’ll cover this in more detail in a later showcase when we look at AI functionality in more detail.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on January 15, 2021, 01:30:40 AM
Defending the Rodina - A Soviet WiTE2 AAR
14 Jan 2021


By loki100

This series of game reports is designed to give you some idea how WiTE2 plays and an insight into some of the new game mechanics.

It is played vs the Axis AI and is currently in early 1945 (you've already seen one screen shot from that phase of the game).  The layout of the updates will follow a fairly standard pattern of setting the scene in the actual game and then a discussion of a particular game mechanism.

There will be other AARs, including at least one MP tussle, so with this one we are going to move fairly quickly. The goal is to give you an overview of how the game comes together rather a detailed turn by turn report.

Setting up the Game

For those of you used to the WiTx series, at first glance the game set up screen is familiar.

(https://imagizer.imageshack.com/img924/7246/MuaAkx.jpg)

There are 2 completely new controls though and note that, for these, both sides will play by the same rules depending on the options chosen.

The 'Automate AI Air Assist' will be discussed below as its a major topic.

The other new option concerns the concept of Theatre Boxes.  If you have played WiTW then you will know that game had an 'Eastern Front' box that gave the Axis player some control over the flow of formations to and from the east. Well WiTE2 has the complete Axis and Soviet war commitment including Soviet forces in the Far East, the Axis war with the allies in North Africa (and later in Europe). 

The war between the Soviet Northern Front and the Finnish and German armies is handled in a Theatre box as is the partisan war.

If you tick that box, you have substantial control over the allocation of forces.

Over-commit and you gain bonus victory points (again a topic for later) and can delay the Allied advance, potentially stopping or slowing their invasion of Europe. Under-commit and the reverse happens, you lose VP and maybe see the Allies in Italy in very early 1943.

For this game, I have left the Theatres out of my control. The only thing I can do is to voluntarily send additional formations to one or other of the theatres.  I can't return these to the map so need to be very sure I'll never need them again.

Before going on, the AI is far better in WiTE2 than in any of the earlier games. It will shift strategic direction as well as make better operational choices. At the start, I strongly suggest do not give it any bonuses till you understand the main game mechanisms. After a while set the Soviet AI to at least 110 (if you are playing the Axis) and the Axis AI to at least 120. As ever, in a game with the AI you can adjust these but at those levels the AI gains substantial benefits that will ensure a much better game.

Even experienced testers are struggling against the Soviet AI at 110 morale, above that it is a fearsome opponent and you quite simply can't afford to make any mistakes or sub-optimal moves.


Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on January 15, 2021, 01:33:28 AM
Defending the Rodina - A Soviet WiTE2 AAR Pt.2
14 Jan 2021


By loki100


3 August 1941

This update is based on the on-map situation at the end of turn 7.

Background

By the 29 June 1941 [1], the Germans were over the Daugava and outside Riga. AGC had taken Minsk, crossed the Berezina and was 50 miles from Vitebsk. AGS had had faced stiffer resistance [2] but have taken Lvov and was within 20 miles of Rovno.

By the 5 July, AGN had secured Riga and was half way from Daugavipils to Pskov. AGC was over the Dnepr at Orsha as the bypassed Soviet Western Front was slowly destroyed in the Bialystok pocket.  AGS made slower progress but had captured Tarnopol. To the south, the German 11 Army and Rumanian forces had almost reached Kishinev.

By 12 July, AGN had reached Pskov and was pressing the Soviet 8 Army back in Estonia. AGC was at the outskirts of Smolensk and 50 miles from Gomel. AGS was making slower progress due to substantial Soviet resistance.

By 19 July,AGN had taken Pskov and was moving towards the Luga defensive line. AGC had captured Smolensk and the Soviet defenders had abandoned Vitebsk to escape encirclement. Stavka was allocating most of the immediately available formations to defend Vyazma and build up the Leningrad defences. AGS was making slow gains but 11 Army was over the Dnestr as Southern Front fell apart under pressure [3].

By 26 July, AGN had reached the Luga line but was facing strong resistance [4].  Fortunately AGC's advance slowed after the Smolensk battles as it resupplied but Gomel fell. AGS finally took Vinnitsa and Zhitomir as SW Front weakened. A major Soviet counter-attack pushed the Romanians back from Odessa.

Start of August

Leningrad Front had been substantially reinforced and briefly stalled AGN on the Luga line.  NW Front was abandoning Estonia and defending Staraya Russa. From there to Velikie Luki the front was wide open [5]


(https://imagizer.imageshack.com/img923/1130/zKRq8m.jpg)

If you are used to WiTE1 most of that will be clear but there are 5 map features worth noting.  1 – is Finland (off map and axis controlled) while 2 is Soviet controlled but also off map (and will become Finnish controlled when they capture the Isthmus). 3 are examples of dual and single track rail lines.  Single track rails can only carry 40% of the freight as a dual track. 4 is a hex with an 'average' road (most the Soviet Union has poor roads but there are some good roads). In clear weather this is only marginally important but once it starts to rain you will really notice the difference. 5 are the fixed on-map airbases.

AGC has slowed due to supply problems and the need for the infantry to reach the front. Also a major Soviet build up has stalled them for a while.

(https://imagizer.imageshack.com/img923/697/cB6d0l.jpg)

AGS has stated to make quicker gains as SW and S Fronts weaken after 6 weeks of fighting. In the north, the Germans are only 20 miles from Kiev, in the south Odessa is surrounded.

(https://imagizer.imageshack.com/img924/268/Wp3F55.jpg)

Not that Odessa will fall easily. A new concept in WiTE2 is the 'city fort' that allows over-stacking in urban hexes. This is especially useful in ports but can also turn urban centres in near impregnable fortresses. So Odessa is defended by 5 divisions (56,000 men).

Both sides have committed air assets to try and control the sea lanes but that is going to demand a significant effort by the axis to capture.

(https://imagizer.imageshack.com/img923/4795/Byokb7.jpg)

And to put all this in context, here are the losses so far:

(https://imagizer.imageshack.com/img922/4796/JukXtn.jpg)

The OOB screen shows the forces of both sides in three key aeas. On-map is fairly obvious.  In addition to the theatres that represent real locations, both sides have an abstract strategic reserve. This is used to rebuild units, train fresh formations or to hold forces that you see as your ultimate reserve. At this stage, the Soviets lack the equipment to properly equip and reinforce most of the units in the reserve. The final column shows the total strength of both sides in all the possible locations.


(https://imagizer.imageshack.com/img922/2216/ltS9sw.jpg)

[1] Unlike in WiTE1, the first turn is a full week

[2] The special Turn 1 rules are different in the Ukraine to reflect that SW Front was better prepared. Forget all about 'Lvov' pockets - you can do something like that but it is not the best use of your assets

[3] Units that are weak on ToE and/or low morale/experience can collapse badly. The result, for the Soviets, is a fresh formation can often hold up the Axis for a week or so and then will fall apart under sustained pressure. Pockets are not the only way to destroy the Red Army in 1941/2.

[4] The terrain here is very different to the WiTE1 map, the few decent roads become a focus for both sides.

[5] The terrain effects are very different, it is safe not to defend a sector with poor roads and heavy woods as any movement there is slow and resupply very tricky.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid 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.

(https://imagizer.imageshack.com/img923/565/g4RUJR.jpg)

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'.

(https://imagizer.imageshack.com/img922/143/tCFf5J.jpg)

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


Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid 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).

(https://imagizer.imageshack.com/img924/5213/Iyvn2L.jpg)

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.

(https://imagizer.imageshack.com/img924/2346/uDUEv2.jpg)

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:

(https://imagizer.imageshack.com/img923/3484/6jhiJD.jpg)

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:

(https://imagizer.imageshack.com/img923/7819/ujc0Or.jpg)

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:

(https://imagizer.imageshack.com/img924/4494/fg23Hr.jpg)

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

(https://imagizer.imageshack.com/img922/175/DmvO34.jpg)

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):

(https://imagizer.imageshack.com/img923/7016/GAZ1OV.jpg)

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

(https://imagizer.imageshack.com/img923/7558/fNGGXf.jpg)

Some are used to model the Allied strategic bombing offensive:

(https://imagizer.imageshack.com/img924/2415/hRIYrY.jpg)

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

(https://imagizer.imageshack.com/img924/8631/3TWLv5.jpg)

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).


Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on March 03, 2021, 01:45:34 AM
You can now PRE-ORDER War in the East 2
02 March 2021

(https://scontent.fgla3-2.fna.fbcdn.net/v/t1.0-0/p180x540/155864596_3991475930873261_5797063278705159810_o.jpg?_nc_cat=108&ccb=3&_nc_sid=8024bb&_nc_ohc=dSusmt3hYiQAX9bIaLa&_nc_ht=scontent.fgla3-2.fna&tp=6&oh=8fa902815f522738aab26263b6a1d274&oe=606529E1)

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



Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on March 05, 2021, 02:02:10 AM
War in the East 2 is available for pre-order
03 March 2021

(https://www.matrixgames.com/images/products/343/product_landscape_image.jpg)

You can now pre-order Gary Grigsby's upcoming masterpiece by visiting the Product page (http://www.slitherine.com/game/gary-grigsbys-war-in-the-east-2).

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 (http://www.matrixgames.com/forums/tm.asp?m=4972617).

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on March 05, 2021, 04:12:04 AM
Gary Grigsby's War in the East 2 first look

https://youtu.be/9bUMXlmES4Y


➡️ 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.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on March 26, 2021, 12:25:29 AM
Gary Grigsby's War in the East 2 is out now
25 March 2021

https://youtu.be/Q21wMIbgukw


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

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid 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 (https://ftp.matrixgames.com/pub/WarInTheEast2/GGWarInTheEast2-UpdateComp-v01.00.07.zip).

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.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on June 28, 2021, 11:29:02 PM
War in the East 2 - New Patch
5/27/2021


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/9295530/cd6bfbb77b09c37d68e4b3690fe220af651ed0f4.jpg)

A new patch (v 01.00.11) for War in the East 2  (http://www.matrixgames.com/game/gary-grigsbys-war-in-the-east-2)has been released, and you can download it HERE (http://ftp.matrixgames.com/pub/WarInTheEast2/GGWarInTheEast2-UpdateComp-v01.00.11.zip)

​​​​​​​​​
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


Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid 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.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid 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 - Tančνk 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.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on September 27, 2021, 11:38:23 PM
War in the East 2 - Official Update (v. 1.01.09)
24 Sept 2021


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9295530/78443dd43b470bea5bf383138bce861884cceff7.jpg)

A new patch (v01.01.09) has been released. The update is available HERE (http://ftp.matrixgames.com/pub/WarInTheEast2/GGWarInTheEast2-UpdateComp-v01.01.09.zip)

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.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on October 30, 2021, 01:30:10 AM
Gary Grigsby's War in the East 2 is coming to Steam
28 Oct 2021


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/41417829/61f02c21be3117db70adf3c2a98a838e84234fff.jpg)

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 https://www.twitch.tv/slitherinetv on November 29th when XTRG will play live War in the East 2.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on December 10, 2021, 11:29:57 PM
War in the East 2 Out Now on Steam
Fri, 10 December 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41417829/34c67688fa9c07b8e88d5879120f0ff2db5a5f07.jpg)

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.


Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on January 10, 2022, 11:41:46 PM
War in the East 2 1.02.13 Official Update!
Fri, 7 Jan 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/41417829/b723b789d4ebb6033bb2705ade7436571e966a1c.jpg)

- 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 Wόrttemberg 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.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid 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.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on February 18, 2022, 02:09:30 AM
New 1.02.20 Public Beta Now Available!
17 Feb 2022

There's a new public beta update installer (v1.02.20) 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:

v01.02.20 – 12th February 2022

Bug Fixes and AI Improvements
• Many ferry hexes are showing as Soviet controlled when they should not. Fixed.
• Air transport mission op losses were lower than other air mission op losses. Fixed. A part of the normal op loss formula was missing for air transports. With this fix, you will see much higher transport op losses (still low in daytime good weather missions). Op losses in bad weather will be noticeable. Op losses at night will be bad. Op losses at night in bad weather will be horrible (don’t do it).
• Units ordered by the player to move from a TB (including reserve) to the map during a campaign game have their vehicles zeroed out. Fixed.
• Changing red color value for Set Formation Color does not work when using in-game scaling over 100%. Fixed.
• AI – Improved AI to reduce chance the AI will launch a very weak/bad hasty attack.

Data and Scenario Changes
• Gtype file – Changes in air group profiles:
   o FI Fighter changed from 36-12-4 to 40-10-3 (some units had 4 operating flights of ~10 each)
   o FI Bomber changed from 36-12-4 to 18-6-3 (some units had three operating flights of ~6 each)
   o FI Recon changed from 36-12-4 to 18-6-3 (some units had three operating flights of ~6 each)
• CityOwner file – Added city capture dates for some cities in the Balkans.
• OB file – Minor additions/adjustments to OBs, primarily for expansion scenarios.
• Device and ground files - Fixed the 20mm vz.36 and added a Bulgarian Air Support element (1596).
• Photos for ground elements 0242 and 1596.
• Leader file - raised the values of some Italian leaders (including Messe)
• Multiple map data files with changes in Finland for future scenarios. Also relocated maptext for Kiorstovo.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on March 09, 2022, 11:55:58 PM
War in the East 2 - Official Update V1.02.21
Wed, 9 March 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/41417829/b723b789d4ebb6033bb2705ade7436571e966a1c.jpg)

Since the original release and the recent Steam release, 2by3 Games and Matrix Games have been working hard on improving Gary Grigsby’s War in the East 2. As part of that ongoing effort, we are pleased to release a major new v1.02.21 official update for Gary Grigsby’s War in the East 2, including many fixes and improvements detailed below. We recommend all customers update to this new official version, either via Steam or by download from the Matrix Games site.

Here are the highlights. A detailed change list since the last 1.02.13 official update follows below:

-Major improvements to air combat resolution, ground attack and ground support resolution and losses to operations and flak during the air phase
- Improvements to reduce the Theater Box drain on trained pilot replacements
- Improvements to the handling of supply isolation, especially involving ports
- Improved AI in many areas
- Resolution of several crash bugs, including a potentially serious one involving AI Air Assist
- Reduced Leader losses for displaced/relocated HQs
- Many updates to equipment data, OOB and scenarios
- Updated Living Manual



Change History:

V1.02.21 – 20th February 2022

•   The baseline chance a displaced/relocated HQ will lose a leader was changed, from 15% (50% if isolated), as follows:
•   June 1941 – 5% (10% if isolated)
•   July 1941 – 10% (15% if isolated)
•   All other dates – 15% (30% if isolated)
•   Note: in-game loss percentages, on average, appear to be slightly higher than these baseline values.
•   No more than one leader may be killed, per player turn within any given HQ, due to HQ displacement/relocation.
•   HQs that have lost a leader due to displacement/relocation may suffer an additional MP reduction at the start of their next logistics phase.
•   Added Living Manual v1.10.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.21.

Data and Scenario Changes

•   OB file – Removed recently added Reduced Rifle Division Shtat OBs from showing up on build menu (they are not intended to be buildable in-game)
•   Changes in ac file (update include one corrected aircraft symbol file):
•   0004 Bf 109E-4/B - changed to TacBomber, upgrades to Bf 109E-7/U1, ends 9/41, air profile change to GE Light Bomber
•   0013 Bf 109G-4/R3 - camera changes
•   0016 Bf 109G-8 - camera changes
•   0019 Bf 110C-5 - upgrade changed to Ju 88D-1
•   0021 Bf 110E-1/U1 - extended to 2/42, added small import from Bf 110E-2
•   0090 Fw 190A-3/U4 - ends 1/43, upgrade changed to Bf 109G-4/R3
•   0247 Bf 109G-8(HU) - camera changes
•   0440 Bf 109E-7/U1 - moved forward to 9/41, imports doubled to 200
•   0442 Bf 109G-6/R2 - camera changes
•   0445 Bf 110E-3 - air profile changed to GE Tac Recon, change camera options
•   0446 Bf 110G-3 - air profile changed to GE Tac Recon, change camera options, remove upgrade
•   0453 Bf 109G-2/R2 - camera changes
•   0454 Bf 109F-4/R3 - camera changes
•   0458 Ju 88S - bombload raised to 3000kg, some weapon set changes
•   several German bombers now use LMB mine instead of LMA as naval loadout

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on March 19, 2022, 12:40:16 AM
A new public beta (v1.02.24) is now available!
Fri, March 18, 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/41417829/bd2f70766a19bef3832ce1ea4b6fced19285093d.jpg)

Greetings Everyone!

A new public beta (v1.02.24) is available. 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 since v1.02.21:

New Features and Rule Changes
• Changes impacting combat in “high intensity” combat (combat versus defenders in heavy urban/urban/port hexes):
o Many different combat adjustments that generally reduce losses in high intensity combat, for both sides.
o Isolated units suffer additional penalties in high intensity combat. Units must be fully isolated and not in aerial re-supply, not just be in isolated hexes, to suffer these additional penalties.
o The attackers in a failed high intensity attack take no retreat attrition.
• Changes to combat delay rules:
o A deliberate attack that fails, versus a defender in a non-isolated hex in urban/heavy urban/port, adds 9 to the combat delay. A hasty attack in this case adds 5 combat delay.
o Hexes that have 9 (maximum) combat delay may not be attacked.
o Note: Bombardment attacks (2 hex range artillery only attacks) cause no combat delay (this has always been the case).
• Manual Addendum: Changing the Intensity setting shown on the Air Directive (right side of map) Window for an air directive, changes the Air Doctrine intensity setting for the given type of air directive, for the controlling Air Command. Changing this, will also automatically alter all ADs of the same type, within the Air Command, that are not using a Custom intensity. Players wishing to alter the intensity of only one air directive, should set a Custom value by manually setting the Strike Num for the air directive.
Bug Fixes and AI Improvements
• Changes to ground combat that effectively reduces the number of shots taken by AFVs that have been shot at, with by far the greatest impact on low experience/morale ground elements. We found experience/morale checks were inadvertently left out of one of the routines that allowed AFVs to return fire.
• Kherson is not receiving any sea shipments of freight. Fixed.
• The final ground combat odds are sometimes expressed as a negative number. Fixed.
• Editor – Pressing ‘next’ in the device screen crashes the game. Fixed.
Data and Scenario Changes
• ob.dat file – Guard Tank Corps OBs have been linked to Tank Corps OBs. This should allow the building of a guards tank corps with 2 or 3 guards brigades if a guards tank corps OB is available on the date of creation.
• ground.dat file change - Panzer IIIf (0438) end date extended from 3/42 to 6/42.
• device.dat file changes:
o 170mm K18 L/50 Gun ROF increased from 1 to 2.
o Slight changes to 210mm devices 429 and 625
• cityOwner.dat file – Added city capture dates to many locations in central Europe
• 7 renamed German air unit symbols
• Campaign 41 scenarios – Mostly changes to air units:
o Soviet
SB-2 Rcn pool reduced by 2/3 to ~150, add 300 to SB-2 pool instead
yak-2 pool changed to 62
yak-4 pool changed to 55
38/53 SBAP disabled
65,66,215 ShAP changed from I-15bis FBs to I-153BS TacBs
116 ORAE rebuilt with 12 SB-2 rcn placed at NW Leningrad airbase and attached to Leningrad recon AOG
117-119 ORAE equipped with 12 SB-2 Rcn and added to NF
136 BAP changed to SB-2
655 LBAP changed to SB-2
311 RAP disabled
314 RAP changed to 30+3 Yak-4
316 RAP changed to 40+3 Yak-2
318 RAP added to FE with 24+6 SB-2 Rcn
319/320 ORAE disabled
o Axis
- Ground units -
reinforcing Lw Kdo West transformed into rename from Luftflotte 3
4th PzG Div renamed 4th SS PzG Div
22nd SP Army Light Flak Bn rebuild as Mot. Army Light Flak Bn, follows 22nd Airlanding div to Balkans
III/388th Howitzer Battalion changed to motorized
- Pool -
Bf 110C-5: 10 added to pool
Bf 110E-1/U1: 10 added to pool
He 115: 20 added to pool
Do 215B-1: 10 added to pool

- Air units -
Einsatzkommando Schenck changed to bomber-trained Me 262A-2a
7.(F)/LG 2 becomes (H) in 1/42 and disbands in 1/43
9.(H)/LG 2 disbands at the end of 1941
10.(Sch)/LG 2 removed disband, renames to 8./Sch.G 1 with Hs 129 in 2/42 and later to 11.(Pz)SG 9
I./JG 1 present from start with Bf 109E-7
IV./JG 1 renames to II./JG 11 in 4/43
10.(Jabo)/JG 2 - disbands in late 9/43
11.(Hoeh) and 12./JG 2 disband mid 9/43
IV.(Sturm)/JG 3 removed Sturm designation, renames to Sturm in 5/44 and gets matching Fw 190A-8/R8
Jabostaffel/JG 3 renames to 10.(Jabo)/JG 27 in early 5/42, to 2./Jabogruppe Afrika in early 9/42, disbands late 11/42
JG 4 removed Sturm designation from all except II.
II.(Sturm)/JG 4 changed to Fw 190A-8/R8
IV./JG 5 available from start as JGr Drontheim, renames to IV./JG 5 in 6/42
14.(Jabo)/JG 5 disbands mid 4/44
II./JG 11 transformed into rename from IV./JG 1 in 4/43
10./JG 11 disband in mid 8/44
11./JG 11 disband mid 8/44
JG 25 renames/downgrades to Jagdstaffel Erla in late 11/43, disbands 4/44
11./JG 26 disbands in late 12/42
12./JG 26 disbands in late 9/43
10.(Jabo)/JG 27 changed to Bf 109F-2, transformed into rename from Jabostaffel/JG 3
15./JG 27 (Span) available from start in WE with 12x Bf 109E-7, to AR on T4, disbands in late 2/44, set to fighter mission/training
JG 50 renames to I./JG 301 in mid 10/43
15./JG 52 (Croat) available from start in WE with 12x Bf 109E-7, to AR in late 9/41, to BA in late 4/44
10.(Jabo)/JG 53 disbands late 11/42
II.(Sturm)/JG 300 removed Sturm designation, renames to Sturm in 7/44 and gets matching Fw 190A-8/R8
IV.(Sturm)/JG 300 removed Sturm designation
I./JG 301 renames from JG 50 in mid 10/43
10./JG 301 changed to Bf 109G-6, disbands in late 7/44
V./NJG 5 renames to III./NJG 6 in 5/44
III./NJG 6 renames from V./NJG 5 in 5/44
Stab II./NJG 100 - moved fromward to 12/43, renames from 7./NJG 200
4./NJG 100 transformed to rename from 8./NJG 200 in 12/43
5./NJG 100 transformed to rename from 1./NJG 200 in 5/44
6./NJG 100 transformed to rename from 4./NJG 200 in 5/44
1./NJG 200 renames to 5./NJG 100 in 5/44
4./NJG 200 renames to 6./NJG 100 in 5/44
5./NJG 200 transformed to rename from 10./ZG 1, renames to new 7./NJG 100 in 6/44
7./NJG 200 renames to Stab II./NJG 100 in 12/43
8./NJG 200 arrives with 12+5 aircraft, renames to 1./NJG 100 in 12/43
10./ZG 1 removed disband, renames to 5./NJG 200 in mid 8/43 and to new 7./NJG 100 in 6/44
III./ZG 2 changed to Bf 109E-7/U1
Stab/Sch.G 1 changed to Bf 109E-7/U1
I./Sch.G 1 changed Bf 109E-7/U1
8./Sch.G 1 changed to Hs 129, transformed into rename from 10.(Sch)/LG 2
Stab/Sch.G 2 changed to Fw 190G
I./Sch.G 2 changed Bf 109E-7/U1
II./Sch.G 2 changed to Fw 190G
SKG 10 (all) changed from Fw 190A FBs to Fw 190G TacBs
III./SG 4 changed to Fw 190F
I./SG 5 changed to Ju 87D-5
11.(Pz)/SG 9 - rename source changed to 10.(Sch)/LG 2
NSGr 11 rename source changed to new Gruppe Buschmann
I.+II./KG 2 disband mid 10/44
10./KG 3 (croat) available at start in BA, retaining the later TB transfers
III./KG 6 (10/44) renamed to II./KG 200 arriving 5/44 with Ju 188
Stab/KG 28 disbands 12/41
I./KG 28 renames to naval-only II./KG 100 in mid 12/41
Stab,I.,II./KG 51 removed (J) from rename slots, made bomber-trained
II./KG 100 transformed into rename from I./KG 28 in 12/41, changed to He 111H-6
III./KG 100 delayed to 4/43, changed to naval-only with Do 217K, starts in WE and moves to AR in 8/44
IV./KG 100 delayed to late 11/41
KG 101/102 disabled (advanced school units)
IV./KG 200 arrives 10/44 without aircraft
II./LLG 2 reduced to 5. Staffel (the only operational unit)
Stab/TG 5 arrives with aircraft (drafted from school)
II.+III./TG 5 changed to Me 323
KGr zbV 900 disbands mid 1/44
AufklarGr 126 (See) renames to SAGr 126 now, delay AR transfer to 10/44
SAGr 126 changed into rename from AufklarGr 126 (See)
SAGr 127 rename source change to new Gruppe Buschmann via AufklarGr 127 (See)
1./SAGr 129 arrives with 10x BV222
3.(H)/31 changed to Bf 110E-3, typo in name fixed
5.(F)/123 arrives with 10+2 Fw 190A-3/U4
6.(F)/123 arrives with 10+5 Ju 86P

- NEW air units -
2./Jabogruppe Afrika, renames 9/42 from Jabostaffel/JG 3 via 10.(Jabo)/JG 27
7./NJG 100, renames from 5./NJG 200 in 6/44
NJ-Stfl Norwegen (12/44), renames from NJ-Stfl Finnland
Gruppe Buschmann, Naval patrol group with 30+15 He 114 (6/42 to AR, -> AufklGr 127 (See) 4/43 -> SAGr 127 (7/43) -> NSGr 11 (mid 10/43)
AufklarGr 127 (See) - renames 4/43 from new Gruppe Buschmann
• OP Typhoon 41 - 15./JG 27 (Span) changed to Fighter-trained Bf 109E-7
• Red Army Resurgent
o 15./JG 51 (Span) changed to fighter mission/training
o Stab and I./Sch.G 1 changed from Bf 109E-7 to E-7/U1
• Destruction of SW Front - 66 ShAP changed from I-15bis to I-153BS
• Road to Leningrad
o 53 SBAP disabled
o 65 ShAP changed from I-15bis to I-153BS
• Road to Minsk - 215 ShAP changed from I-15bis to I-153BS


Happy Gaming!

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on April 02, 2022, 12:01:08 AM
A new public beta (v1.02.25) is now available!
Fri, 1 April 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41417829/bd2f70766a19bef3832ce1ea4b6fced19285093d.jpg)

Greetings Everyone!

There's a new public beta update installer (v1.02.25) 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 since v1.02.21:

New Features and Rule Changes
•   Changes impacting combat in “high intensity” combat (combat versus defenders in heavy urban/urban/port hexes):
   o   Many different combat adjustments that generally reduce losses in high intensity combat, for both sides.
   o   Isolated units suffer additional penalties in high intensity combat. Units must be fully isolated and not in aerial re-supply, not just be in isolated hexes, to suffer these additional penalties.

New Features and Rule Changes
•   Non-motorized units in the Axis non-reserve Theatre Boxes will now on occasion automatically adjust their Max TOE levels. Generally these Max TOE levels will be lower than 100% when there is less manpower available in the pool. This is something the AI was already doing, and we realized we should be doing the same for the human player forces since they cannot be controlled by the human player. The impact will be lower force levels in the Axis non-reserve Theatre Boxes, especially later in the game.
•   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. ---- This item was originally noted as a bug fix in version 1.02.14, but as it was never mentioned in the manual, it appears it was more of a rule change to bring it in line with WitW, than a bug fix. In any case, it has been in operation since 1.02.14 and it is very important players realize these units won’t take replacements until the player increases their Max TOE from 0.
•   Added Living Manual v1.11.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.24.
Bug Fixes and AI Improvements
•   Moscow depot in isolated pocket incorrectly received freight points, due to trucks from outside the pocket returning to the depot and then converting to freight (this also incorrectly triggered airhead supply for the pocket). Fixed.
•   Game crashes upon loading a save made after the German air execution phase. In the air phase a ground attack air directive had bombed units in a city fort, causing data corruption. Fixed.

Data and Scenario Changes
•   1941 Campaign(s) changes:
   o   General HQ North Africa (Ital.) - add disband on T116 like other NA-only units
   o   Norway Army disbands at the end of 1944
   o   Norway Territorial Mountain Corps - remove rebuild restriction (renames to standard-name German corps)
   o   Finnish Army renamed Finland Army (name indicated Finnish unit)
   o   Lapland Army changed into rename from Finland Army
   o   20th Mountain Army - rename source changed to Finland Army
   o   II Luftwaffe Field Corps - remove rebuild restrictions (scheduled rename), add Schlemm as leader
   o   III Luftwaffe Field Corps - disbands end of 1943, add Odebrecht as leader
   o   IV Luftwaffe Field Corps - remove rebuild restrictions (scheduled rename), add Hoffmann as leader
   o   IV Felderrnhalle Panzer Corps - renamed Feldherrnhalle Panzer Corps
   o   V Panzer Korps - disabled, V Korps stayed/was rebuilt as standard Infantry Korps
   o   Flak towers equipped with four 128mm twin guns from start (non-producible special gun), made LW-Elite with 80 Exp/Morale
   o   Zoo Flak tower built to 100% strength
   o   Norway Panzer Div - disabled
   o   5th Light Division, remove non-organic 10/4 (606th Flak Bn) and Panzerjδger I (605th PzJ Bn)
   o   19/20th Sturm LW Field Div - remove Sturm from name, added back via 6/44 rename
   o   22nd LW Field Div - disabled, formation was delayed then cancelled
   o   25th Panzer Division delayed to early 4/1943, was merely a reinforced Rgt until then
   o   Finnland MG Ski Bde renamed Finland
   o   Norway Panzer Bde - arrives T119, built to full strength (no StuGs, German tanks -> French, limited vehicles)
   o   1st Luftwaffen Jaeger Brigade (rename slot): Luftwaffen -> Luftwaffe, rename moved forward to 9/42
   o   1st Luftwaffe Jaeger Brigade (IT, reinforcing): disabled as duplicate
   o   Moscow Luftwaffe Jaeger Rgt - disbands 3/43 (used to form 19th LW Field div)
   o   HG Fallschirm Flak Rgt - available in IT 6/43, to AR 7/44
   o   Cavalry Rgt Middle/North/South - remove rebuild restriction
   o   Cavalry Rgt South disbands at the end of 5/44 (became part of 4th Cav Bde)
   o   13th Flak Rgt attached to Hannover (in Bremen from 9/42)
   o   56th Flak Rgt disabled, was just commanding searchlights units, replaced by new 179th
   o   63rd Flak Rgt (10/43) - renamed 76th
   o   141st Flak Rgt rebuilt as I/141st Mot. mixed Flak Bn
   o   241st Flak Rgt disabled, only I+II mot mixed Bns existed and they are already present
   o   369th Croat Inf Rgt arrival changed from MAP/T9 to AR/T8
   o   I+IV/Goering LW Mot. Mixed Flak Bns made LW-Elite, disband mid 6/42 (became part of Goering Bde/Div)
   o   II/5th LW Mot. Mixed Flak Bn transformed into rename from new 905th Mixed Flak Bn in 11/42
   o   II/6th LW Mot. Mixed Flak Bn renames to I/30 in 6/44
   o   I/15th LW Mot. Mixed Flak Bn delayed to 10/43
   o   I/20th LW Mot. Mixed Flak Bn available 10/43
   o   I/28th LW Mot. Mixed Flak Bn starts in BA, to AR in 11/44
   o   I/30th LW Mot. Mixed Flak Bn renames from II/6 in 6/44
   o   I/33rd LW Mot. Mixed Flak Bn moves to AR 9/43
   o   zbV 40th Panzer Bn - renamed 40 zbV, delay disband to early 4/1943 (to 25 PzD)
   o   I/43rd LW Mot. Mixed Flak Bn renames to 78th LW Mot. Light Flak Bn in 2/44
   o   I/46th LW Mot. Mixed Flak Bn available from start at full strength (was existing as reserve unit)
   o   II/46th LW Mot. Mixed Flak Bn available from start at full strength (was existing as reserve units), to FI in 10/41
   o   I/47th LW Mot. Mixed Flak Bn present at start, built to full strength
   o   I/49th LW Mot. Mixed Flak Bn disbands 2/44 (became part of HG Flak Rgt)
   o   II/49th LW Mot. Mixed Flak Bn transformed into rename from I/491 in early 10/41
   o   II/52nd LW Mot. Mixed Flak Bn built to full strength (renamed from existing unit)
   o   I/54th LW Mot. Mixed Flak Bn built to full strength (renamed from existing unit)
   o   II/64th LW Mot. Mixed Flak Bn present at start, built to full strength
   o   zbV 66th Panzer Bn - rename 66th zbV, arrives with 12 Pz IIL (representing heavily armored Pz I/II prototypes)
   o   71st LW Mot. Light Flak Bn rebuilt as SP version
   o   72nd LW Mot. Light Flak Bn available from start with full strength (present in NO as Flak Ersatz-Abteilung 98)
   o   77th LW Mot. Light Flak Bn rebuilt as SP version
   o   78th LW SP Light Flak Bn downgraded to Mot. Light Flak, renames from I/43rd LW Mot. Mixed Flak Bn in 2/44
   o   80th LW SP Light Flak Bn transformed into rename from new 144th Mixed Flak Bn
   o   81st LW Mot. Light Flak Bn rebuilt as SP version, available from start at full strength, to AR in 1/43
   o   95th LW Mot. Light Flak Bn  arrives with full strength (renamed from existing reserve unit)
   o   96th LW SP Light Flak Bn - rename delayed to 7/43
   o   III/204th Panzer Bn disbands 10/42 (became part of newly-formed 27th PzD)
   o   214th Panzer Bn - delay disband to early 4/1943 (to 25 PzD), remove rebuild restriction
   o   I/401st LW Mot. Mixed Flak Bn renamed I/501
   o   II/411th LW Mot. Light Flak Bn rebuilt as SP version
   o   II/491st LW Mot. Mixed Flak Bn renamed I/491, becomes II/49 in 10/41
   o   603rd Mot.Army Light Flak Bn rebuild as 3-company SP Flak bn
   o   607th SP Army Light Flak Bn - disband removed, moves to WE in mid 6/43
   o   609th SP Army Light Flak Bn - moves to NA in 6/42, disband delayed to 9/43, rebuild restricted
   o   612th SP Army Light Flak Bn rebuild as Mot. Army Light Flak Bn, disbands 9/43, rebuild restricted
   o   613th Mot.Army Light Flak Bn built to 100% strength, moved from NA to MAP/OKH (just 1/613 was in Africa from late 41)
   o   614th SP Army Light Flak Bn delayed to mid 8/41, arrives to AG South
   o   615th Mot.Army Light Flak Bn disband delayed to 10/43, moved to WE, arrives to AR in 6/43
   o   616th Mot.Army Light Flak Bn rebuild as 3-company SP Flak Bn with some 2cm quad AAs at 50% strength
   o   617th SP Army Light Flak Bn changed to OB 1913, disbands 9/43, rebuild restricted
   o   618-619th SP Army Light Flak Bn changed to OB 1913
   o   620th SP Army Light Flak Bn disabled - formation was cancelled
   o   744th Pioneer Bn - moves to NO 1/43, disbands early 4/1943 (to 25 PzD)
   o   761st LW SP Light Flak Bn downgraded to mot light Flak, rebuilt to full strength
   o   772nd LW Light Flak Bn - Remove -> disband (became part of reinforcing 65th Flak Rgt)
   o   851st LW Light Flak Bn rebuilt to full strength SP version, starts in WE with AR transfer in 8/41
   o   860th LW Mot. Light Flak Bn disabled - just 1/860 was ever existing
   o   NEW land units or rename slots:
      179th Flak Rgt, 5/43 to Schweinfurt
      I/2nd LW Mot. Mixed Flak Bn, 10/43 to AR
      I/10th LW Mot. Mixed Flak Bn, 10/44 to WE with full strength
      II/18th LW Mot. Mixed Flak Bn, 10/44 to WE
      III/27th LW Mot. Mixed Flak Bn, 9/44 to WE
      I/32nd LW Mot. Mixed Flak Bn, 2/43 to AR
      II/33rd LW Mot. Mixed Flak Bn, from start in NO, late 6/44 to AR
      I/42nd LW Mot. Mixed Flak Bn, attached to Breslau, 10/44 to WE
      II+III/42nd LW Mot. Mixed Flak Bn, 10/44 to WE
      96th LW Mot. Light Flak Bn - 6/42 rename slot for 761st LW Mot Light Flak Bn
      144th Mixed Flak Bn, from start in FI, to Light Flak and WE in 4/43, to 80th SP Light Flak in 4/44
      I/241st LW Mot. Mixed Flak Bn, arrives to AG South in mid 7/41, moves to IT in 10/43
      I/604th LW Mot. Mixed Flak Bn, attached to Rastenburg, disbands 6/44
      606 SP Army Light Flak Bn added to NA with 10/4 SP Flak removed from 5th Light Afrika Div, disbands 9/43, rebuild restricted
      I/611th LW Mot. Mixed Flak Bn, from start in NO, late 12/44 to AR
      905th Mixed Flak Bn, attached to Ploesti, renames to II/5th LW Mot. Mixed Flak Bn in 11/42, to IT mid 11/42
•   Stalingrad to Berlin changes:
   o   Added Three Naval Only torpedo carrying Soviet air units to the Black Sea Fleet:
      47 ShAP-ChF      (IL-2T)   Delay 12
      13 GMRAP-ChF (A-20Bt)
      40-BAP-ChF        (IL-4T)
   o   Changed the aircraft in the Soviet Baltic Front to torpedo carrying:
      57 ShAP-KBF      (IL-2T)  Delay 14
      40 ShAP-KBF      (IL-2T)  Delay 16
      1 MTAP-KBF       (IL-4T)
      73 BAP-KBF        (A-20Bt)
   o   Added two Naval Only air units to the Rumanians:
      101st HS RM Patrol           (Z.501s)
      102nd HS RM Patrol          (He 114s
   o   Stalingrad Front renames to Southern Front and then to 4th Ukrainian Front
   o   a few Morale/Experience changes to Soviet air units
   o   2nd Tank Corps renames to 8th Guards Tank Corps in September 1943
•   Vistula to Berlin changes:
   o   Changed the aircraft to Torpedo carrying for the Soviet Baltic Fleet:
      57 ShAP-KBF      (IL-2T)
      40 ShAP-KBF      (IL-2T)
      1 MTAP-KBF       (IL-4T 1943)
      75 BAP-KBF        (A-20Gt)
   o   Renamed to Guards Status:
      5 IAP-KBF to 3 GIAP-KBF
      13 IAP-KBF to 14 GIAP-KBF
      71 IAP-KBF to 10 GIAP-KBF
•   Ground.dat file - The M17 GMC (0843) was renamed to M17 MGMC (Multiple Gun Motor Carriage).
•   OB.dat file – Corrected OB 2256 for 44 Type 2 Infantry Division (support squads were incorrectly listed as manpower).

Happy Gaming!

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on April 25, 2022, 09:01:55 PM
War in the East 2 - Official Update V1.02.24
14th Mar 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41417829/bd2f70766a19bef3832ce1ea4b6fced19285093d.jpg)

The changes that were in the 1.02.24 beta version are also new since the last official version, so I've listed them below. The big changes were the changes to combat in high intensity hexes, and the changes to AFV combat.


V1.02.24 – 14th Mar 2022

New Features and Rule Changes
• Changes impacting combat in “high intensity” combat (combat versus defenders in heavy urban/urban/port hexes):
o Many different combat adjustments that generally reduce losses in high intensity combat, for both sides.
o Isolated units suffer additional penalties in high intensity combat. Units must be fully isolated and not in aerial re-supply, not just be in isolated hexes, to suffer these additional penalties.
o The attackers in a failed high intensity attack take no retreat attrition.
• Changes to combat delay rules:
o A deliberate attack that fails, versus a defender in a non-isolated hex in urban/heavy urban/port, adds 9 to the combat delay. A hasty attack in this case adds 5 combat delay.
o Hexes that have 9 (maximum) combat delay may not be attacked.
o Note: Bombardment attacks (2 hex range artillery only attacks) cause no combat delay (this has always been the case).
• Manual Addendum: Changing the Intensity setting shown on the Air Directive (right side of map) Window for an air directive, changes the Air Doctrine intensity setting for the given type of air directive, for the controlling Air Command. Changing this, will also automatically alter all ADs of the same type, within the Air Command, that are not using a Custom intensity. Players wishing to alter the intensity of only one air directive, should set a Custom value by manually setting the Strike Num for the air directive.

Bug Fixes and AI Improvements
• Changes to ground combat that effectively reduces the number of shots taken by AFVs that have been shot at, with by far the greatest impact on low experience/morale ground elements. We found experience/morale checks were inadvertently left out of one of the routines that allowed AFVs to return fire.
• Kherson is not receiving any sea shipments of freight. Fixed.
• The final ground combat odds are sometimes expressed as a negative number. Fixed.
• Editor – Pressing ‘next’ in the device screen crashes the game. Fixed.

Data and Scenario Changes
• ob.dat file – Guard Tank Corps OBs have been linked to Tank Corps OBs. This should allow the building of a guards tank corps with 2 or 3 guards brigades if a guards tank corps OB is available on the date of creation.
• ground.dat file change - Panzer IIIf (0438) end date extended from 3/42 to 6/42.
• device.dat file changes:
o 170mm K18 L/50 Gun ROF increased from 1 to 2.
o Slight changes to 210mm devices 429 and 625
• cityOwner.dat file – Added city capture dates to many locations in central Europe
• 7 renamed German air unit symbols

• Campaign 41 scenarios – Mostly changes to air units:
o Soviet
SB-2 Rcn pool reduced by 2/3 to ~150, add 300 to SB-2 pool instead
yak-2 pool changed to 62
yak-4 pool changed to 55
38/53 SBAP disabled
65,66,215 ShAP changed from I-15bis FBs to I-153BS TacBs
116 ORAE rebuilt with 12 SB-2 rcn placed at NW Leningrad airbase and attached to Leningrad recon AOG
117-119 ORAE equipped with 12 SB-2 Rcn and added to NF
136 BAP changed to SB-2
655 LBAP changed to SB-2
311 RAP disabled
314 RAP changed to 30+3 Yak-4
316 RAP changed to 40+3 Yak-2
318 RAP added to FE with 24+6 SB-2 Rcn
319/320 ORAE disabled
o Axis
- Ground units -
reinforcing Lw Kdo West transformed into rename from Luftflotte 3
4th PzG Div renamed 4th SS PzG Div
22nd SP Army Light Flak Bn rebuild as Mot. Army Light Flak Bn, follows 22nd Airlanding div to Balkans
III/388th Howitzer Battalion changed to motorized
- Pool -
Bf 110C-5: 10 added to pool
Bf 110E-1/U1: 10 added to pool
He 115: 20 added to pool
Do 215B-1: 10 added to pool
- Air units -
Einsatzkommando Schenck changed to bomber-trained Me 262A-2a
7.(F)/LG 2 becomes (H) in 1/42 and disbands in 1/43
9.(H)/LG 2 disbands at the end of 1941
10.(Sch)/LG 2 removed disband, renames to 8./Sch.G 1 with Hs 129 in 2/42 and later to 11.(Pz)SG 9
I./JG 1 present from start with Bf 109E-7
IV./JG 1 renames to II./JG 11 in 4/43
10.(Jabo)/JG 2 - disbands in late 9/43
11.(Hoeh) and 12./JG 2 disband mid 9/43
IV.(Sturm)/JG 3 removed Sturm designation, renames to Sturm in 5/44 and gets matching Fw 190A-8/R8
Jabostaffel/JG 3 renames to 10.(Jabo)/JG 27 in early 5/42, to 2./Jabogruppe Afrika in early 9/42, disbands late 11/42
JG 4 removed Sturm designation from all except II.
II.(Sturm)/JG 4 changed to Fw 190A-8/R8
IV./JG 5 available from start as JGr Drontheim, renames to IV./JG 5 in 6/42
14.(Jabo)/JG 5 disbands mid 4/44
II./JG 11 transformed into rename from IV./JG 1 in 4/43
10./JG 11 disband in mid 8/44
11./JG 11 disband mid 8/44
JG 25 renames/downgrades to Jagdstaffel Erla in late 11/43, disbands 4/44
11./JG 26 disbands in late 12/42
12./JG 26 disbands in late 9/43
10.(Jabo)/JG 27 changed to Bf 109F-2, transformed into rename from Jabostaffel/JG 3
15./JG 27 (Span) available from start in WE with 12x Bf 109E-7, to AR on T4, disbands in late 2/44, set to fighter mission/training
JG 50 renames to I./JG 301 in mid 10/43
15./JG 52 (Croat) available from start in WE with 12x Bf 109E-7, to AR in late 9/41, to BA in late 4/44
10.(Jabo)/JG 53 disbands late 11/42
II.(Sturm)/JG 300 removed Sturm designation, renames to Sturm in 7/44 and gets matching Fw 190A-8/R8
IV.(Sturm)/JG 300 removed Sturm designation
I./JG 301 renames from JG 50 in mid 10/43
10./JG 301 changed to Bf 109G-6, disbands in late 7/44
V./NJG 5 renames to III./NJG 6 in 5/44
III./NJG 6 renames from V./NJG 5 in 5/44
Stab II./NJG 100 - moved fromward to 12/43, renames from 7./NJG 200
4./NJG 100 transformed to rename from 8./NJG 200 in 12/43
5./NJG 100 transformed to rename from 1./NJG 200 in 5/44
6./NJG 100 transformed to rename from 4./NJG 200 in 5/44
1./NJG 200 renames to 5./NJG 100 in 5/44
4./NJG 200 renames to 6./NJG 100 in 5/44
5./NJG 200 transformed to rename from 10./ZG 1, renames to new 7./NJG 100 in 6/44
7./NJG 200 renames to Stab II./NJG 100 in 12/43
8./NJG 200 arrives with 12+5 aircraft, renames to 1./NJG 100 in 12/43
10./ZG 1 removed disband, renames to 5./NJG 200 in mid 8/43 and to new 7./NJG 100 in 6/44
III./ZG 2 changed to Bf 109E-7/U1
Stab/Sch.G 1 changed to Bf 109E-7/U1
I./Sch.G 1 changed Bf 109E-7/U1
8./Sch.G 1 changed to Hs 129, transformed into rename from 10.(Sch)/LG 2
Stab/Sch.G 2 changed to Fw 190G
I./Sch.G 2 changed Bf 109E-7/U1
II./Sch.G 2 changed to Fw 190G
SKG 10 (all) changed from Fw 190A FBs to Fw 190G TacBs
III./SG 4 changed to Fw 190F
I./SG 5 changed to Ju 87D-5
11.(Pz)/SG 9 - rename source changed to 10.(Sch)/LG 2
NSGr 11 rename source changed to new Gruppe Buschmann
I.+II./KG 2 disband mid 10/44
10./KG 3 (croat) available at start in BA, retaining the later TB transfers
III./KG 6 (10/44) renamed to II./KG 200 arriving 5/44 with Ju 188
Stab/KG 28 disbands 12/41
I./KG 28 renames to naval-only II./KG 100 in mid 12/41
Stab,I.,II./KG 51 removed (J) from rename slots, made bomber-trained
II./KG 100 transformed into rename from I./KG 28 in 12/41, changed to He 111H-6
III./KG 100 delayed to 4/43, changed to naval-only with Do 217K, starts in WE and moves to AR in 8/44
IV./KG 100 delayed to late 11/41
KG 101/102 disabled (advanced school units)
IV./KG 200 arrives 10/44 without aircraft
II./LLG 2 reduced to 5. Staffel (the only operational unit)
Stab/TG 5 arrives with aircraft (drafted from school)
II.+III./TG 5 changed to Me 323
KGr zbV 900 disbands mid 1/44
AufklarGr 126 (See) renames to SAGr 126 now, delay AR transfer to 10/44
SAGr 126 changed into rename from AufklarGr 126 (See)
SAGr 127 rename source change to new Gruppe Buschmann via AufklarGr 127 (See)
1./SAGr 129 arrives with 10x BV222
3.(H)/31 changed to Bf 110E-3, typo in name fixed
5.(F)/123 arrives with 10+2 Fw 190A-3/U4
6.(F)/123 arrives with 10+5 Ju 86P
- NEW air units -
2./Jabogruppe Afrika, renames 9/42 from Jabostaffel/JG 3 via 10.(Jabo)/JG 27
7./NJG 100, renames from 5./NJG 200 in 6/44
NJ-Stfl Norwegen (12/44), renames from NJ-Stfl Finnland
Gruppe Buschmann, Naval patrol group with 30+15 He 114 (6/42 to AR, -> AufklGr 127 (See) 4/43 -> SAGr 127 (7/43) -> NSGr 11 (mid 10/43)
AufklarGr 127 (See) - renames 4/43 from new Gruppe Buschmann
• OP Typhoon 41 - 15./JG 27 (Span) changed to Fighter-trained Bf 109E-7
• Red Army Resurgent
o 15./JG 51 (Span) changed to fighter mission/training
o Stab and I./Sch.G 1 changed from Bf 109E-7 to E-7/U1
• Destruction of SW Front - 66 ShAP changed from I-15bis to I-153BS
• Road to Leningrad
o 53 SBAP disabled
o 65 ShAP changed from I-15bis to I-153BS
• Road to Minsk - 215 ShAP changed from I-15bis to I-153BS

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on April 25, 2022, 09:05:28 PM
War in the East 2 - Official Update V1.02.25
Mon Apr 25, 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41417829/bd2f70766a19bef3832ce1ea4b6fced19285093d.jpg)

New Features and Rule Changes
Non-motorized units in the Axis non-reserve Theatre Boxes will now on occasion automatically adjust their Max TOE levels. Generally these Max TOE levels will be lower than 100% when there is less manpower available in the pool. This is something the AI was already doing, and we realized we should be doing the same for the human player forces since they cannot be controlled by the human player. The impact will be lower force levels in the Axis non-reserve Theatre Boxes, especially later in the game.

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. ---- This item was originally noted as a bug fix in version 1.02.14, but as it was never mentioned in the manual, it appears it was more of a rule change to bring it in line with WitW, than a bug fix. In any case, it has been in operation since 1.02.14 and it is very important players realize these units won’t take replacements until the player increases their Max TOE from 0.

Added Living Manual v1.11.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.24.

Bug Fixes and AI Improvements
Moscow depot in isolated pocket incorrectly received freight points, due to trucks from outside the pocket returning to the depot and then converting to freight (this also incorrectly triggered airhead supply for the pocket). Fixed.
Game crashes upon loading a save made after the German air execution phase. In the air phase a ground attack air directive had bombed units in a city fort, causing data corruption. Fixed.

Data and Scenario Changes
1941 Campaign(s) changes:
General HQ North Africa (Ital.) - add disband on T116 like other NA-only units
Norway Army disbands at the end of 1944
Norway Territorial Mountain Corps - remove rebuild restriction (renames to standard-name German corps)
Finnish Army renamed Finland Army (name indicated Finnish unit)
Lapland Army changed into rename from Finland Army
20th Mountain Army - rename source changed to Finland Army
II Luftwaffe Field Corps - remove rebuild restrictions (scheduled rename), add Schlemm as leader
III Luftwaffe Field Corps - disbands end of 1943, add Odebrecht as leader
IV Luftwaffe Field Corps - remove rebuild restrictions (scheduled rename), add Hoffmann as leader
IV Felderrnhalle Panzer Corps - renamed Feldherrnhalle Panzer Corps
V Panzer Korps - disabled, V Korps stayed/was rebuilt as standard Infantry Korps
Flak towers equipped with four 128mm twin guns from start (non-producible special gun), made LW-Elite with 80 Exp/Morale
Zoo Flak tower built to 100% strength
Norway Panzer Div - disabled
5th Light Division, remove non-organic 10/4 (606th Flak Bn) and Panzerjδger I (605th PzJ Bn)
19/20th Sturm LW Field Div - remove Sturm from name, added back via 6/44 rename
22nd LW Field Div - disabled, formation was delayed then cancelled
25th Panzer Division delayed to early 4/1943, was merely a reinforced Rgt until then
Finnland MG Ski Bde renamed Finland
Norway Panzer Bde - arrives T119, built to full strength (no StuGs, German tanks -> French, limited vehicles)
1st Luftwaffen Jaeger Brigade (rename slot): Luftwaffen -> Luftwaffe, rename moved forward to 9/42
1st Luftwaffe Jaeger Brigade (IT, reinforcing): disabled as duplicate
Moscow Luftwaffe Jaeger Rgt - disbands 3/43 (used to form 19th LW Field div)
HG Fallschirm Flak Rgt - available in IT 6/43, to AR 7/44
Cavalry Rgt Middle/North/South - remove rebuild restriction
Cavalry Rgt South disbands at the end of 5/44 (became part of 4th Cav Bde)
13th Flak Rgt attached to Hannover (in Bremen from 9/42)
56th Flak Rgt disabled, was just commanding searchlights units, replaced by new 179th
63rd Flak Rgt (10/43) - renamed 76th
141st Flak Rgt rebuilt as I/141st Mot. mixed Flak Bn
241st Flak Rgt disabled, only I+II mot mixed Bns existed and they are already present
369th Croat Inf Rgt arrival changed from MAP/T9 to AR/T8
I+IV/Goering LW Mot. Mixed Flak Bns made LW-Elite, disband mid 6/42 (became part of Goering Bde/Div)
II/5th LW Mot. Mixed Flak Bn transformed into rename from new 905th Mixed Flak Bn in 11/42
II/6th LW Mot. Mixed Flak Bn renames to I/30 in 6/44
I/15th LW Mot. Mixed Flak Bn delayed to 10/43
I/20th LW Mot. Mixed Flak Bn available 10/43
I/28th LW Mot. Mixed Flak Bn starts in BA, to AR in 11/44
I/30th LW Mot. Mixed Flak Bn renames from II/6 in 6/44
I/33rd LW Mot. Mixed Flak Bn moves to AR 9/43
zbV 40th Panzer Bn - renamed 40 zbV, delay disband to early 4/1943 (to 25 PzD)
I/43rd LW Mot. Mixed Flak Bn renames to 78th LW Mot. Light Flak Bn in 2/44
I/46th LW Mot. Mixed Flak Bn available from start at full strength (was existing as reserve unit)
II/46th LW Mot. Mixed Flak Bn available from start at full strength (was existing as reserve units), to FI in 10/41
I/47th LW Mot. Mixed Flak Bn present at start, built to full strength
I/49th LW Mot. Mixed Flak Bn disbands 2/44 (became part of HG Flak Rgt)
II/49th LW Mot. Mixed Flak Bn transformed into rename from I/491 in early 10/41
II/52nd LW Mot. Mixed Flak Bn built to full strength (renamed from existing unit)
I/54th LW Mot. Mixed Flak Bn built to full strength (renamed from existing unit)
II/64th LW Mot. Mixed Flak Bn present at start, built to full strength
zbV 66th Panzer Bn - rename 66th zbV, arrives with 12 Pz IIL (representing heavily armored Pz I/II prototypes)
71st LW Mot. Light Flak Bn rebuilt as SP version
72nd LW Mot. Light Flak Bn available from start with full strength (present in NO as Flak Ersatz-Abteilung 98)
77th LW Mot. Light Flak Bn rebuilt as SP version
78th LW SP Light Flak Bn downgraded to Mot. Light Flak, renames from I/43rd LW Mot. Mixed Flak Bn in 2/44
80th LW SP Light Flak Bn transformed into rename from new 144th Mixed Flak Bn
81st LW Mot. Light Flak Bn rebuilt as SP version, available from start at full strength, to AR in 1/43
95th LW Mot. Light Flak Bn  arrives with full strength (renamed from existing reserve unit)
96th LW SP Light Flak Bn - rename delayed to 7/43
III/204th Panzer Bn disbands 10/42 (became part of newly-formed 27th PzD)
214th Panzer Bn - delay disband to early 4/1943 (to 25 PzD), remove rebuild restriction
I/401st LW Mot. Mixed Flak Bn renamed I/501
II/411th LW Mot. Light Flak Bn rebuilt as SP version
II/491st LW Mot. Mixed Flak Bn renamed I/491, becomes II/49 in 10/41
603rd Mot.Army Light Flak Bn rebuild as 3-company SP Flak bn
607th SP Army Light Flak Bn - disband removed, moves to WE in mid 6/43
609th SP Army Light Flak Bn - moves to NA in 6/42, disband delayed to 9/43, rebuild restricted
612th SP Army Light Flak Bn rebuild as Mot. Army Light Flak Bn, disbands 9/43, rebuild restricted
613th Mot.Army Light Flak Bn built to 100% strength, moved from NA to MAP/OKH (just 1/613 was in Africa from late 41)
614th SP Army Light Flak Bn delayed to mid 8/41, arrives to AG South
615th Mot.Army Light Flak Bn disband delayed to 10/43, moved to WE, arrives to AR in 6/43
616th Mot.Army Light Flak Bn rebuild as 3-company SP Flak Bn with some 2cm quad AAs at 50% strength
617th SP Army Light Flak Bn changed to OB 1913, disbands 9/43, rebuild restricted
618-619th SP Army Light Flak Bn changed to OB 1913
620th SP Army Light Flak Bn disabled - formation was cancelled
744th Pioneer Bn - moves to NO 1/43, disbands early 4/1943 (to 25 PzD)
761st LW SP Light Flak Bn downgraded to mot light Flak, rebuilt to full strength
772nd LW Light Flak Bn - Remove -> disband (became part of reinforcing 65th Flak Rgt)
851st LW Light Flak Bn rebuilt to full strength SP version, starts in WE with AR transfer in 8/41
860th LW Mot. Light Flak Bn disabled - just 1/860 was ever existing
NEW land units or rename slots:
179th Flak Rgt, 5/43 to Schweinfurt
I/2nd LW Mot. Mixed Flak Bn, 10/43 to AR
I/10th LW Mot. Mixed Flak Bn, 10/44 to WE with full strength
II/18th LW Mot. Mixed Flak Bn, 10/44 to WE
III/27th LW Mot. Mixed Flak Bn, 9/44 to WE
I/32nd LW Mot. Mixed Flak Bn, 2/43 to AR
II/33rd LW Mot. Mixed Flak Bn, from start in NO, late 6/44 to AR
I/42nd LW Mot. Mixed Flak Bn, attached to Breslau, 10/44 to WE
II+III/42nd LW Mot. Mixed Flak Bn, 10/44 to WE
96th LW Mot. Light Flak Bn - 6/42 rename slot for 761st LW Mot Light Flak Bn
144th Mixed Flak Bn, from start in FI, to Light Flak and WE in 4/43, to 80th SP Light Flak in 4/44
I/241st LW Mot. Mixed Flak Bn, arrives to AG South in mid 7/41, moves to IT in 10/43
I/604th LW Mot. Mixed Flak Bn, attached to Rastenburg, disbands 6/44
606 SP Army Light Flak Bn added to NA with 10/4 SP Flak removed from 5th Light Afrika Div, disbands 9/43, rebuild restricted
I/611th LW Mot. Mixed Flak Bn, from start in NO, late 12/44 to AR
905th Mixed Flak Bn, attached to Ploesti, renames to II/5th LW Mot. Mixed Flak Bn in 11/42, to IT mid 11/42

Stalingrad to Berlin changes:
Added Three Naval Only torpedo carrying Soviet air units to the Black Sea Fleet:
47 ShAP-ChF      (IL-2T)   Delay 12
13 GMRAP-ChF (A-20Bt)
40-BAP-ChF        (IL-4T)
Changed the aircraft in the Soviet Baltic Front to torpedo carrying:
57 ShAP-KBF      (IL-2T)  Delay 14
40 ShAP-KBF      (IL-2T)  Delay 16
1 MTAP-KBF       (IL-4T)
73 BAP-KBF        (A-20Bt)
Added two Naval Only air units to the Rumanians:
101st HS RM Patrol           (Z.501s)
102nd HS RM Patrol          (He 114s
Stalingrad Front renames to Southern Front and then to 4th Ukrainian Front
a few Morale/Experience changes to Soviet air units
2nd Tank Corps renames to 8th Guards Tank Corps in September 1943

Vistula to Berlin changes:
Changed the aircraft to Torpedo carrying for the Soviet Baltic Fleet:
57 ShAP-KBF      (IL-2T)
40 ShAP-KBF      (IL-2T)
1 MTAP-KBF       (IL-4T 1943)
75 BAP-KBF        (A-20Gt)
Renamed to Guards Status:
5 IAP-KBF to 3 GIAP-KBF
13 IAP-KBF to 14 GIAP-KBF
71 IAP-KBF to 10 GIAP-KBF

Ground.dat file - The M17 GMC (0843) was renamed to M17 MGMC (Multiple Gun Motor Carriage).
OB.dat file – Corrected OB 2256 for 44 Type 2 Infantry Division (support squads were incorrectly listed as manpower).


https://ftp.matrixgames.com/pub/WarInTheEast2/GGWarInTheEast2-UpdateComp-v01.02.25.zip
(it will also be on the website in "Mypage" and on the game page)

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on May 04, 2022, 10:53:50 PM
A new public beta (v1.02.27) is now available!
Wed, 4 May 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41417829/bd2f70766a19bef3832ce1ea4b6fced19285093d.jpg)

Greetings Everyone!

A new public beta (v1.02.27) is available. 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 since v1.02.25:

New Features and Rule Changes
• Air units with custom loadouts are now set to Auto loadout, during the logistics phase, if the availability date of their loadout has passed.
• Increased the fuel used by aircraft each time they engage in air to air combat, thus reducing their ability to engage large numbers of enemy aircraft in any one mission.
• Editor – Changed the default air doctrine settings that are created when the Init Air Doctrines function is used on the air doctrine screen in the editor.
• Manual Addendum: Fighters, and fighter bombers with a Mission setting of Fighter, display their escort range for radius in their air unit detail screen. Fighter bombers with a Mission setting of Bomber, display their combat range (in this case bombing range) for radius in their air unit detail screen. When the range circles are shown on map using the AOG functionality if the unit consists of fighter bombers one of two circles will be shown. If its Mission setting is Fighter, the purple circle will show the area within which it can escort missions. If the FB’s Mission setting is Bomber then a purple circle will be shown indicating the range over which the plane can fly to strike a ground target. This distance is 4/3 further than the escort range, but is usually then lowered due to having a bomb loadout (this can be checked on the load out tab for the air unit). If an airbase has aircraft but no ground units present in the hex, then left-clicking on the hex will generate one or two range circles depending on the aircraft at the airbase. The green circle is the greatest escort range of any fighters or fighter bombers with Mission set to Fighter that are at the base. The purple circle is the greatest combat range of any air unit at the base. So if the airbase only has level bombers only the purple combat range circle will be shown but for fighters and fighter bombers with their Mission set to Fighter, both the shorter escort and the combat range circles are shown.
• Added Living Manual v1.12.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.27.

Bug Fixes and AI Improvements
• Several bug fixes and adjustments for flak:
o Defending side ground support was not being properly fired at by attacking side flak support units. Fixed.
o Axis flak during June 22 1941 turns was being reduced along with Soviet flak. Fixed.
o Flak and bombing for air units that were diving down to 1000 feet were not being handled correctly for ground support. Fixed.
o The listing of the number of guns being reported in the battle report as contributing flak has been improved to be more accurate re the exact number of guns that contributed flak value against the enemy air mission.
o The current turn column of the losses screen was often showing higher flak losses than were actually occurring. Fixed.
o Other miscellaneous changes/improvements were made as the flak code was reviewed.
• Several fixes were made involving displacement of HQs and support units in the HQs:
o Support units in non-isolated HQs in isolated hexes (units just surrounded during the current player turn) are being destroyed when forced to displace. Fixed.
o HQ units in airhead supply that are forced to displace are being destroyed. Fixed.
o AI – AI support units in HQs that voluntarily displace, while isolated or in airhead supply, are not being destroyed. Fixed.
• Air units, on vary rare occasions, have 255 damaged aircraft. Fixed.
• Units in city forts, and fort type units, are prepping for amphibious invasions, which causes several issues when an invasion is ordered. It was not intended that these units be allowed to prep for invasions. This has been blocked so no further preparation is possible. If you have been prepping any of these kinds of units, we strongly advise you not launch an invasion while those units are still in the hex with the amphibious HQ.
• AI and AI Air Assist – Improved the air AI so it tries not to fly air transport missions in bad weather except to resupply isolated units. Bad weather is heavy rain, snow and blizzard. Other improvements to air transport missions were made, including eliminating missions to hexes more than 25 hexes from supplied enemy units.

Data and Scenario Changes
• Ob.dat file – Removed duplicate AT-rifles in OB slot 272.
• 1941 Campaign(s) changes:
o Adjusted starting air directives, air doctrines and pilot pools. Note: We’ve tried to improve the Axis 22 June 1941 airfield attacks and other air directives, causing as much damage to the Soviet air force while reducing Axis air losses where possible. For players using the AI Air Assist, you’ll want to push the button to activate it on turn 2 (if using auto AI air assist, this will happen automatically). Experienced players are free to delete these air directives (easiest from the Air Directive Summary screen) and create their own. Changes to the starting air doctrines have also been made to generally maximize effectiveness and minimize losses. Players are encouraged to review the standard air doctrines, experiment with changes, and adjust them to suit their air force play style and goals.
o Added event 137 alerting the Soviet player of the imminent disbanding of rifle/mech corps HQs.
o Changed several Axis Baltic ports to export ports.
o Changed depot priorities of Bucharest and Buzau to 1.
o Changes to land units:
999th Afrika Mot Bde - rename removed, demotorized, set to 65 exp/morale (penal unit)
split into Two Inf Rgts, one Pioneer Bn and two 105mm Howitzer Bns
III/999 Howitzer Bn demotorized, changed to 105mm Howitzers, renames to 645th in 4/45
IV/999 Howitzer Bn removed, became part of Sturm Div Rhodos
41st Fortress Div - arrives 8/43 directly to BA with squads at full strength (except motorcycles, unit comprised of 999th Inf Bns)
all 999th set to rebuild restricted (except III/999th Howitzer Bn)
all 999th start with full-strength squads, just lacking MG and heavier weapons
o New land units:
III+IV/999th Construction Bns added to WE (8/44)
I/999 Fortress Inf Bn added to BA (mid 5/43), mid 2/44 to AR
XIV+XV+XVII/999 Fortress Inf Bn added to BA (10/43), 12/43 to AR
XXIII/999 Fortress Inf Bn added to WE (8/44)
o Air unit changes:
JGr Sued available early 2/42, renaming from new Erg-Stfl/JG 27
II./JG 1 transformed into rename from new Erg-Stfl/JG 3
III./JG 1 transformed into rename from new Erg-Stfl/JG 52
IV./JG 1 transformed into rename from new Erg-Stfl/JG 26
I./JG 4 delayed to mid 12/42, transformed into rename from new Erg-Stfl/JG 77 via Oelschutzstaffel/JG 77, change to Bf 109G-2
Stab/JG 6 rename source changed to delayed Stab/ZG 26
I./JG 6 rename source changed to V./KG 40, delayed to 10/44
II./JG 6 rename source changed to 5./BoFlGr 196
II./JG 7 becomes IV./JG 301 in late 11/44
10.(Jabo)/JG 26 disbands in early 10/43, after rename to Jabo/JG 54 it renames back to Jabo/JG 26 in 6/43
IV./JG 26 transformed into rename from second incarnation of II./ZG 76
IV./JG 54 rename to II./JG7 added for 2/45
I./JG 76 changed rename source unit to new Aufklar-Stfl XI Flgkorps
1.(Z)/JG 77 rename chain updated: 6.(Z)/JG 5->10.(Z)/JG 5 -> 13.(Z)/JG 5 -> IV./ZG 26, add 8/44 TB transfer to NO
JGr 200 transformed from rename to reinforcing unit
IV.(Sturm)/JG 300 (removed Sturm designation), transformed into rename from new Aufklar-Stfl XI Flgkorps
IV./JG 301 transformed to rename from III./KG 1 (via II./JG 7)
IV./NJG 1 renames from III./NJG2 in 10/42
III./NJG 2 renames to IV./NJG 1 in 10/42
IV./NJG 2 rename source changed to II./KG 40
Stab/NJG 3 delayed to 9/41
II./NJG 3 transformed into rename from new Erg-ZGr
V./NJG 6 (6/43) renamed III./NJG 2, was active for just 1 month before rename
I./NJG 7 transformed into rename from II./KG 40
PzJ/ZG 1 disbands mid 9/43
Stab/ZG 2 disbands early 1/43
I./ZG 2 disbands mid 8/42
II./ZG 2 stays in WE and becomes TB-locked
Stab/ZG 26 rename removed, disbands 9/41
I./ZG 26 disbands 7/42 (delayed by 3 months to cover for II./ZG 2 which stays in WE)
II./ZG 26 disbands 4/42, stays in East until disband
IV./ZG 26 - rename delayed to mid 8/44, rename source changed to 1.(Z)/JG 77
Stab/ZG 76 delayed to 8/43 in WE with Bf 110G-2
I./ZG 76 transformed into rename from new Aufklar-Stfl XI Flgkorps
II./ZG 76 TB-locked in WE
II./ZG 76 (8/43) change rename source to 3.(F)/AufklarGr 11, add rename to IV./JG 26 in 2/45
III./ZG 76 disbands in late 4/44 (formation never fully completed, then abandoned)
I./StG 1 renames to II./StG 3 in 1/42 and II./SG 3 in 10/43, add TB transfers
II./StG 3 transformed into rename from I./StG 1
Stab/Sch.G 1 - disband removed, renames to Stab/SG 9 in 10/43
10.(Pz)/SG 1 transformed from rename slot to reinforcing unit, renames to 2.(Pz)/SG 9 in 1/45
I./SG 1 - rename source changed to delayed I./StG 1
II./SG 3 - rename source changed to original I./StG 1
I.(Pz)/SG 9 changed into 3.(Pz)/SG 9 (Staffel)
10.(Pz)/SG 77 (reinforcing) removed
NSGr 30 rename source changed to II./KG 40
III./LG 1 renames to III./KG 6 in 9/42
I./KG 1 transformed into rename from KuFlGr 506 in 6/42
V./KG 2 transformed into rename from II./KG 40
III./KG 6 (9/42) transformed into rename from III./LG 1, adapting follow-up rename to III./KG(J) 6
III./KG(J) 6 - rename source changed to III./LG 1
II./KG 40 (original) locked in WE, renames to V./KG 2 6/43 -> I./NJG 7 2/44 -> IV./NJG 2 late 10/44 -> NSGr 30 late 2/45
V./KG 40 renames to I./ZG 26 in mid 10/43 and to I./JG 6 in 10/44, some TB transfers between West and East added
I./KG 50 renames into II./KG 40 in 10/43
III./KG 51 (original) delayed disband to 3/44
III./KG 51 (rename) change to Fw 190F-8
I./KG 60 split into 1./2. Staffel, both disband early 2/43 (1. in NO, 2. in ITA)
KGr zbV 5 renames to III./LG 1 in 5/43 (instead of TGr 10)
TGr 10 transformed from rename to reinforcing unit (1/44 in FI), arrives with 40+40 LeO 451T
SAGr 128 changed into 1./SAGr 128 (Staffel), transformed into rename from 5./BoFlGr 196
SAGr 131 split into Stab/1./2., 1. from 3./406 (to AR 7/43), 2. from 3./906
1./BoFlGr 196 changed to Gruppe, added TB transfers to NO 4/43 and to AR in 6/44
5./BoFlGr 196 changed to Gruppe, renames to 1./SAGr 128 6/43 -> II./ZG 26 12/43 -> II./JG 6 7/44, added some TB transfers
Stab/KuFlGr 406 disbands late 12/42
2./KuFlGr 406 disbands mid 7/43
3./KuFlGr 406 renames to 1./SAGr 131 and moves to AR in 7/43
KuFlGr 506 renames to non-naval I./KG 1 in 6/42
KuFlGr 606 disbands late 8/42
Stab + 2./KuFlGr 906 disband 4/42
3./KuFlGr 906 renames to 2./SAGr 131
3.(F)/11 removed disband, add rename to II./ZG 76 in 8/43 and IV./JG 26 in 2/45, add 8/43 TB transfer to WE
3.(H)/12 disbands 1/43
6.(H)/13 disbands 1/43
1./NAGr 16 transformed into rename from new Aufklar-Stfl XI Flgkorps
2.(H)/31 disbands 2/44
2.(H)/32 disbands 1/43
3.+4.(H)/32 disband in late 7/42
2.(H)/41 disband late 12/42
4.(H)/41 disbands late 7/42
6.(H)/41 disband late 12/42
o New air units:
Erg-Stfl/JG 2, Staffel with 15x Bf 109E-7 in WE, becomes JGr West in 2/42
Erg-Stfl/JG 3, Staffel with 15x Bf 109E-7 in WE, becomes II./JG 1 in mid 1/42
Erg-Stfl/JG 26, Staffel with 15x Bf 109E-7 in WE, becomes IV./JG 1 in mid 1/42 and II./JG 11 in 4/43
Erg-Stfl/JG 27, Staffel with 15x Bf 109E-7 in WE, becomes JGr Sued in 2/42
Erg-Stfl/JG 51, Staffel with 15x Bf 109E-7 in WE, becomes I./JGr Ost in 2/42
Erg-Stfl/JG 52, Staffel with 15x Bf 109E-7 in WE, becomes III./JG 1 in mid 1/42
Erg-Stfl/JG 53, Staffel with 15x Bf 109E-7 in WE, -> 10.(Jabo)/JG 53 mid 2/42 -> 1./Jabogruppe Afrika late 8/42, disbands late 11/42
Erg-Stfl/JG 54, Staffel with 15x Bf 109E-7 in WE, becomes II./JGr Ost in 2/42 and JGr Nord in 9/44
Erg-Stfl/JG 77, Staffel with 15x Bf 109E-7 in Mizil/ROM, becomes Oelschutzstaffel/JG 77 in early 1942 and I./JG 4 in late 42
Oelschutzstaffel/JG 77, early 42 rename slot for Erg-Stfl/JG 77
JGr Nord, renames 9/44 from new Erg-Stfl/JG 54 via II./JGr Ost
I./JGr Ost, renames 2/42 from new Erg-Stfl/JG 51
II./JGr Ost, renames 2/42 from new Erg-Stfl/JG 54
JGr West, renames 2/42 from new Erg-Stfl/JG 2
10.(Z)/JG 5 - rename slot for 1.(Z)/JG 77
II./JG 7 (2/45), renames from IV./JG 54
10.(Jabo)/JG 26 (6/43), rename slot for 10.(Jabo)/JG 54 as it renamed back to JG 26
Erg-ZGr, Bf 110 Group locked in WE, becomes II./NJG 3 in 9/41
Stab/ZG 26 (10/43), renames to Stab/JG 6 in 7/44
I./ZG 26 (10/43) rename slot for V./KG 40, to I./JG 6 in 10/44
II./ZG 26 (12/43), renames from 1./SAGr 128 and to II./JG 6 in 7/44
Erg-Stfl (Stuka)/LG 1, Ju 87 Staffel in NO, renames to 4./StG 5 in 2/42, disbands 6/43
I./StG 1 (6/43), renames to I./SG 1 in 10/43
4./StG 5 (2/42), rename slot for new Erg-Stfl(Stuka)/LG 1
Stab/SG 9 (10/43) - rename slot for Stab/Sch.G 1
2.(Pz)/SG 9 (1/45) - rename slot for 10.(Pz)/SG 1
ErgGr/LG 1, LB Group in BA, renames to IV./LG 1 in 2/42, to ITA 4/42, to BA 10/42, to WE 3/43
III./LG 1 (5/43) - rename slot for KGr zbV 5
IV./LG 1 (2/42), renames from new ErgGr/LG 1
II./KG 40 (10/43), rename slot for I./KG 50
Transportstaffel 1, 10/43 in BA
Transportstaffel 2, 10/43 in NO
Transportstaffel 3, 10/43 in NO, to BA 12/43
Transportstaffel 4, 12/43 rename from new Savoia-Staffel
Transportstaffel 5, 12/43 rename from new Transportstaffel 290
Transportstaffel 290, 3/43 in ITA, to Transportstaffel 5 in 12/43, to WE in 7/43
Savoiastaffel, 7/42 in ITA, to Transportstaffel 4 in 12/43
Kuestenstaffel Krim reactivated, made a naval-only Staffel with Bomber-trained Bf 110G, disbands 7/44
Aufklar-Stfl Ostsee reactivated, made a naval-only Staffel with Ju 88A bombers, disbands 7/43
2./SAGr 128, a naval patrol staffel arriving 6/43 to WE
Stab/SAGr 131 - 7/43 to NO
2./SAGr 131 - 7/43 rename slot for 3./KuFlGr 906
2./BoFlGr 196, naval patrol Staffel arriving 8/43 to ITA

Erg-AufklarGr/ObdH, Hs 126 recon group in WE, renames to Erg-NAGr in 4/42
Erg-AufklarGr/ObdL, Ju 88 recon group in WE, renames to Erg-FAGr in 4/42
Aufklar-Stfl XI Flgkorps, Staffel with Hs 126 in BA, to 1./NAGr 16 in 10/42 -> I./ZG76 in 8/43 -> I./JG 76 in 7/44 ->IV./JG 300 in 10/44
2.(H)/33 (1/42) - rename slot for 2.(F) 33
• DSWF scenario changes:
o Adjusted starting air directives, air doctrines and pilot pools.
o Added event 137 alerting the Soviet player of the imminent disbanding of rifle/mech corps HQs.
o Changed depot priority of Buzau to 1.
• RtL scenario changes:
o Adjusted starting air directives, air doctrines and pilot pools.
o Added event 137 alerting the Soviet player of the imminent disbanding of rifle/mech corps HQs.
o Changed Hel to export port.
• RtM/OpTyphoon scenario changes – Adjusted starting air directives, air doctrines and pilot pools.


Happy Gaming!

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on June 04, 2022, 11:28:22 PM
New v1.02.29 Public Beta Now Available!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41417829/bd2f70766a19bef3832ce1ea4b6fced19285093d.jpg)

There's a new public beta update installer (v1.02.29) 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 since v1.02.25:
v1.02.29 – 13th May 2022
New Features and Rule Changes
•   Several tweaks were made to reduce the intensity of air to air combat.
•   Added a line to the scenario victory screen to display victory points scored from Events (campaign victory screen already shows event points).
•   Editor – Added the ability to Lock Generic Data in a scenario file. On the main tab in the editor, selecting yes will allow you to alter generic data in your scenario file, save the changes in your scenario, and not have the changes overwritten when loading the scenario. This functions as it did in WitW. There are 16 generic/semi-generic files. When you have these locked, there is the ability to either update your scenario with all of these files, or check just those you want to use to update and click on the ‘update selected generic data’ option. Locking the generic data in a scenario file will only impact the scenario. Note that for the 3 semi-generic files, only some of the data in these files have been treated as generic (i.e. things like depot levels and storage in cities are not generic and never required locking in order to make changes in each scenario, while the name of a city is generic and to change this in a scenario would require locking). Note: Currently you will not see all the generic files listed if using a minimum resolution display. A height of at least 960 is required. This will be corrected in future versions when we add in-game scaling to the editor.
•   Editor – Added the ability to set starting number of ships in the production screen. Also added the ability to set the number of ships in Lake Ladoga.
Bug Fixes and AI Improvements
•   Combat execution slowdown caused by a bug fix in v1.02.27. Fixed.
•   Theater box garrison values, and CV values of units in the unit display were dropping the 0 to the right of the decimal place (i.e. 0.08 was displaying as 0.8). Fixed.
•   At minimum resolution, in the production screen the number of ships was not displaying in all sea zones. Fixed.
•   Game crashed during set weather phase of the logistics phase. Fixed.
Data and Scenario Changes
•   Ob.dat file changes:
   o   Fixed Sturm Brigade so that it fields 88 FlaK instead of 88 PaK
   o   Removed the Soviet "upgrade" from Corps Artillery Regiment to Corps Artillery Battalion
   o   Renamed Reduced Shtat Rifle Division OBs to Reduced Shtat RDs so they are not created by combining two rifle brigades. These OBs are intended for smaller scenarios and their size has been set to brigade.
•   Ground.dat and device.dat files – Several minor corrections including but not limited to:
   o   12.7mm Breda AAMG corrected to size 1
   o   speed of the Panzer Pioneer 44 squad corrected to 6
   o   Soviet Churchill IV 6 Pounder accuracy corrected to 675
•   Stalingrad to Berlin changes:
   o   III./ZG 1 -  Aircraft Change - Bf 109E-7 to Me-210A-1 in [IT] TB (aircraft added)
   o   All Medium SU and Light SU depleted units removed from the [SR] TB.  They will have to be built using the Build Function.
   o   IV./JG 3 Renames to IV(Sturm) JG 3 on Turn 77 after receiving the Fw 190A8/R8
   o   II./JG 300 Renames to II(Sturm) JG 300 on Turn 81 after receiving the Fw 190A8/R8
   o   JG 301 Unlocked in the [WE] TB as part of it fought over Ploesti
   o   I./JG 302 Unlocked in the [WE] TB as it fought over Budapest
   o   All Groups of ZG 1 and ZG 26 set to Trained as Fighter for Reich Air Defense
   o   Norway Panzer Division removed from [NO] TB
   o   Norway Panzer Brigade replaced German AFVs with Foreign AFVs
   o   21st Tank Division removed from [NF] TB.  It was replaced by three Tank Brigades (103rd, 104th and168th)
   o   In the {SR] Theater Box the following changes were made:
   o   16th Rifle Division Delayed to Turn 14 and reduced to 5% strength
   o   62nd Rifle Division Delayed to Turn 22 and reduced to 5% strength
   o   124th Rifle Division to 5% strength
   o   174th Rifle Division Delayed to Turn 22 and reduced to 5% strength
   o   184th Rifle Division to 1% strength
   o   187th Rifle Division transferred to [FE] TB* and Locked in TB
   o   201st Latvian Rifle Division Renamed to 43rd Latvian Guards Rifle Division
   o   New 201st Latvian Rifle Division arrives on Turn 53
   o   207th Rifle Division arrives Turn 30 and reduced to 1% strength
   o   230th Rifle Division arrives Turn 30 and reduced to 1% strength
   o   231st Rifle Division transfers to [FE] TB* and reduced to 1% strength
   o   242nd Rifle Division (No changes)
   o   255th Rifle Division sent to [FE] TB* at 50% strength
   o   259th Rifle Division (No changes)
   o   261st Rifle Division transferred to 45th Army in [TC]* TB
   o   264th Rifle Division Renamed to 48th Guards Rifle Division Delayed to Turn 35 and to [FE]* TB
   o   268th Rifle Division is now a Reserve of Leningrad Front (On Map)
   o   271st Rifle Division a reinforcement arriving at Nazran (294,196) North Caucasus Front
   o   275th Rifle Division Delayed to Turn 33 in [FE]* TB
   o   289th Rifle Division now Locked in [NF]* TB
   o   292nd Rifle Division Delayed to Turn 33 in [FE]* TB and at 1% strength
   o   296th Rifle Division Delayed to Turn 33 in [TC]* TB and at 1% strength
   o   297th Rifle Division Delayed to Turn 32 in [SR} TB and at 1% strength, and to Map on Turn 36
   o   301st Rifle Division Delayed to Turn 33 in [SR] TB and at 1% strength, and to  Map on Turn 37
   o   313th Rifle Division to [NF]* in 7th Independent Army
   o   319th Rifle Division Delayed to Turn 38 in [SR} TB at 1% strength, and to Map on Turn 42
   o   329th Rifle Division Delayed to Turn 55 in [SR] TB and at 1% strength, and to Map on Turn 59
   o   335th Rifle Division Delayed to Turn 77 in [FE]* TB at 1% strength
   o   340th Rifle Division Delayed 3 Turns and Arrives at 246,147 (Krasnoksny) as part of Voronezh Ft
   o   341st Rifle Division Delayed to Turn 76 as part of Karelian Ft [NF]* TB
   o   349th Rifle Division joins 45th Army in [TC]* TB at 50% strength
   o   350th Rifle Division (No changes)
   o   351st Rifle Division to Map at Grozny at 70% strength on Refit
   o   355th Rifle Division Delayed to Turn 107 in [SR] TB at 1% strength, and [FE]* on Turn 111
   o   361st Rifle Division Delayed to Turn 106 in [FE]* TB
   o   363rd Rifle Division in 35th Army [FE]* at 1% strength
   o   365th Rifle Division in [FE]* TB at 1% strength
   o   367th Rifle Division sent to [NF]* (32nd Army)
   o   32nd Army added to [NF]*
   o   393rd Rifle Division to [FE]* TB at 1% strength on Turn 103
   o   411th Rifle Division Disbanded (June 1942)
   o   421st Rifle Division Disbanded (February 1942)
   o   86th Guards Rifle Division to [SR] on Turn 22 (April 15, 1943)
   o   All Airborne Corps Reduced to 100% of TO&E
(An * means the unit is Locked in the relevant TB)
After these changes Ground TB Strengths are as Follows:
   Northern Front         97%
   Transcaucasus Front   99%
   Far East Front         93%

v1.02.27 – 22nd Apr 2022
New Features and Rule Changes
•   Air units with custom loadouts are now set to Auto loadout, during the logistics phase, if the availability date of their loadout has passed.
•   Increased the fuel used by aircraft each time they engage in air to air combat, thus reducing their ability to engage large numbers of enemy aircraft in any one mission.
•   Editor – Changed the default air doctrine settings that are created when the Init Air Doctrines function is used on the air doctrine screen in the editor.
•   Manual Addendum: Fighters, and fighter bombers with a Mission setting of Fighter, display their escort range for radius in their air unit detail screen. Fighter bombers with a Mission setting of Bomber, display their combat range (in this case bombing range) for radius in their air unit detail screen.  When the range circles are shown on map using the AOG functionality if the unit consists of fighter bombers one of two circles will be shown.  If its Mission setting is Fighter, the purple circle will show the area within which it can escort missions. If the FB’s Mission setting is Bomber then a purple circle will be shown indicating the range over which the plane can fly to strike a ground target. This distance is 4/3 further than the escort range, but is usually then lowered due to having a bomb loadout (this can be checked on the load out tab for the air unit). If an airbase has aircraft but no ground units present in the hex, then left-clicking on the hex will generate one or two range circles depending on the aircraft at the airbase. The green circle is the greatest escort range of any fighters or fighter bombers with Mission set to Fighter that are at the base. The purple circle is the greatest combat range of any air unit at the base. So if the airbase only has level bombers only the purple combat range circle will be shown but for fighters and fighter bombers with their Mission set to Fighter, both the shorter escort and the combat range circles are shown.
•   Added Living Manual v1.12.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.27.
Bug Fixes and AI Improvements
•   Several bug fixes and adjustments for flak:
   o   Defending side ground support was not being properly fired at by attacking side flak support units. Fixed.
   o   Axis flak during June 22 1941 turns was being reduced along with Soviet flak. Fixed.
   o   Flak and bombing for air units that were diving down to 1000 feet were not being handled correctly for ground support. Fixed.
   o   The listing of the number of guns being reported in the battle report as contributing flak has been improved to be more accurate re the exact number of guns that contributed flak value against the enemy air mission.
   o   The current turn column of the losses screen was often showing higher flak losses than were actually occurring. Fixed.
   o   Other miscellaneous changes/improvements were made as the flak code was reviewed.
•   Several fixes were made involving displacement of HQs and support units in the HQs:
   o   Support units in non-isolated HQs in isolated hexes (units just surrounded during the current player turn) are being destroyed when forced to displace. Fixed.
   o   HQ units in airhead supply that are forced to displace are being destroyed. Fixed.
   o   AI – AI support units in HQs that voluntarily displace, while isolated or in airhead supply, are not being destroyed. Fixed.
•   Air units, on vary rare occasions, have 255 damaged aircraft. Fixed.
•   Units in city forts, and fort type units, are prepping for amphibious invasions, which causes several  issues when an invasion is ordered. It was not intended that these units be allowed to prep for invasions. This has been blocked so no further preparation is possible. If you have been prepping any of these kinds of units, we strongly advise you not launch an invasion while those units are still in the hex with the amphibious HQ.
•   AI and AI Air Assist – Improved the air AI so it tries not to fly air transport missions in bad weather except to resupply isolated units. Bad weather is heavy rain, snow and blizzard. Other improvements to air transport missions were made, including eliminating missions to hexes more than 25 hexes from supplied enemy units.
Data and Scenario Changes
•   Ob.dat file – Removed duplicate AT-rifles in OB slot 272.
•   1941 Campaign(s) changes:
   o   Adjusted starting air directives, air doctrines and pilot pools. Note: We’ve tried to improve the Axis 22 June 1941 airfield attacks and other air directives, causing as much damage to the Soviet air force while reducing Axis air losses where possible. For players using the AI Air Assist, you’ll want to push the button to activate it on turn 2 (if using auto AI air assist, this will happen automatically). Experienced players are free to delete these air directives (easiest from the Air Directive Summary screen) and create their own. Changes to the starting air doctrines have also been made to generally maximize effectiveness and minimize losses. Players are encouraged to review the standard air doctrines, experiment with changes, and adjust them to suit their air force play style and goals.
   o   Added event 137 alerting the Soviet player of the imminent disbanding of rifle/mech corps HQs.
   o   Changed several Axis Baltic ports to export ports.
   o   Changed depot priorities of Bucharest and Buzau to 1.
   o   Changes to land units:
999th Afrika Mot Bde - rename removed, demotorized, set to 65 exp/morale (penal unit)
 split into Two Inf Rgts, one Pioneer Bn and two 105mm Howitzer Bns
III/999 Howitzer Bn demotorized, changed to 105mm Howitzers, renames to 645th in 4/45
IV/999 Howitzer Bn removed, became part of Sturm Div Rhodos
41st Fortress Div - arrives 8/43 directly to BA with squads at full strength (except motorcycles, unit comprised of 999th Inf Bns)
all 999th set to rebuild restricted (except III/999th Howitzer Bn)
all 999th start with full-strength squads, just lacking MG and heavier weapons
   o   New land units:
III+IV/999th Construction Bns added to WE (8/44)
I/999 Fortress Inf Bn added to BA (mid 5/43), mid 2/44 to AR
XIV+XV+XVII/999 Fortress Inf Bn added to BA (10/43), 12/43 to AR
XXIII/999 Fortress Inf Bn added to WE (8/44)
   o   Air unit changes:
JGr Sued available early 2/42, renaming from new Erg-Stfl/JG 27
II./JG 1 transformed into rename from new Erg-Stfl/JG 3
III./JG 1 transformed into rename from new Erg-Stfl/JG 52
IV./JG 1 transformed into rename from new Erg-Stfl/JG 26
I./JG 4 delayed to mid 12/42, transformed into rename from new Erg-Stfl/JG 77 via Oelschutzstaffel/JG 77, change to Bf 109G-2
Stab/JG 6 rename source changed to delayed Stab/ZG 26
I./JG 6 rename source changed to V./KG 40, delayed to 10/44
II./JG 6 rename source changed to 5./BoFlGr 196
II./JG 7 becomes IV./JG 301 in late 11/44
10.(Jabo)/JG 26 disbands in early 10/43, after rename to Jabo/JG 54 it renames back to Jabo/JG 26 in 6/43
IV./JG 26 transformed into rename from second incarnation of II./ZG 76
IV./JG 54 rename to II./JG7 added for 2/45
I./JG 76 changed rename source unit to new Aufklar-Stfl XI Flgkorps
1.(Z)/JG 77 rename chain updated: 6.(Z)/JG 5->10.(Z)/JG 5 -> 13.(Z)/JG 5 -> IV./ZG 26, add 8/44 TB transfer to NO
JGr 200 transformed from rename to reinforcing unit
IV.(Sturm)/JG 300 (removed Sturm designation), transformed into rename from new Aufklar-Stfl XI Flgkorps
IV./JG 301 transformed to rename from III./KG 1 (via II./JG 7)
IV./NJG 1 renames from III./NJG2 in 10/42
III./NJG 2 renames to IV./NJG 1 in 10/42
IV./NJG 2 rename source changed to II./KG 40
Stab/NJG 3 delayed to 9/41
II./NJG 3 transformed into rename from new Erg-ZGr
V./NJG 6 (6/43) renamed III./NJG 2, was active for just 1 month before rename
I./NJG 7 transformed into rename from II./KG 40
PzJ/ZG 1 disbands mid 9/43
Stab/ZG 2 disbands early 1/43
I./ZG 2 disbands mid 8/42
II./ZG 2 stays in WE and becomes TB-locked
Stab/ZG 26 rename removed, disbands 9/41
I./ZG 26 disbands 7/42 (delayed by 3 months to cover for II./ZG 2 which stays in WE)
II./ZG 26 disbands 4/42, stays in East until disband
IV./ZG 26 - rename delayed to mid 8/44, rename source changed to 1.(Z)/JG 77
Stab/ZG 76 delayed to 8/43 in WE with Bf 110G-2
I./ZG 76 transformed into rename from new Aufklar-Stfl XI Flgkorps
II./ZG 76 TB-locked in WE
II./ZG 76 (8/43) change rename source to 3.(F)/AufklarGr 11, add rename to IV./JG 26 in 2/45
III./ZG 76 disbands in late 4/44 (formation never fully completed, then abandoned)
I./StG 1 renames to II./StG 3 in 1/42 and II./SG 3 in 10/43, add TB transfers
II./StG 3 transformed into rename from I./StG 1
Stab/Sch.G 1 - disband removed, renames to Stab/SG 9 in 10/43
10.(Pz)/SG 1 transformed from rename slot to reinforcing unit, renames to 2.(Pz)/SG 9 in 1/45
I./SG 1 - rename source changed to delayed I./StG 1
II./SG 3 - rename source changed to original I./StG 1
I.(Pz)/SG 9 changed into 3.(Pz)/SG 9 (Staffel)
10.(Pz)/SG 77 (reinforcing) removed
NSGr 30 rename source changed to II./KG 40
III./LG 1 renames to III./KG 6 in 9/42
I./KG 1 transformed into rename from KuFlGr 506 in 6/42
V./KG 2 transformed into rename from II./KG 40
III./KG 6 (9/42) transformed into rename from III./LG 1, adapting follow-up rename to III./KG(J) 6
III./KG(J) 6 - rename source changed to III./LG 1
II./KG 40 (original) locked in WE, renames to V./KG 2 6/43 -> I./NJG 7 2/44 -> IV./NJG 2 late 10/44 -> NSGr 30 late 2/45
V./KG 40 renames to I./ZG 26 in mid 10/43 and to I./JG 6 in 10/44, some TB transfers between West and East added
I./KG 50 renames into II./KG 40 in 10/43
III./KG 51 (original) delayed disband to 3/44
III./KG 51 (rename) change to Fw 190F-8
I./KG 60 split into 1./2. Staffel, both disband early 2/43 (1. in NO, 2. in ITA)
KGr zbV 5 renames to III./LG 1 in 5/43 (instead of TGr 10)
TGr 10 transformed from rename to reinforcing unit (1/44 in FI), arrives with 40+40 LeO 451T
SAGr 128 changed into 1./SAGr 128 (Staffel), transformed into rename from 5./BoFlGr 196
SAGr 131 split into Stab/1./2., 1. from 3./406 (to AR 7/43), 2. from 3./906
1./BoFlGr 196 changed to Gruppe, added TB transfers to NO 4/43 and to AR in 6/44
5./BoFlGr 196 changed to Gruppe, renames to 1./SAGr 128 6/43 -> II./ZG 26 12/43 -> II./JG 6 7/44, added some TB transfers
Stab/KuFlGr 406 disbands late 12/42
2./KuFlGr 406 disbands mid 7/43
3./KuFlGr 406 renames to 1./SAGr 131 and moves to AR in 7/43
KuFlGr 506 renames to non-naval I./KG 1 in 6/42
KuFlGr 606 disbands late 8/42
Stab + 2./KuFlGr 906 disband 4/42
3./KuFlGr 906 renames to 2./SAGr 131
3.(F)/11 removed disband, add rename to II./ZG 76 in 8/43 and IV./JG 26 in 2/45, add 8/43 TB transfer to WE
3.(H)/12 disbands 1/43
6.(H)/13 disbands 1/43
1./NAGr 16 transformed into rename from new Aufklar-Stfl XI Flgkorps
2.(H)/31 disbands 2/44
2.(H)/32 disbands 1/43
3.+4.(H)/32 disband in late 7/42
2.(H)/41 disband late 12/42
4.(H)/41 disbands late 7/42
6.(H)/41 disband late 12/42
   o   New air units:
Erg-Stfl/JG 2, Staffel with 15x Bf 109E-7 in WE, becomes JGr West in 2/42
Erg-Stfl/JG 3, Staffel with 15x Bf 109E-7 in WE, becomes II./JG 1 in mid 1/42
Erg-Stfl/JG 26, Staffel with 15x Bf 109E-7 in WE, becomes IV./JG 1 in mid 1/42 and II./JG 11 in 4/43
Erg-Stfl/JG 27, Staffel with 15x Bf 109E-7 in WE, becomes JGr Sued in 2/42
Erg-Stfl/JG 51, Staffel with 15x Bf 109E-7 in WE, becomes I./JGr Ost in 2/42
Erg-Stfl/JG 52, Staffel with 15x Bf 109E-7 in WE, becomes III./JG 1 in mid 1/42
Erg-Stfl/JG 53, Staffel with 15x Bf 109E-7 in WE, -> 10.(Jabo)/JG 53 mid 2/42 -> 1./Jabogruppe Afrika late 8/42, disbands late 11/42
Erg-Stfl/JG 54, Staffel with 15x Bf 109E-7 in WE, becomes II./JGr Ost in 2/42 and JGr Nord in 9/44
Erg-Stfl/JG 77, Staffel with 15x Bf 109E-7 in Mizil/ROM, becomes Oelschutzstaffel/JG 77 in early 1942 and I./JG 4 in late 42
Oelschutzstaffel/JG 77, early 42 rename slot for Erg-Stfl/JG 77
JGr Nord, renames 9/44 from new Erg-Stfl/JG 54 via II./JGr Ost
I./JGr Ost, renames 2/42 from new Erg-Stfl/JG 51
II./JGr Ost, renames 2/42 from new Erg-Stfl/JG 54
JGr West, renames 2/42 from new Erg-Stfl/JG 2
10.(Z)/JG 5 - rename slot for 1.(Z)/JG 77
II./JG 7 (2/45), renames from IV./JG 54
10.(Jabo)/JG 26 (6/43), rename slot for 10.(Jabo)/JG 54 as it renamed back to JG 26
Erg-ZGr, Bf 110 Group locked in WE, becomes II./NJG 3 in 9/41
Stab/ZG 26 (10/43), renames to Stab/JG 6 in 7/44
I./ZG 26 (10/43) rename slot for V./KG 40, to I./JG 6 in 10/44
II./ZG 26 (12/43), renames from 1./SAGr 128 and to II./JG 6 in 7/44
Erg-Stfl (Stuka)/LG 1, Ju 87 Staffel in NO, renames to 4./StG 5 in 2/42, disbands 6/43
I./StG 1 (6/43), renames to I./SG 1 in 10/43
4./StG 5 (2/42), rename slot for new Erg-Stfl(Stuka)/LG 1
Stab/SG 9 (10/43) - rename slot for Stab/Sch.G 1
2.(Pz)/SG 9 (1/45) - rename slot for 10.(Pz)/SG 1
ErgGr/LG 1, LB Group in BA, renames to IV./LG 1 in 2/42, to ITA 4/42, to BA 10/42, to WE 3/43
III./LG 1 (5/43) - rename slot for KGr zbV 5
IV./LG 1 (2/42), renames from new ErgGr/LG 1
II./KG 40 (10/43), rename slot for I./KG 50
Transportstaffel 1, 10/43 in BA
Transportstaffel 2, 10/43 in NO
Transportstaffel 3, 10/43 in NO, to BA 12/43
Transportstaffel 4, 12/43 rename from new Savoia-Staffel
Transportstaffel 5, 12/43 rename from new Transportstaffel 290
Transportstaffel 290, 3/43 in ITA, to Transportstaffel 5 in 12/43, to WE in 7/43
Savoiastaffel, 7/42 in ITA, to Transportstaffel 4 in 12/43
Kuestenstaffel Krim reactivated, made a naval-only Staffel with Bomber-trained Bf 110G, disbands 7/44
Aufklar-Stfl Ostsee reactivated, made a naval-only Staffel with Ju 88A bombers, disbands 7/43
2./SAGr 128, a naval patrol staffel arriving 6/43 to WE
Stab/SAGr 131 - 7/43 to NO
2./SAGr 131 - 7/43 rename slot for 3./KuFlGr 906
2./BoFlGr 196, naval patrol Staffel arriving 8/43 to ITA

Erg-AufklarGr/ObdH, Hs 126 recon group in WE, renames to Erg-NAGr in 4/42
Erg-AufklarGr/ObdL, Ju 88 recon group in WE, renames to Erg-FAGr in 4/42
Aufklar-Stfl XI Flgkorps, Staffel with Hs 126 in BA, to 1./NAGr 16 in 10/42 -> I./ZG76 in 8/43 -> I./JG 76 in 7/44 ->IV./JG 300 in 10/44
2.(H)/33 (1/42) - rename slot for 2.(F) 33
•   DSWF scenario changes:
   o   Adjusted starting air directives, air doctrines and pilot pools.
   o   Added event 137 alerting the Soviet player of the imminent disbanding of rifle/mech corps HQs.
   o   Changed depot priority of Buzau to 1.
•   RtL scenario changes:
   o   Adjusted starting air directives, air doctrines and pilot pools.
   o   Added event 137 alerting the Soviet player of the imminent disbanding of rifle/mech corps HQs.
   o   Changed Hel to export port.
•   RtM/OpTyphoon scenario changes – Adjusted starting air directives, air doctrines and pilot pools.

Happy Gaming!

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on September 22, 2022, 12:26:16 AM
Matrix Games and 2by3 Announce the first DLC for War in the East 2
Wed, 21 September 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//41417829/7807ff8377bc4732d3ecc8447988ff1be5cbc1f9.jpg)

Steel Inferno will release on November

Requires ownership of Gary Grigsby's War in the East 2

Gary Grigsby’s War in the East 2 was last year’s best-selling and most praised wargame. The simulation improved every aspect of its predecessor, effectively rebooting the series and giving it new life. Since its release, Gary Grigsby and his team have been working hard to improve gameplay with various upgrades. Simultaneously, 2by3 Games started work on the game’s first DLC, Steel Inferno. This expansion puts the spotlight on several major offensives that influenced the course of the war in the East. It is also expanding the gigantic map further by opening new areas throughout eight new Scenarios and two new Campaigns.


Steel Inferno covers Operations in Yugoslavia in 1944 for the first time and adds several German scenarios, such as the attack into the Caucasus. The addition of hypothetical scenarios and two new full map campaigns offer countless extra gameplay hours in historically detailed settings and what-if alternatives.


The Steel Inferno DLC includes:


Two complete Campaigns:
• 1943 Campaign - 3 Jul 43 - 6 Jul 45 -- an entire Campaign starting with the German Operation
• 1944 Campaign- 11 May 44 - 4 Jul 45 -- an entire Campaign that begins with the Soviets readying for the start of their massive Summer 1944 offensives.


Nine Scenarios:
• Operation Kutuzov - 12 Jul 43 - 3 Oct 44
• Road to Karelia - 22 Jun 41 - 11 Oct 41
• Army Group A - Part I - Race for the Caucasus - 25 Jul 42 - 20 Nov 42
• Case Blue Phase II 42-43 - 25 Jul 42 - 5 Mar 43
• Case Blue Phase II 43-43 - Alternate - 25 Jul 42 - 5 Mar 43
• Army Group A - Part II - Kuban Bridgehead - 1 Feb 43 - 10 October 43
• AG C - Kutuzov to Bagration 43-44 - 12 Jul 43 - 2 Apr 44
• Western Ukraine 43-44 - 3 Nov 43 - 25 Apr 44
• Drama on the Danube 44 - 20 Aug 44 - 5 May 45

War in the East 2 – Steel Inferno coming soon

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on October 08, 2022, 01:09:49 AM
War in the East 2 Steel inferno - AG A Part I - Race to the Caucasus AAR
Fri, 7 October 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41417829/322ac34f0a48023493f2d949416a08c5d79788ae.jpg)

War in the East 2 Steel inferno - AG A Part I - Race to the Caucasus AAR.

Today we have for you the first After Action Report from the new Gary Grigsby's War in the East 2: Steel Inferno scenario pack!  This report showcases play against the AI in the "Army Group A - Part I: Race to the Caucasus" scenario . This is a new 17 turn scenario which begins on July 25th, 1942 after the fall of Rostov and focuses on the drive to capture the oil-rich Caucasus region. The German player has to clear the Caucasus region, secure the Black Sea ports and try to capture the oil regions around Grozny and Baku, while holding Army Group B's right flank along the Kalmuck Steppe.

Historically, the fall of Rostov on 25 July 1942 allowed the Germans to commence Operation Edelweiss, designed to capture the oilfields at Baku.  Army Group A was made up of 1st and 4th Panzer Armies, 17th Army, 3rd Romanian Army and supported by elements of Luftflotte 4.  Initially the Germans made rapid gains, capturing Stavropol on 3 August, Maikop on 10 August, Krasnodar on 12 August and Mozdok on 23 August (in addition to planting their flag on Mount Elbrus on 21 August).  However, supply problems and the diversion of formations to Stalingrad slowed the advance. By 11 September, the Germans had captured the bulk of Novorossiysk but were unable to fully dislodge the Red Army meaning the port couldn’t be used.

By the end of September, Soviet formations had successfully held the main passes into Georgia and stopped the German advance well to the west of Grozny. However, the Soviet forces in the region were too weak to attack until the Germans started to pull back in early 1943 after the collapse of the Stalingrad front.

Action Report from the new Gary Grigsby's War in the East 2: Steel Inferno scenario pack:
https://www.matrixgames.com/forums/viewtopic.php?f=11710&t=388712

For more information on War in the East 2: Steel Inferno, please see the produce page here

(https://cdn.cloudflare.steamstatic.com/steam/apps/1975590/header.jpg)

https://store.steampowered.com/app/1975590/Gary_Grigsbys_War_in_the_East_2_Steel_Inferno/

Gary Grigsby's War in the East 2: Steel Inferno

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on October 24, 2022, 01:00:49 AM
Joel Billings, Lead Game Developer, is talking about the new Steel Inferno DLC.

Get ready to discover the brand new operations and the original campaigns.

https://youtu.be/P8ZW1l6tvd4

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on November 14, 2022, 12:04:03 AM
War in the East 2 Official Update V1.02.45
Thu, November 10, 2022

(https://i.imgur.com/MWi9iRu.jpg)


New Features and Rule Changes
• Added Living Manual v1.18.pdf file in the \Manuals folder. This is up to date with changes through
game version 1.02.44.

Bug Fixes and AI Improvements
• Air units in non-reserve theatre boxes stopped being set to automatic upgrades as they should be,
and in fact were incorrectly being set to manual upgrades. Fixed. Now, units in non-reserve
theatre boxes should spend no more than one turn, after their arrival there, in manual upgrade
mode, before being set to automatic upgrades.
• Found another case where air units in the reserve could automatically upgrade even when set to
manual upgrade. Fixed.

V1.02.44 – 12th October 2022
New Features and Rule Changes

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 1.02.44 may not load these newer save game or
scenario files. Old saves and scenarios may be loaded with this and newer versions.

• Brigades can no longer be used to create Soviet rifle corps.
• Adjusted combat so that various Mech ground elements will be considered dismounted when shot
at under 500 yards. Made it less likely they would be fired at by armored piercing direct fire at
ranges over 500 yards.
• Made it so partisan type unit type units can be used and in most ways is treated as if it’s a fort
type unit. However, unlike a fort type unit it can retreat. Partisan type units are not used in the
standard game scenarios, but are used in one of the Steel Inferno scenarios.
• When a leader is automatically replaced, the system will now attempt to find a leader of suitable
rank, if one is available, before promoting a lower ranking leader.
• Removed the Vehicle Repair line from the left side of the production screen. You can still find the
number of vehicles in repair on the right side of the production screen.
• Added Living Manual v1.17.pdf file in the \Manuals folder. This is up to date with changes through
game version 1.02.42.

Bug Fixes and AI Improvements
• In some cases the AI depot assist will not function until the game is saved and reloaded. Fixed.
• Fixed typos in logistics report loss by phase section and in send air units back to reserve text.
• Temp port was not retaining its city ID link. Fixed.
• Airbases could end up with over 20 air units, and/or over 300% of airbase capacity. Made
adjustments to transfer routines to prevent this.
• The production screen aircraft build numbers for 2 German aircraft models was increasing by
thousands each turn (display issue only). Fixed.
• Damage to an airbase in a temporary port hex in displaying as overlapping text in the city detail
screen. Fixed.
• Unit moving onto a ferry is incorrectly able to undo its move even after moving next to an enemy
unit. Fixed.
• Vehicles listed as built in the production screen incorrectly includes captured vehicles. Fixed.
• When Soviet corps are broken down, the interface should automatically select the first unit on the
right unit panel. Fixed.
• Air groups in the reserve set to Manual Upgrade are automatically upgrading. Fixed.
• Some ski units were not displaying the ski unit symbol (but were getting their CV bonus). Fixed.
• Editor – Changing the ‘action’ in one action line in an event (example: SET TO) could change
other action lines in the same way. Fixed.
• Editor - Going to the Ground Elements tab in old editor forces you into the new editor. Fixed.

Data and Scenario Changes
• Changes to OB file:
o All FKL units are now armored instead of engineer
o Added zbV Mot. Regiment OB
o Fixed TK SS upgrade paths
o Adjusted number of Panzer recon elements in some OBs
o Doubled Sdkfz 250 Recon Sections in all German units
o Doubled Mot. Recon Section in all German units
o Added OB for SS Mountain Sturm Brigade
• Changes to device file:
o Unused Effect rating removed from all aircraft weapons.
o RS-82 Rocket (0070) – Load increased from 15 to 24, Range decreased from 6800 to 0,
Accuracy decreased from 8 to 2, Blast decreased from 6 to 5, Anti-Soft decreased from
92 to 80, Anti-Armor decreased from 80 to 7, Penetration decreased from 6 to 0, and
HEAT Pen increased from 40 to 50.
o RP-3 60lb SAP Rocket (0071) – Load increased from 97 to 98, Range decreased from
1700 to 0, Accuracy decreased from 8 to 4, Anti-Armor increased from 0 to 44,
Penetration decreased from 6 to 0, and HEAT Pen decreased from 75 to 0.
o 5in HVAR/HE Rocket (0073) – Load decreased from 141 to 134, Range decreased from
1650 to 0, Accuracy decreased from 8 to 4, Anti-Soft increased from 182 to 186, AntiArmor increased from 0 to 15, Penetration decreased from 15 to 0, and HEAT Pen
decreased from 125 to 90.
o RS-132 Rocket (0074) – Load increased from 50 to 86, Range decreased from 7750 to 0,
Accuracy decreased from 6 to 2, Blast decreased from 11 to 10, Anti-Soft decreased from
197 to 185, Anti-Armor increased from 0 to 15, Penetration decreased from 12 to 0, and
HEAT Pen increased from 62 to 75.
o 132mm M-13 Rocket (0433) – Range decreased from 9250 to 7350, Blast decreased
from 15 to 9, Anti-Soft decreased from 296 to 156, and Anti-Armor decreased from 25 to
13.
o 300mm M-31 Rocket (0440) – Blast decreased from 19 to 16, Anti-Soft decreased from
419 to 348, and Anti-Armor decreased from 35 to 29.
o 300mm M-30 Rocket (0442) – Range decreased from 3100 to 2900, Blast decreased
from 19 to 16, Anti-Soft decreased from 419 to 348, and Anti-Armor decreased from 35 to
29.
• Changes to Ground file:
o Fiat 3000B (0344) renamed L5/30 – Fuel Use decreased from 71 to 15.
o FT-17/37 (0345) – Fuel Use decreased from 71 to 24.
o Added (import) production of panzer recon sections
• Changes to factory file:
o German vehicle factories - all size-1 factories either removed or increased to size-2, some
removed points redistributed to larger factories
o German/Soviet vehicle factories - some size optimizations to reduce rounding losses from
production modifiers
• Changes to map in maptext, hexart, hex, control, city, mapregion files:
o Road system review in Hungary, Slovakia, Yugoslavia, Alps region between eastern
France over Northern Italy and Southern Germany to Austria
o Fixed wrong names and some layout issue of Carpathian mountain passes
o Fixed multiple issues with map texts
o Italian hexes in Tyrol region moved to Alto Adige
o Some region/border changes in southern Caucasus, central/northern Italy,
southern/southeastern Germany/Austria, Rumania/Hungary
o Two swiss hexes ceded to Germany, one each from France/Italy ceded to Switzerland
o Changes to locations:
0098 Schulau renamed Wedel
0246 Bad Hersfeld renamed Hersfeld
2561 Telav renamed Telavi
5627 Bad Langensalza renamed Langensalza
5650 Puettnitz renamed Puetnitz
829 Targu Ocna HUN -> RUM
• 1941 Campaign(s) changes:
o rebuilt soviet airbases to limit their available supply, fuel and ammunition to ~50-60% of
their needs
o added 20k Axis vehicles to pool after removing 15k excess vehicles from existing units
and 5k+ from delayed units
o added 40k damaged Soviet vehicles after removing ~33k excess vehicles from existing
units (mostly airbases) and ~7k+ from delayed units
o invalid rename in unit slot 1751,8661 removed
o invalid rename in air unit slot 2294 removed
o Airbase units renamed: Bad Langensalza,Puettnitz
o Airbase unit added: Stavropol
o XVII Ital. Corps removed from Balkans (duplicate), Armored Ital. Corps in IT renamed to
XVII Corps with Barbieri in command
o Giovani Fascisti Division reduced to 75% strength
o Savona Ital. Infantry division rebuilt as mot. Inf
o Brennero,Venezia,Ferrara,Marche,Puglie,Arezzo Infantry Division reformed as Ital.
Mountain Division
o Piacenza, Montova, Rovigo Ital. Mot. Infantry Divisions downgraded to plain Infantry
Divisions
-> all three had either limited motorization or had to give up motorized elements to
Eastern Front or North Africa
o Piacenza remove NA transfer; Rovigo available mid 3/42, add WE transfer in early 11/42
o 303rd FKL Panzer-Pioneer Bn disabled - became part of PzDiv Schlesien while forming
o 638th French Infantry Regiment disbands mid 7/44 (became part of the Charlemagne
Brigade)
o Polish/Czechoslovak unit arrival changed from Map to Reserve, all equipment except
non-specialist combat and support squads removed
o 1st Polish Rifle Division arrives 9/43 with combat and support squads full
o 1st/2nd Polish Army HQs upgraded to larger late war organization and fully equipped with
support squads
o other 1st Polish Army divisions arrive with 50% of their squads available, the support units
are equipped with 100% support squads
o 2nd Polish Army divisions and support units arrive with 50% of their support squads filled
o Czechoslovak Tank brigade arrives with just 50% of their support squads
o 1st Czechoslovak Rifle Corps downgraded to Brigade, arrives 9/43 with just squads filled,
upgrades to Division in 4/44
o 2nd Czechslovak Rifle Brigade added, arrives 6/44, upgrades to Division in 1/45
o 3rd Ski Brigade - conflicting rename removed
o 8th Tank division - conflicting rename removed
o 20th Tank division - conflicting rename removed
o fixed minor issues and typos with events 88, 93, 94, 252.
• Road to Leningrad, Operation Typhoon, Road to Minsk, Red Army Resurgent, Destruction of
Southwestern Front change:
o fixed a small number of broken HHQ links.
o fixed minor issues and typos with events 88, 93, 94, 252.
• Changes to icon G0344 and phot GP0756

V1.02.41 – 4th September 2022
New Features and Rule Changes
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 1.02.37 may not load these newer save game or
scenario files. Old saves and scenarios may be loaded with this and newer versions.
• The odds brackets for the loss of combat preparation points (CPPs) have been changed slightly
from v1.02.39. They are now as follows:
o Deliberate attack
<20 to 1 odds – 50% reduction
>=20<35 to 1 odds – 40% reduction
>=35<50 to 1 odds – 30% reduction
>=50 to 1 odds – 25% reduction
o Hasty attack
<20 to 1 odds – 50% reduction
>=20<35 to 1 odds – 35% reduction
>=35<50 to 1 odds – 20% reduction
>=50 to 1 odds – 10% reduction
• Lowered front line attrition by roughly 30%, although it is still roughly double what it was in
1.02.32.
• Amphibious HQ units may no longer enter ferry hexes.
• Added visibility to losses due to front line attrition in logistics report losses by phase section.
• On map units in reserve mode will no longer commit into hasty attacks.
• Reduced the amount of lend lease vehicles received by the Soviets per turn as follows:
o 1943 - 4500 -> 2500
o 1944 - 6000 -> 4000
o 1945 - 1500 -> 1000
• Improved the system for sending back non-standard OB ground elements during the logistics
phase and when building up units. The system will be less likely to send items that don’t match
the items in the unit TOE, and will better account for items that are subbing in for non-standard
items. However, there is still a chance that items will be sent back due to limited slots and/or
having non-standard items.
• Audited flak code to bring air phase and ground phase flak into alignment. The changes are
expected to bring down flak losses in some cases in the air phase, while increasing them in some
cases in the ground phase.
• Air unit transfers in the ground phase are no longer reported in the logistics report. These had
been getting reported to both players. Now, only air unit transfers that happen during the logistics
phase are listed in the logistics report, and this info is not in the enemy report.
• Editor Clarification – To create a temp port in the editor, first set the x,y coordinate, player and
nation for a location slot, name the slot. Next, with that slot selected, press the Build Temp Port
option.
• Added Living Manual v1.16.pdf file in the \Manuals folder. This is up to date with changes through
game version 1.02.41.
Bug Fixes and AI Improvements
• Air group renaming does not change aircraft as listed in the rename. Fixed.
• Rallying appears to be automatic and not dependent on range to HQ. Fixed.
• Axis vehicles in depots goes negative, resulting in millions of vehicles. Fixed.
• Soviet unit gets freight from an Axis depot. Fixed.
• In some cases, airbases with aircraft never received any ground elements. Fixed.
• Editor - Can't delete objective cities from campaign victory screen. Fixed.
Data and Scenario Changes
• OB.dat file changes – Soviet Mountain units now have their own OB chains and they are
unbuildable. A few other minor OB changes.
• Factory.dat change – Complete review of vehicle factories in Soviet Union, Axis minor and
occupied countries. Reduced vehicle overproduction in Germany.
• 1941 Campaign(s) changes:
o 50k damaged vehicles added to Soviet pool
o several low-priority depots added to supply frozen units in Hungary, Rumania and
Slovakia
o Tyrol removed from Italian Theater Box
o several small scale fixes to events
o several units slightly moved and/or reassigned in Rumanian sector to better match
historical positioning/command structure
o fixed OB issue for 718th Static division rename
o 66th Flak Regiment now moves to West in 4/43
o all Italian Coastal Divisions are now TB-locked
o Added three Italian Flak, one SP Gun and three Tank Destroyer Battalions (1/43)
o LXXXX corps reformed into 5th Panzer Army, arrives 3 turns later
• Stalingrad to Berlin and Vistula to Berlin – several minor changes to depots and AOG air profiles
allowed.
• Destruction of Southwest Front – Added 15k damaged vehicles to Soviet pool.


Continued in below post.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on November 14, 2022, 12:05:44 AM
Continued from above

V1.02.39 – 2nd August 2022
New Features and Rule Changes
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 1.02.37 may not load these newer save game or
scenario files. Old saves and scenarios may be loaded with this and newer versions.
• Increased general front line attrition (damage/destruction of ground elements in units next to an
enemy controlled hex).
• Increased the chance of leaders being dismissed due to perceived poor performance.
• Increased the base costs of dismissing Soviet Front/Army/Corps leaders.
• The loss of combat preparation points (CPPs) by attacking units, instead of always being a 50%
reduction in CPP, is now based on the type of attack and the final combat odds:
o Deliberate attack
<10 to 1 odds – 50% reduction
>=10<20 to 1 odds – 40% reduction
>=20<50 to 1 odds – 30% reduction
>=50 to 1 odds – 25% reduction
o Hasty attack
<10 to 1 odds – 50% reduction
>=10<20 to 1 odds – 35% reduction
>=20<50 to 1 odds – 20% reduction
>=50 to 1 odds – 10% reduction
• When the sub units of an Axis Division or Soviet Corps reform into the larger unit, the unit with the
lowest CPP value is weighted as if it was two units, when calculating the unit CPP. Example:
When units with 25, 50, and 100 CPPs recombine, the combined unit will have 50 CPPs
((25x2)+50+100/4).
• Adjustments to ground combat:
o Reduced AFV losses, focusing on reducing the extreme losses of AFVs by the losing side
(90%+). Now, as AFV losses climb, there will be a chance that the remaining AFVs will try
to refrain from engaging in combat.
o Increased the willingness of armored cars to engage soft targets.
o Small increase in fire against soft targets.
o Reduced the amount of shots taken by medium flak ground elements, more so against
soft targets than AFVs.
• Changes to Max TOE for Axis units in non-reserve theatre boxes:
o Units will normally have their Max TOE automatically set to 100 when in a non-reserve
theatre box.
o Axis non-motorized, non-elite units, in non-reserve theatre boxes will have their TOE’s
lowered if they do not have the sufficient manpower in their national active manpower
pool as follows:
a) German non-motorized, non-elite units, will be set to Max TOE of 80 if the German
active manpower pool begins the turn below 150,000. They will have Max TOE set to
65 if the pool begins the turn below 75,000.
b) Italian, Romanian, and Hungarian, non-motorized, non-elite units, will be set to Max
TOE of 80 if their national active manpower pool begins the turn below 20,000. They
will have Max TOE set to 65 if the pool begins the turn below 10,000.
c) Finnish non-motorized, non-elite units, will be set to Max TOE of 80 if their national
active manpower pool begins the turn below 10,000. They will have Max TOE set to
65 if the pool begins the turn below 5,000.
d) Slovakian non-motorized, non-elite units, will be set to Max TOE of 80 if their national
active manpower pool begins the turn below 2,000. They will have Max TOE set to 65
if the pool begins the turn below 1,000.
• Removed the additional sound effect clean up routines added in 1.02.32 as they were
unnecessary and they caused some bad side effects.
• Adjusted ground support commitment routines to better ensure that there will rarely be more than
300 aircraft committed to any one battle. Also, increased the chance that the Soviets will commit
less bombers to any battle before 1943.
• Increased the chance that level bombers will destroy or damage an element when conducting
ground support (more so for defensive ground support), as opposed to just disrupting.
• Soviet vehicle mobilization during the first 10 turns of the war will now mobilize 60% of the original
number of vehicles. Instead of 260,000 vehicles mobilized, The Soviets will mobilize 156,000
vehicles.
• Changed the display of air unit range circles shown in the AOG view for fighters and fighterbombers that are set to Mission: Fighter. They used to show a purple line equal to their escort
range, but now, they show the purple line equal to their combat (intercept/patrol) range. The unit
detail screen has been changed so that for fighters and fighter-bombers set to mission:fighter,
show escort range/intercept (combat) range. Clicking on a hex with an airbase in the normal map
view (with no ground unit in the hex), will still show both the green (escort range) circle, and the
purple (combat range) circle, for each air unit at the airbase.
• Added x and y coordinate columns to the CR screen for ground units.
• Entrained units are no longer susceptible to first winter rules.
• The Reinforcement & Transfers screen now has a new Renames tab under the Units and Air
Groups tabs. The Renames tab shows all scheduled ground and air unit renames, as well as
some information about these renames.
• Editor – A new editor is under construction. It is possible to switch back and forth between the
new and the old editors when on the editor main screen. The old editor is still fully functional,
except for unit and air group renames. These renames must be done in the new editor. Each
rename no longer takes up a slot in the editor. Instead, all the rename info is contained in the
original unit’s slot. Note there is now expanded search capability. For a directed search with
multiple words, start with a quote (“) sign to limit the search. The new editor has improved use of
larger screens and in-game scaling, but is not yet fully functional. Work is continuing to complete
full functionality in the new editor.
Bug Fixes and AI Improvements
• German and Italian leaders are never promoted. Fixed.
• Ground units in the Axis national reserve were skipping key logistics routines that increase
morale/experience and deal with damaged elements. Fixed.
• Fixed another bug that was causing defensive ground support to completely miss all targets.
• The Max TOE values of human controlled German units were, under some rare conditions, being
altered during the Soviet AI turn. Fixed.
• Axis Allied units can merge into German units. Fixed.
• Air transport freight airdrops are benefitting when delivering to hexes with size 0 airfields (airfields
starting construction). Fixed.
• Units that required a very small amount of support help were not receiving it as they should
(example: Motorized Flak Companies). Fixed.
• Fixed rollover text over requested aircraft in the air directive creation panel (used to say required
aircraft).
• AI – Brigades in city forts could be moved out of the city fort by the AI in a way that had it showing
in two locations at once. Fixed.
• AI – Improved the Axis AI use of Max TOE settings based on manpower remaining in the national
manpower pools.
• AI – Improved Axis rail repair in Road to Leningrad.
Data and Scenario Changes
• OB.dat changes:
o Added Panzergrenadier Panzer Battalion (45 x StuG-IIIG)
o Changed Soviet Fortified Region build limit to 50
o Changed Axis Fortified Region build limit and AP costs as follows:
June 41 to Dec 42 – 4 AP / 20 build limit
Jan 42 to Jun 43 – 4 AP / 40 build limit
Jul 43 to Dec 43 – 3 AP / 60 build limit
Jan 44 to Dec 44 – 2 AP / 60 build limit
Jan 45 to end – 2 AP / 80 build limit
• Ground.dat changes:
o changes to the Soviet 203mm and 280mm guns to prevent them from swapping out
o 8mm Schwarzlose AAMG (0306) - Build Limit increased from 2 to 4
o 75mm M37 Field Gun (0389) - Symbol corrected to Light Artillery
o 105mm 31M Field Gun (0466) - Symbol and Type temporarily changed to Artillery.
o extended the scrap date on most Italian ground elements to 1945
• Device.dat changes:
o upgraded the Italian HEAT ratings.
o adjusted the armor penetration of the Soviet 76.2mm F-32 gun to that of the 76.2mm L-11
gun.
• 3 new photos for ground elements 150,247,337, 1 new photo for aircraft 428
• Ac.dat changes:
o 0094 Fw 190A-8 - production reduced by 500 to account for the new A-9 '44'
o 0251 CR.42 (HU) - upgrade change from Me 210C to Bf 109G-2
o 0260 Ju 86K-2 (HU) ends in 5/42 now
o 0261 Ju 87D (HU) - +12 imports to 60, delayed to 3/43, turn import limit +2 to 3
o 0262 Ju 88A-4 (HU) - +27 imports to 80, delayed to 3/43, turn import limit +2 to 3
o 0265 Me 210Ca-1 (HU) - changed from FB to TacB
o fuel reduced for IAR 3x series aircraft and PZL 11
o add aux tank option for IAR 3x series aircraft
o gun changes for multiple Rumanian aircraft
o fuel and endurance reduction for IAR 80 series aircraft
o multiple minor data corrections
o 5 new/adjusted aircraft symbol files
o New aircraft - 0428 Fw 190A-9 1944 - available 9/44 with limited production
• Factory.dat change - IAR 39 airframe production moved to Bucharest (SET)
• Nat.dat changes:
o Albania: Oil/Fuel production 1941-45 from 0 to 100%
o Luxembourg: Resource production 1941-45 from 0 to 100%, Supply production 1941-45
from 0 to 40,90,90,110,90
o France: Fuel production 1941-45 from various percentages to 100%
o Italy: Manpower production 1944-45 from 300 to 50, Armament production 1944-45 from
100 to 50
o Yugoslavia: Fuel production 1941-45 from various percentages to 100%
• Map Changes to hexart/hex/control/city/maptext .dat files:
o Location changes
291 Rheine 114,173 -> moved 1 click W to 113,173
1016 Imely Slov -> HUN
o Hex changes
113,172 missing border added
o Other changes
small rail changes around Venlo and Enschede
rail rearranged in Leningrad
very limited rail changes in BUL/YUG
• 1941 Campaign(s) changes:
o Reduced the German vehicle pool by 20,000 to 5,000.
o Reduced the per turn admin points received by the Germans to 14 and the Soviets to 20.
o Event 87 changed to make Bosnia & Herzegovina an off map Soviet area.
o Changed event 156 to bomb fuel/railyard factories with 3 raids of 25 damage
o Fixed event 160 to bomb airframes
o Increased pool of Panhard 178 Armored Cars to 140
o Replaced 223B armored cars in 4 units with 223 armored cars
o Locations
0943 Dubova at 157,203 deleted and factories removed, locally enforced location not
present in generic data
1443 Torn at 161,162 deleted, locally enforced airbase not present in generic data,
possible confusion with Torun (Thorn in German)
3857 Le Bourget at 0,0 deleted, locally enforced location not present in generic data
5847 Kotelnikovo at 173,170 deleted, locally enforced airbase not present in generic data,
possible confusion with an airbase near Stalingrad
o Land Units
x ITALY x
48th Taro Infantry Division moved to Balkans
52nd Torino Infantry Division - IT transfer delayed to end of 3/43 (destroyed in/around
Stalingrad)
75mm M34 mountain gun replaced with older M15 gun, 50 guns each placed in pool for
M11 Field and M15 mountain gun
x HUNGARY x
1st Infantry Brigade becomes 1st Security Division in 10/42 and move to SG
2nd Infantry Brigade becomes 102nd Security Division in 10/42
3rd Infantry Brigade disbands 8/41
21st Infantry Brigade becomes 121st Security Division in 8/43
8th/9th Border Guard Brigades made Axis-Elite - these were actually mountain troops,
built to higher strength/exp/morale
1st Security Division transformed into rename from 1st Infantry Brigade
1st mot. Brigade transfers to West early 12/41 but comes back to AR in 5/42
2nd mot. Brigade disbands early 12/41
1st Armored Division rename moved forward to 1/42
2nd Armored Division changed to separately arriving division, 1/44 in Kecskemet
2nd Security Brigade transformed into 2nd Cavalry Brigade, disbands mid 12/43
9th Security Brigade disabled
31 CSABA armored cars added to pool
x RUMANIA x
Army Group Antonescu is removed on turn 19
x GERMANY x
721,723,743,745,751,773,830,834,849 LW Light Flak Bn - Remove -> Disband
641 LW Mixed Flak Bn - Remove -> Disband
142,245,323,342,363,384,541,662 LW Heavy Flak Bn - Remove -> Disband
West schnelle Brigade - add lots of converted French SP guns instead of German ones to
provide the approximate amount of them historically available
Rhodos Sturm Division - remove rebuild restriction
334th Infantry Division had PzJ II changed to Marder I
338th Static Division changed to infantry-type OB
344th Static Division delayed to mid 9/42
43rd Sturm Pioneer Bn disbands early 4/42 - became part of GD Div
90th Stug Battery disbands 9/43 (Afrika unit)
287th Stug Battery - disband delayed to 5/43
x SOVIET x
137,430,515,522,527 BM Howitzer Bn changed from 280mm to 203mm gun
32,34,245,315,316,317 High Power Artillery Bn - add two damaged guns
40,226 High Power Artillery Bn - 6+6 guns reduced to 4+2
280mm Br-5: 12 guns added to pool
203mm B-4: 170 added to pool
o New Land Units
102nd Hun. Security Division, 10/42 from 2nd Ind Bde
1st Reserve Panzerjaeger Bn - arrives 8/42 to AR (locked) and disbands a turn later.
Provides 170x Marder I
1st Reserve Mixed Artillery Bn - arrives 8/42 to NA (locked) and disbands a turn later.
Provides 23x Lorraine sFH, 50x 25-pounder and 12x sIG33-II
Added frozen Rumanian fort units to Constanta and Sulina, Axis Elite with 60 exp/morale
and fort-level 3 (Coastal Defense units)
LXX Corps transfers to Norway instead of Finland
757th Pioneer arrives in Norway instead of Finland
o Air Units
x GERMANY x
Stab/KG 26 will arrive with He 111 torp bombers
I-III/KG 26 will become naval-only with He 111 torp bombers in 2/42
KG 77 (except IV.) becomes naval-only with Ju 88 Torp bombers in 7/43
x HUNGARY x
some air units renamed
Para Transport Sqn will become 1st Transport Sqn
II./1st Fighter Group will become I./101st fighter Group in 5/44 flying G-6, remove disband
I./2nd Fighter Group will become II./101st fighter Group in 9/44 flying G-14, remove
disband
I./5th Fighter Group will become 102nd Fighter Group flying G-6 and III./101st flying G-10
in 1/45
I+II Recon Squadrons changed from disband to rename into 1+2 Squadron of 4th Recon
Grp
Both units of 3rd Bomb group disband on T90 (3/43)
1/102nd FB Group changed into group-sized 102nd FB Grp arriving late 12/43 with Me
210
1/102nd DB Sqn changed into 102nd DB Grp
2/102nd DB Sqn changed into 102nd Bomb Grp flying Ju 88A-4, renames from II./4th
bomb Grp on T90 (3/43)
102nd Assault Bomb Grp delayed to mid 12/44 flying Fw 190F, renames from 102nd DB
Grp
multiple rename slots or arriving units disabled/removed
• Destruction of SW Front changes:
o RUMANIA
Army Group Antonescu is removed on turn 19
Added frozen fort units to Constanta and Sulina, Axis Elite with 60 exp/morale and fortlevel 3 (Coastal Defense units)
o HUNGARY
8th/9th Border Guard Brigades made Axis-Elite - these were actually mountain troops,
built to higher strength/exp/morale
31 CSABA armored cars added to pool
o SOVIET
137,430,515,522,527 BM Howitzer Bn changed from 280mm to 203mm gun
34,245,315,316,317 High Power Artillery Bn - add two damaged guns
203mm B-4: 44 added to pool
• Red Army Resurgent changes:
o 75mm M11 field guns replaced by M37 ones in Italian units
o 37mm Anti-tank guns replaced by 40mm Anti-tank guns in frontline Hungarian units
• Stalingrad to Berlin changes - added the 153rd Field Training Division to the Axis OOB

V1.02.32 – 23rd June 2022
New Features and Rule Changes
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 1.02.32 may not load these newer save game or
scenario files. Old saves and scenarios may be loaded with this and newer versions.
• HQs on map and in the national reserve may now be placed into refit mode. This can be done on
the CR screen or by right clicking on the unit within the Reserve box on the map.
• Added more frequent use of clean up routines for processes created by sound effects.
• Editor - Added an option to disable the Soviet ability to create new units. When disabled, the build
new unit menu button does not appear (and the hotkey will not function).
• Editor - Added a function to clear all ground element and aircraft production pools.
• Editor – Added a function to remove off playable map depots, and zero out their vehicles and
freight.
• Errata: Undocumented rules - For a deliberate attack there are some important modifiers. If the
attacker (in the current phase) or the defender (in the previous phase) has moved the relevant HQ
there is a -1 modifier to the chance of a Support Unit being committed. If the attacker has not
moved their HQ in the current turn, then there is a +3 bonus to the chance of a Support Unit
commitment.
• Errata: In addition to the rules above, a Soviet Rifle Corps can be formed with 3 rifle brigades.
This will follow the usual rules for Guards/non-Guards status and will need at least one turn to refit
to full strength
• Added Living Manual v1.13.pdf file in the \Manuals folder. This is up to date with changes through
game version 1.02.27.
Bug Fixes and AI Improvements
• Crash in CR screen after filtering down a list of units that had been created by clicking in the
Production screen on the number of units using a specific weapon (like Romanian Rifle Squad
39). Fixed.
• Airbase units switch support to Hiwis but get no support. Fixed by never allowing Hiwis into
airbases. This will also correct existing games.
• Airbases don’t send men back to the pool when no a/c are at the base. Fixed.
• Scroll is missing from list of cities in campaign victory screen. Fixed.
• Editor - CR/Production link for units with a specific weapon produces incorrect numbers when
filtering on the CR screen. Fixed.
• Editor - Improved ability to move/edit air groups without altering AOG assignments.
• Editor - Generic factory data is displaying incorrectly in editor. Fixed.
Data and Scenario Changes
• 1941 Campaign(s) changes:
o 19th Panzer division - OB change to Czech tank based PzDiv OB 31, added some
missing ground elements
o 8th Italian Army - arrives directly to MAP
• Ac.dat file changes:
o finetuning for some Italian airframe factories
o slight capacity reduction for 1944 Bf 109 airframe factories
o slight capacity reduction for late 1944 Ju 88 airframe factories
o changes to SM.82 production
o Reduced forward guns to 1 for Pe-2 recons
o Improved loadouts of Ju 88A-4 and He 111H
• Map Changes to city, factory, hex, hexart, maptext and unit generic .dat files:
o Off map changes
Road and rail system in Finland and bordering soviet area
Road systems in northern Norway, Bulgaria and in parts of Greece/Yugoslavia with minor
rail changes
Rail/border review Turkey/Syria and road/border review Soviet/Iran with minor changes
three new Finnish locations
o On map changes:
Beloretschenskaya renamed Belorechenskaya
Goryachy Klyuch moved from 261,202 to 263,201
Heilsberg moved from 166,154 to 167,155
Volnovakha moved from 248,183 to 249,183
Road system review in Rumania with minor rail changes
Partial review of road system in Hungary
fix river layout/conflicting river data around Nikopol(e)
• Ground.dat and device.dat changes:
o increase in 88mm and 105mm flak gun production
o addition of captured Soviet 76mm 3-K and 85mm KS-12 re-bored to new 88mm devices
510 and 511
o re-classified Czech tank (Panzer 35(t), Panzer 38(t) and Panzer 38(t)E from medium to
light tanks
o addition of 76.2mm FK39(r) field gun so the Germans can use captured Soviet 76.2mm
USV field guns
o over 125 other minor changes to ground elements
• Photos for ground elements 290, 424,540,541
• Ob.dat changes – Added reduced size Soviet Rifle Corps to be used in future scenarios.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on November 14, 2022, 12:06:03 AM
War in the East 2 - Steel Inferno Out Now
Thu, November 10, 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41417829/f42408904f584de76aeb09c6239ef4402cb7f277.jpg)


It's time to expand the front.

Steel Inferno is the first expansion for the award-winning monster wargame War in the East 2.

This content-packed DLC includes all of the Operations in Yugoslavia in 1944, the appearance of Finnish forces in the area North of Leningrad, the attack in the Caucasus, and a wealth of hypothetical scenarios.

https://youtu.be/AHsIOTeG-v4

Furthermore, the Drama on the Danube scenario places the German players in the difficult position of trying to deal with the surrender of Romania and Bulgaria and the difficulties of the German forces in Greece trying to escape North through the partisan-controlled territory.

Also included are two new full map campaigns, which begin with the German Operation Citadel in July 1943 and about a month before the Soviet Operation Bagration in May 1944.

Campaigns:

    1943 Campaign - 3 Jul 43 - 6 Jul 45 -- A full Campaign starting out with the German Operation
    Citadel, the largest tank battle in history.
    1944 Campaign - 11 May 44 - 4 Jul 45 -- A full Campaign that begins with the Soviets readying for
    the start of their massive Summer 1944 offensives.



Scenarios:

    Road to Karelia - 22 Jun 41 - 11 Oct 41
    Army Group A - Part I - Race for the Caucasus - 25 Jul 42 - 20 Nov 42
    Case Blue Phase II 42-43 - 25 Jul 42 - 5 Mar 43
    Case Blue Phase II 43-43 - Alternate - 25 Jul 42 - 5 Mar 43
    Army Group A - Part II - Kuban Bridgehead - 1 Feb 43 - 10 October 43
    AG C - Kutuzov to Bagration 43-44 - 12 Jul 43 - 2 Apr 44
    Western Ukraine 43-44 - 3 Nov 43 - 25 Apr 44

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on March 28, 2023, 09:31:01 PM
Gary Grigsby's War in the East 2 Official Update V1.02.52
Tue, 28 March 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41417829/41ddbb34bfb4fff5a4bd70354304f06e44387bef.jpg)

We have just released a major new official update for Gary Grigsby’s War in the East 2, you can download the detailed Changelog from this


link (https://www.matrixgames.com/amazon/Uploads/News/whatsnew_GGWITE215MAR23.pdf).


These are the main features added by this update:

Official Update V1.02.52 - 15th March 2023: Download the Update (https://ftp.matrixgames.com/pub/WarInTheEast2/GGWarInTheEast2-MultiUpdateComp-v01.02.52.zip)


Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on November 08, 2023, 12:00:56 AM
Gary Grigsby's War in the East 2 Order of Battle Update Announcement
Tue, 7 November 2023

(https://clan.cloudflare.steamstatic.com/images/41417829/f6c5c563e1f4eacd91fdb9980908f3d1742b643b.jpg)

A big update is on the way for War in the East 2.


If you follow the Matrix Forums (and if you're here I highly suspect you do), you will know there has been a big public Beta out for the last month with a slew of changes to WITE2 (https://www.matrixgames.com/forums/viewtopic.php?f=10176&t=398526). The number of bug fixes, tweaks, and scenario patches included in this beta is truly massive.

The really substantial part however is the orders of battle. There are now an increased number of divisional templates to represent the variants of organization that were adopted on the Eastern Front during World War 2. These additions are especially noticeable for German infantry and Panzer divisions, modelling the different forms of organization and equipment adopted during the war.  Just a short sample of updated features includes.

Data and Scenario Changes
• Major changes to the OB.dat file:
o Reorganization of data list by nation, unit type and size for easier and more logical viewing
o Comprehensive review and update of all Axis units (Italians are divided into Metropolitan, African and Russian variants of organization)
o Hundreds of new OBs to fill in gaps
o German Divisions now have numerous archetypes to reflect the varied nature of their organization and equipment (there used to be one standard infantry and panzer division - now there are numerous variants to use a wider variety of equipment)
o Better transition of Axis units that become equipped with Panzerfausts in late 1943 (all units should now have unit upgrades when the squads get updated to panzerfausts in Oct 43)
o Revised inclusion of German imported equipment into Axis minor OBs (Panzerschreks in Finnish units, German anti-tank guns and panzers in Italian, Rumanian, Finnish and Hungarian units)
o Different OBs with appropriate naming of motorized and non-motorized variants of units (Standard Pioneer unit versus a Motorized Pioneer unit)
o Reviewed/corrected the unit symbols used by OBs using the new editor feature and updated some units' symbols as being marine and light infantry.

These features are all already available on the beta branch of WITE2. This is available for download on the Matrix Forums (https://www.matrixgames.com/forums/viewtopic.php?f=10176&t=398526) or by opting into the beta via Steam.  We would like to thank everyone that helped beta test this update and the team members that developed it.

The Order of Battle update itself will be going live at the end of November, so you don't have to wait much longer to play with these changes.

Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on November 27, 2023, 11:36:28 PM
War in the East 2 Order of Battle Update Out Now
Mon, 27 November 2023

(https://clan.cloudflare.steamstatic.com/images/41417829/f6c5c563e1f4eacd91fdb9980908f3d1742b643b.jpg)

The Order of Battle Update for War in the East 2 is out now. This massive update includes the addition of new OOB's to more accurately model the condition and organization of German divisions during the Second World War.

You can download this update via either steam or the Matrix Forums right here (https://ftp.matrixgames.com/pub/WarInTheEast2/GGWarInTheEast2-MultiUpdateComp-v01.03.07.zip).

The full changelog of this update can be viewed here: https://www.matrixgames.com/forums/download/file.php?id=1189456


Access to the full living update manual can be found here: whatsnew.pdf https://www.matrixgames.com/forums/download/file.php?id=1189455


(https://clan.cloudflare.steamstatic.com/images//41417829/53b0270bcca52bf45f4771b6b17b1e47e7db6a69.jpg)

The organization of the Grossdeutschland division in May, 1944

These new formations model both the differing quality of equipment different divisions were supplied with, and the time period they historically were organized.


(https://clan.cloudflare.steamstatic.com/images//41417829/469881a735b8138dd5ccad93ce2b0155e58f69f2.jpg)

The changing shape of the Panzer division from 1941-1945

There is also increased variety for other Axis powers OOB's. Italy now has divisions modeled for the Metropole, North Africa, and the Russian Front.


(https://clan.cloudflare.steamstatic.com/images//41417829/3f3977068b3d1217b651305aad63e5cee2c51403.jpg)

From the halls of Garibaldi to the shores of Tripoli

Finally, security divisions now make use of captured foreign tanks.


(https://clan.cloudflare.steamstatic.com/images//41417829/18d9aa47f613cce939a8d6a2726063dd6eccd08f.jpg)

Captured French and Czech tanks as part of a security division

While the changes to the Order of Battle are the most noticeable feature with this update, there are several others worth highlighting. Aircraft with anti-armor cannons are more likely to deliberately target AFV's, all scenarios were updated to include the new Division templates, there are a host of bugfixes and scenario updates including the correction of certain formation and location names, along with changes to scenario reinforcement and supply pools.

We are very proud of this massive update, and hope you enjoy playing it.


Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on February 13, 2024, 01:17:41 AM
New v1.03.09 Public Beta Now Available!
18 Jan 2024

There's a new public beta update available now (v1.03.09). It is available to download by selecting the beta branch from the games Properties menu, listed as "beta - Open Beta". You can opt out at any time.

IMPORTANT NOTE 1: 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 1.03.03 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.

IMPORTANT NOTE 2: The extensive changes made to the OB and map files in 1.03.03 will require that any modded scenario created prior to 1.03.03 will need to have their generic data locked using generic data from 1.02.52 or an earlier version. If you are going to start a modded scenario that was created prior to 1.03.03, make sure that you are using a version of the scenario that had its generic data locked.


V1.03.09 – 9th January 2024

New Features and Rule Changes

• New Game Option – Reduced Retreat Attrition – When enabled, routing units will suffer less retreat attrition than normal. The default is for this to be off. This value may not be changed once a scenario has begun in PBEM and MP games.
• New Game Option – Morale Mod (by country) – This allows a value between 0 and 20 to be set for each active country. The value set is added to the ground national morale value for the country. The default is for all of these to be set to 0. This value may not be changed once a scenario has begun in PBEM and MP games.
• Leaders in charge of air command HQs will no longer gain victories and defeats.
• In order to reduce failures when attempting to save MP games, the amount of time has been increased before a save will timeout with a failure.
• Manual correction (section 23.7) - Reserve units committed to support a cross river attack are not subject to additional disruption.
• Manual correction (section 28.6.2) - Damage is calculated by factory as follows: ((100-damage)/100) x factory points and rounding up. So a 12 factory with 40 damage would produce 8 (((100-40)/100) x 12) = 7.2 rounded up to 8.
• Updated the Living Manual.pdf file in the \Manuals folder. This is up to date with changes through game version 1.03.0.


Bug Fixes and AI Improvements

• Units that are class Mech-Infantry (ground elements of type Mech-Infantry, Cavalry, and several others) are firing in combat with 20% of their correct effectiveness. Fixed.
• Routed units in theater boxes will automatically unrout in the logistics phase.


Data and Scenario Changes

• Device.dat changes:
o 50mm Type 89 Grenade Launcher (0174 & 0183) – Duplicated Japanese devices both removed as no use in WitE2.
o 7.5mm FM Mle 24/29 AAMG (0223 & 0231) – Duplicated device both removed as no use in WitE2.
o 6.5mm Breda BMG (0258) & (0280) – Duplicated device both removed as no use in WitE2.
o 7.5mm MAC 31 BMG (0290) – Duplicated device removed.
o 7.62mm DT TMG (0296) – Duplicated device removed.
o 12.7mm DShK TMG (0297) – Duplicate device removed.
o 20mm Flak30 L/65 Gun (0651) – Duplicate device removed.
o 8mm 35M Rifle (0652) – Duplicate device removed.
o 7.92mm ZB M1924 Rifle (0659) – Duplicate device removed.
o 7.92mm vz.26 BMG (0662) – Duplicate device removed.
o 165 USG Drop Tank (0722) – Duplicate device removed.
o 5in/38 Mk 12 Gun (1055) – Duplicate device removed.
• Ground.dat changes:
o Panzer IIf (0003) – Scrap date changed from 1944 to 1945.
o Flammpanzer II (0005) – Upgrade to Flammpanzer III (0012) removed.
o Panzer IIIe (0006) – Upgrade path changed from Panzer IIIg (0007) to Panzer IIIf (0438).
o Panzer IIIg (0007) – Upgrade path changed from Panzer IIIm (0010) to Panzer IIIh (0008) and Scrap date changed from 1943 to 1942.
o Panzer IIIh (0008) – Maximum Imports increased from 0 to 150; Import From ID changed from 0 to 0007 (Panzer IIIg); Last Year changed from 1941 to 1942; Scrap date changed from 1944 to 1943; Last Month changed from 3 to 6 and Build Limit increased from –1 to 3.
o Panther D (0022) – Upgrade path to Panther G (0024) removed.
o Stug IIIf (0030) – Upgrade path changed from Stug IIIf/8 (0451) to Stug IIIg (0031).
o Labor Squad (0133) – Ammo Use increased from 2 to 3.
o 65mm M13 Infantry Gun (0195) – Build Limit decreased from 1 to -1 (production deactivated).
o T-35 (0227) – Gun changed from 37mm KwK34(t) L/40 (0310) to 37mm vz.34 L/40 (0309); ACC increased from 425 to 475; CMG changed from 7.92mm MG37(t) (0267) to 7.92mm vz.37 (0266) and BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o T-38 (0231) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o TACAM T-60 (0237) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o TACAM R-2 (0238) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o 20mm Oerlikon AA Gun (0242) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 37mm Bofors AT Gun (0243) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 47mm Breda AT Gun (0244) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 60mm Mle 1935 Mortar (0247) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 81mm Mle 27/31 Mortar (0248) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 120mm Resita Mortar (0249) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 37mm M1939 AA Gun (0258) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 25mm Mle 1939 AA Gun (0259) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 25mm Puteaux AT Gun (0261) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 75mm Mle 1897 Field Gun (0262) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 100mm vz.30 Howitzer (0263) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 122mm M-10 Howitzer (0264) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 13.2mm Mle 1930 AAMG (0265) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 105mm leFH18 Howitzer (0268) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 149mm vz.37 Howitzer (0269) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 45mm M37 AT Gun (0271) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o Labor Squad (0272) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 75mm Vickers AA Gun (0273) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o T-38E (0281) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o OA vz.30 Armored Car (0331) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o 128mm Flak40 AA Gun (0340) – Fuel Use increased from 0 to 22.
o 76.2mm FK295(r) (0443) added – Captured Soviet 76.2mm M1902 Field Gun added; 500 imported at 10 per month from 1/42.
o 47mm M35 Infantry Gun (0444) added – Identical to 47mm M35 AT Gun but classified as Infantry Gun Type (62) with Build Limit of 2 per turn thru 9/43.
o 47mm M1937 AT Gun (0448) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 47mm M1935 Infantry Gun (0460) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 105mm Mle 1913 Field Gun (0468) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o 105mm Mle 1936 Field Gun (0470) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB M1924 (0132).
o SU-57 (0726) – Upgrade path to SU-76M (0731) added.
o Engineer-Sapper Squad (0733) – Ammo Use increased from 2 to 3.
o T-40 M1941 (0739) – Upgrade path to T-60 M1941 removed.
o OT-34 (0748) – Upgrade path to OT-34/85 (0728) removed.
o M4A2 Sherman (0751) – Upgrade path to M4A2(76)W (0752) removed.
o Churchill IV (0762) – Scrap date changed from 1945 to 1944.
o IS-1 M1943 (0763) – Upgrade path changed from IS-2 M1943 (0829) to IS-2 M1944 (0759) and Scrap date changed from 1943 to 1944.
o ZiS-30 (0764) – Upgrade path to SU-76 (0765) added and Scrap date changed from 1941 to 1942.
o SU-76 (0765) – Upgrade path to SU-76M (0731) removed and Scrap date changed from 1943 to 1945.
o SU-85 (0766) – Upgrade path changed from SU-85M (0830) to SU-100 (0767).
o SU-122 (0768) – Upgrade path changed from ISU-152 (0771) to ISU-122 (0769).
o 76.2mm 3-K AA Gun (0811) – Fuel Use increased from 6 to 22.
o Motorcycle Squad (0813) – Fuel Use increased from 10 to 12.
o T-50 M1941 (0826) – Upgrade path changed from T-34 M1942 (0746) to T-70 M1942 (0741).
o 152mm D-1 Howitzer (0827) – Size increased from 1 to 2 and Fuel Use increased from 6 to 22.
o KV-8 (0842) – Scrap date changed from 1944 to 1945.

• 2 new photos for ground elements 043 and 0444.

• 1941 Campaign(s) changes:
o Assigned non-PVO Soviet fighter AOGs, and non-Long Range Air Command bomber AOGs, directly to ground support Air Directives.
o Fixed experience of support elements in German 3rd and 6th Panzer Divisions.
o Added 25,000 vehicles to the German vehicle pool.

• Stalingrad to Berlin Campaign(s), Vistula to Berlin Campaign, Steel Inferno 1943 and 1944 Campaigns changes:
o Changed all airbases in Slovakian to German nationality
o 6th SS Mountain Division now leaves Norway for WE rather than the Map.
o The 7th Mountain Division was left out of each Campaign. It begins in Finland and will move to Norway.
o Added Air Directives for the different PVO Air Commands.
Title: Re: Gary Grigsby's War In The East 2 WITE2
Post by: Asid on March 27, 2024, 12:33:05 AM
Gary Grigsby's War in the East 2 Morale Update
Mon, March 25, 2024

(https://clan.akamai.steamstatic.com/images/41417829/da34334c83406a73a63f98b5aa168f37b0388c0d.jpg)

Good news for all you Gary Grigsby fans out there, a new update for War in the East 2 is now live.

The Morale update adds a new optional rule about, well... morale. You can find the new morale settings, which allow you to adjust national morale by country in new games, if you scroll down in the game options. Also introduced with 01.03.09 is a new optional rule that re-balances retreat attrition. When enabled, routing units will suffer less retreat attrition than normal. The default is for this to be off. With this option enabled you are under far greater pressure to actually encircle enemy formations to destroy them, rather than purely by pursuit.

1.03.10 rebalanced air/ground attacks. The number of requested bomber aircraft for Ground Attack Air Directives must now be set to at least 10 (or set to 0 for Automatic). This update also saw improvements to the multiplayer UI, making it easier to report and log any errors you may encounter.

You can find the full changelog posted below.

IMPORTANT NOTE 1
: 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 1.03.03 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.

IMPORTANT NOTE 2
: The extensive changes made to the OB and map files in 1.03.03 will require that any modded scenario created prior to 1.03.03 will need to have their generic data locked using generic data from 1.02.52 or an earlier version. If you are going to start a modded scenario that was created prior to 1.03.03, make sure that you are using a version of the scenario that had its generic data locked.

Change History
V1.03.11 – 25th March 2024
• 1.03.10 public beta version made official

V1.03.10 – 6th February 2024
New Features and Rule Changes

• Changes/improvements to the Multiplayer Server system:
o Any error from the server will display a message window that requires the player to press
a key to close. Please note the error message if you are going to report an issue to
technical support.
o Game now logs server requests/responses/errors in a server.log file that is stored in the
main game directory (Gary Grigsby’s War in the East 2). Whenever the game is restarted
and the first server request is made, it will create a new file. It will store the previous
server file as server-prev.log. If you report a tech support issue with your server game,
please attach your server.log and/or server-prev.log file to your report.
o Other changes were made to reduce the number of automatic retries, reduce the amount
of logins, and avoid token expiration issues.

• Rule Change – The number of requested bomber aircraft for Ground Attack Air Directives must
now be set to at least 10 (or set to 0 for Automatic).

Bug Fixes and AI Improvements
• Halftracks with mortars are not using their mortars in combat. Fixed.

Data and Scenario Changes
• Ob.dat changes:
o Some spelling updates
o 42 A.S. Ital. Semi-Mot Infantry Division now uses the Italian version of the 88mm Flak
o 43 LW Flak Regiment used the single barrel version of the 128mm Flak
o 42c Tier 1 Motorized Division has the proper 50mm GrW used
o 43 Guards Airborne Division and OB Chains have been synched to prevent unlimited
building

• Device.dat file changes:
o 75mm vz.15 L/15 Gun (0348) – Rate of Fire decreased from 20 to 10.
o 75mm M34 L/46 Gun (0375) – Rate of Fire increased from 10 to 20.
o 37mm da 37/45 L/45 Gun (0672) – Rate of Fire increased from 10 to 15.
o 76.2mm KT-28 L/25 Gun (0351) – Renamed 76.2mm KT-28 L/16.5 Gun.
o 76.2mm L-10 L/30.5 Gun (0378) – Renamed 76.2mm L-10 L/26 Gun.
• Gtype.dat file change - SP Rocket Launcher (0056) – Combat Value increased from 1 to 3.

• Ground.dat file changes:
o Panzer IIIe (0006) – Ammo Use increased from 20 to 24.
o Panzer IVf2 (0019) – Ammo Use decreased from 182 to 165.
o Panzer IVg (0020) – Ammo Use decreased from 182 to 165.
o Panzer IVh (0021) – Ammo Use decreased from 182 to 165.
o Panther D (0022) – Ammo Use decreased from 182 to 165.
o Panther A (0023) – Ammo Use decreased from 182 to 165.
o Panther G (0024) – Ammo Use decreased from 182 to 165.
o Sturmpanzer IV (0027) – Ammo Use decrease from 184 to 168.
o Stug IIIf (0030) – Ammo Use decreased from 132 to 120.
o Stug IIIg (0031) – Ammo Use decreased from 132 to 120.
o Jagdpanzer IV (0032) – Ammo Use decreased from 132 to 120.
o Panzerjaeger II (0034) – Ammo Use decreased from 193 to 187.
o Marder II (0035) – Ammo Use decreased from 215 to 210.
o Marder III (0036) – Ammo Use decreased from 215 to 210.
o Panzerjaeger 38t (0037) – Ammo Use decreased from 193 to 187.
o Jagdpanzer 38 Hetzer (0039) – Ammo Use decreased from 132 to 120.
o Jagdpanzer IV/70(V) (0041) – Ammo Use decreased from 132 to 120.
o Hummel (0046) – Ammo Use decreased from 424 to 384.
o Lorraine (SdKfz-135/1) (0047) – Ammo Use decreased from 424 to 288.
o sIG33 (0052) – Ammo Use decreased from 278 to 252.
o sIG33 Grille K (0053) – Ammo Use decreased from 278 to 252.
o SdKfz-234/3 Armored Car (0059) – Ammo Use increased from 174 to 203.
o SdKfz-234/4 Armored Car (0060) – Ammo Use decreased from 215 to 210.
o SdKfz-233 Armored Car (0066) – Ammo Use increased from 160 to 203.
o 75mm PaK40 AT Gun (0069) – Ammo Use decreased from 231 to 225.
o 76.2mm PaK36(r) AT Gun (0070) – Ammo Use decreased from 210 to 204.
o 88mm Pak43 AT Gun (0071) – Ammo Use increased from 240 to 264.
o 75mm leIG18 Infantry Gun (0074) – Ammo Use decreased from 218 to 210.
o 150mm sIG33 Infantry Gun (0075) – Ammo Use decreased from 276 to 252.
o SdKfz-251/22 Halftrack (0107) – Ammo Use decreased from 215 to 210.
o 150mm K39 Field Gun (0108) – Ammo Use decreased from 210 to 190.
o 75mm leFK18 Field Gun (0109) – Ammo Use decreased from 149 to 126.
o 150mm sFH Howitzer (0112) – Ammo Use decreased from 412 to 384.
o Panzer IVj (0125) – Ammo Use decreased from 182 to 165.
o Stug IIIg (0140) – Ammo Use decreased from 132 to 120.
o 75mm K/40 AT Gun (0145) – Ammo Use decreased from 231 to 225.
o 150mm H/15 Howitzer (0164) – Ammo Use increased from 309 to 376.
o Panzer IVj (0166) – Ammo Use decreased from 182 to 165.
o Stug IV (0170) – Ammo Use decreased from 132 to 120.
o StuIG33B (0175) – Ammo Use increased from 185 to 168.
o M-11/39 (0179) – Ammo Use increased from 17 to 20.
o M-13/40 (0180) – Ammo Use decreased from 50 to 33.
o M-15/42 (0181) – Ammo Use decreased from 41 to 27.
o Semovente L40 da 47 (0183) – Ammo Use decreased from 69 to 39.
o 47mm M35 AT Gun (0192) – Ammo Use decreased from 68 to 45.
o 75mm M34 AA Gun (0213) – Ammo Use increased from 140 to 280.
o Panzerjaeger 38(t)H (0216) – Ammo Use decreased from 215 to 210.
o sIG33 Grille H (0218) – Ammo Use decreased from 278 to 252.
o T-4(g) (0233) – Ammo Use decreased from 182 to 165.
o T-4(h) (0234) – Ammo Use decreased from 182 to 165.
o TA(g) (0236) – Ammo Use decreased from 132 to 120.
o TACAM T-60 (0237) – Ammo Use decreased from 228 to 182.
o TACAM R-2 (0238) – Ammo Use decreased from 228 to 182.
o 20mm Oerlikon AA Gun (0242) – Ammo Use increased from 21 to 60.
o 37mm Bofors AT Gun (0243) – Ammo Use increased from 20 to 24.
o 47mm Breda AT Gun (0244) – Ammo Use decreased from 68 to 45.
o 25mm Mle 1939 AA Gun (0259) – Ammo Use decreased from 162 to 90.
o 75mm Mle 1897 Field Gun (0262) – Ammo Use increased from 192 to 196.
o Panzer IVh (0284) – Ammo Use decreased from 182 to 165.
o Stug IIIg (0286) – Ammo Use decreased from 132 to 120.
o 75mm PaK40 AT Gun (0291) – Ammo Use decreased from 231 to 225.
o 75mm 15M Mountain Gun (0313) – Ammo Use decreased from 280 to 140.
o 37mm vz.37 AT Gun (0320) – Ammo Use increased from 25 to 30.
o LT-40 (0335) – Ammo Use decreased from 15 to 12.
o Marder III (0336) – Ammo Use decreased from 215 to 210.
o Panzer IVj (0337) – Ammo Use decreased from 182 to 165.
o Panzer IVh (0348) – Ammo Use decreased from 182 to 165.
o Stug IIIg (0351) – Ammo Use decreased from 132 to 120.
o 47mm PaK181(f) AT Gun (0357) – Ammo Use decreased from 60 to 45.
o 40mm 40M AT Gun (0359) – Ammo Use decreased from 100 to 40.
o 75mm leIG18 Infantry Gun (0364) – Ammo Use decreased from 218 to 210.
o 150mm sIG33 Infantry Gun (0365) – Ammo Use decreased from 276 to 252.
o 75mm Pak40 AT Gun (0366) – Ammo Use decreased from 231 to 225.
o 75mm GebG36 Mountain Gun (0373) – Ammo Use increased from 91 to 98.
o Panzer IIf (0379) – Fuel Use increased from 22 to 23.
o Marder I (0401) – Ammo Use decreased from 215 to 210.
o GW 39H(f) (0402) – Ammo Use decreased from 215 to 210.
o GW FCM(f) (0404) – Ammo Use decreased from 215 to 210.
o sIG33/2 Hetzer (0410) – Ammo Use decreased from 278 to 252.
o Panzer Ia (0415) – Ammo Use increased from 3 to 5.
o Tauchpanzer IIIf (0417) – Ammo Use increased from 20 to 24.
o sIG33 II (0420) – Ammo Use decreased from 278 to 252.
o SdKfz-8 Flak18 (0422) – Ammo Use increased from 240 to 480.
o SdKfz-9 Flak18 (0423) – Ammo Use increased from 240 to 480.
o 47mm M35 Infantry Gun (0444) – Ammo Use increased from 68 to 75.
o 47mm M1937 AT Gun (0448) – Ammo Use decreased from 60 to 45.
o Stug IIIf/8 (0451) – Ammo Use decreased from 132 to 120.
o 47mm M1935 Infantry Gun (0460) – Ammo Use increased from 30 to 75.
o SdKfz-251/9D Halftrack (0461) – Ammo Use increased from 154 to 203.
o 75mm leIG37 Infantry Gun (0467) – Ammo Use decreased from 174 to 168.
o 75mm K/17 Field Gun (0485) – Ammo Use increased from 132 to 196.
o 75mm PaK40 AT Gun (0495) – Ammo Use decreased from 231 to 225.
o Recon Squad (0496) – Hand Grenade (0176) facing changed from Fwd to Side.
o Panzer IVg (0506) – Last Year changed from 1943 to 1945; Last Month changed from 4
to 8 and Ammo Use decreased from 182 to 165.
o Stug IIIg (0507) – Ammo Use decreased from 132 to 120.
o 37mm vz.37 AT Gun (0511) – Ammo Use increased from 25 to 30 and Build Limit
decreased from 1 to -1 (production deactivated).
o 75mm PaK97/38 AT Gun (513) – Build Cost increased from 5 to 22.
o 75mm PaK40 AT Gun (0514) – Ammo Use decreased from 231 to 225.
o 75mm leFK18 Field Gun (0519) – Ammo Use decreased from 149 to 126.
o 75mm M15 Mountain Gun (0520) – Ammo Use decreased from 280 to 140.
o 105mm Skoda Field Gun (0521) – Build Cost increased from 2 to 57.
o 150mm sFH18 Howitzer (0524) – Ammo Use decreased from 412 to 384.
o Lorraine (SdKfz-135/2) (0544) – Ammo Use decreased from 424 to 252.
o OT-34/85 M1944 (0728) – ROF increased from -4 to -3 and Ammo Use increased from
158 to 182.
o T-34/85 M1944 (0747) – ROF increased from -4 to -3 and Ammo Use increased from 140
to 160.
o M4A2 Sherman (0751) – Ammo Use decreased from 195 to 165.
o M4A2(76)W Sherman (0752) – Ammo Use decreased from 202 to 124.
o KV-85(0757) – ROF increased from -4 to -3 and Ammo Use increased from 140 to 160.
o IS-2 M1944 (0759) – Ammo Use increased from 110 to 165.
o IS-1 M1943 (0763) – ROF increased from -4 to -3 and Ammo Use increased from 100 to
160.
o ZiS-30 (0764) – Ammo Use increased from 108 to 126.
o SU-85 (0766) – ROF decreased from -3 to -4 and Ammo Use increased from 120 to 140.
o ISU-122(0769) – Ammo Use decreased from 165 to 110.
o 57mm ZiS-2 AT Gun (0782) – Ammo Use decreased from 160 to 140.
o SU-85M (0830) – ROF decreased from -3 to -4 and Ammo Use increased from 120 to
140.
o 75mm PaK40 AT Gun (1003) – Ammo Use decreased from 231 to 225.
o 76.2mm PaK36(r) AT Gun (1004) – Ammo Use decreased from 210 to 204.
o 75mm leIG18 Infantry Gun (1005) – Ammo Use decreased from 218 to 210.
o 150mm sIG33 Infantry Gun (1006) – Ammo Use decreased from 276 to 252.
o 75mm leFK18 Field Gun (1028) – Ammo Use decreased from 149 to 126.
o 150mm sFH Howitzer (1031) – Ammo Use decreased from 412 to 384.
o SdKfz-250/11 (0441) – Scrap date changed from 1943 to 1944.
o OT-130/133 (0743) – Scrap date changed from 1940 to 1941.
o T-34 M1941 (0745) – Scrap date changed from 1943 to 1945.
o T-34 M1942 (0746) – Scrap date changed from 1944 to 1945.
o KV-1s M1942 (0750) – Scrap date changed from 1943 to 1945.
o KV-85 (0757) – Scrap date changed from 1944 to 1945.
o M-30-4 Rocket Launcher (0816) – 7.62mm M1938 Carbine (0157) facing changed from
Fwd to Side.
o KV-1 M1941 (0839) – Scrap date changed from 1943 to 1945.

• Map changes (hex.dat, hexart.dat and maptext.dat):
o Location changes:
0558 Messina (ITA) moved from Calabria to Sicily region
0782 Braila (RUM) moved from Dobrogea to Muntenia region
o Region changes:
Transylvania region (Rumania) slightly reduced in size
0088 Muntenia (RUM) slightly extended in Nothwest
0086 Oltenia (RUM) slightly extended in North
0087 Banat (RUM) slightly extended in North and East
0089 Crisana (RUM) slightly extended in East, slightly shrunk in South
0244 Languedoc (FRA) slightly extended to West and Northwest
o minor hex art changes:
Hex 175,217 transferred from RUM to HUN
Hex 177,220 transferred from YUG to RUM
o Omul (2505m) -> Omu (2505m)

• 1941 Campaign(s):
o RHG Command HQs changed to a different OB, restoring the 500 support squad max
size
o fixed some on-map support units without combat preparation points

• Road to Leningrad, Destruction of Southwester Front, Road to Minsk, Red Army Resurgent
scenarios:
o RHG Command HQs changed to a different OB, restoring the 500 support squad max
size

V1.03.09 – 9th January 2024
New Features and Rule Changes
• New Game Option – Reduced Retreat Attrition – When enabled, routing units will suffer less
retreat attrition than normal. The default is for this to be off. This value may not be changed once
a scenario has begun in PBEM and MP games.
• New Game Option – Morale Mod (by country) – This allows a value between 0 and 20 to be set
for each active country. The value set is added to the ground national morale value for the
country. The default is for all of these to be set to 0. This value may not be changed once a
scenario has begun in PBEM and MP games.
• Leaders in charge of air command HQs will no longer gain victories and defeats.
• In order to reduce failures when attempting to save MP games, the amount of time has been
increased before a save will timeout with a failure.
• Manual correction (section 23.7) - Reserve units committed to support a cross river attack are not
subject to additional disruption.
• Manual correction (section 28.6.2) - Damage is calculated by factory as follows: ((100-
damage)/100) x factory points and rounding up. So a 12 factory with 40 damage would produce 8
(((100-40)/100) x 12) = 7.2 rounded up to 8.
• Updated the Living Manual.pdf file in the \Manuals folder. This is up to date with changes through
game version 1.03.0.

Bug Fixes and AI Improvements
• Units that are class Mech-Infantry (ground elements of type Mech-Infantry, Cavalry, and several
others) are firing in combat with 20% of their correct effectiveness. Fixed.
• Routed units in theater boxes will automatically unrout in the logistics phase.

Data and Scenario Changes
• Device.dat changes:
o 50mm Type 89 Grenade Launcher (0174 & 0183) – Duplicated Japanese devices both
removed as no use in WitE2.
o 7.5mm FM Mle 24/29 AAMG (0223 & 0231) – Duplicated device both removed as no use
in WitE2.
o 6.5mm Breda BMG (0258) & (0280) – Duplicated device both removed as no use in
WitE2.
o 7.5mm MAC 31 BMG (0290) – Duplicated device removed.
o 7.62mm DT TMG (0296) – Duplicated device removed.
o 12.7mm DShK TMG (0297) – Duplicate device removed.
o 20mm Flak30 L/65 Gun (0651) – Duplicate device removed.
o 8mm 35M Rifle (0652) – Duplicate device removed.
o 7.92mm ZB M1924 Rifle (0659) – Duplicate device removed.
o 7.92mm vz.26 BMG (0662) – Duplicate device removed.
o 165 USG Drop Tank (0722) – Duplicate device removed.
o 5in/38 Mk 12 Gun (1055) – Duplicate device removed.

• Ground.dat changes:
o Panzer IIf (0003) – Scrap date changed from 1944 to 1945.
o Flammpanzer II (0005) – Upgrade to Flammpanzer III (0012) removed.
o Panzer IIIe (0006) – Upgrade path changed from Panzer IIIg (0007) to Panzer IIIf (0438).
o Panzer IIIg (0007) – Upgrade path changed from Panzer IIIm (0010) to Panzer IIIh (0008)
and Scrap date changed from 1943 to 1942.
o Panzer IIIh (0008) – Maximum Imports increased from 0 to 150; Import From ID changed
from 0 to 0007 (Panzer IIIg); Last Year changed from 1941 to 1942; Scrap date changed
from 1944 to 1943; Last Month changed from 3 to 6 and Build Limit increased from –1 to
3.
o Panther D (0022) – Upgrade path to Panther G (0024) removed.
o Stug IIIf (0030) – Upgrade path changed from Stug IIIf/8 (0451) to Stug IIIg (0031).
o Labor Squad (0133) – Ammo Use increased from 2 to 3.
o 65mm M13 Infantry Gun (0195) – Build Limit decreased from 1 to -1 (production
deactivated).
o T-35 (0227) – Gun changed from 37mm KwK34(t) L/40 (0310) to 37mm vz.34 L/40
(0309); ACC increased from 425 to 475; CMG changed from 7.92mm MG37(t) (0267) to
7.92mm vz.37 (0266) and BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26
(0268).
o T-38 (0231) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o TACAM T-60 (0237) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o TACAM R-2 (0238) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o 20mm Oerlikon AA Gun (0242) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 37mm Bofors AT Gun (0243) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 47mm Breda AT Gun (0244) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 60mm Mle 1935 Mortar (0247) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 81mm Mle 27/31 Mortar (0248) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 120mm Resita Mortar (0249) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 37mm M1939 AA Gun (0258) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 25mm Mle 1939 AA Gun (0259) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 25mm Puteaux AT Gun (0261) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 75mm Mle 1897 Field Gun (0262) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 100mm vz.30 Howitzer (0263) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 122mm M-10 Howitzer (0264) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 13.2mm Mle 1930 AAMG (0265) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 105mm leFH18 Howitzer (0268) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 149mm vz.37 Howitzer (0269) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 45mm M37 AT Gun (0271) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o Labor Squad (0272) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm ZB
M1924 (0132).
o 75mm Vickers AA Gun (0273) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o T-38E (0281) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm vz.26 (0268).
o OA vz.30 Armored Car (0331) – BMG changed from 7.92mm vz.26 (0662) to 7.92mm
vz.26 (0268).
o 128mm Flak40 AA Gun (0340) – Fuel Use increased from 0 to 22.
o 76.2mm FK295(r) (0443) added – Captured Soviet 76.2mm M1902 Field Gun added; 500
imported at 10 per month from 1/42.
o 47mm M35 Infantry Gun (0444) added – Identical to 47mm M35 AT Gun but classified as
Infantry Gun Type (62) with Build Limit of 2 per turn thru 9/43.
o 47mm M1937 AT Gun (0448) – Rifle changed from 7.92mm ZB M1924 (0659) to 7.92mm
ZB M1924 (0132).
o 47mm M1935 Infantry Gun (0460) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 105mm Mle 1913 Field Gun (0468) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o 105mm Mle 1936 Field Gun (0470) – Rifle changed from 7.92mm ZB M1924 (0659) to
7.92mm ZB M1924 (0132).
o SU-57 (0726) – Upgrade path to SU-76M (0731) added.
o Engineer-Sapper Squad (0733) – Ammo Use increased from 2 to 3.
o T-40 M1941 (0739) – Upgrade path to T-60 M1941 removed.
o OT-34 (0748) – Upgrade path to OT-34/85 (0728) removed.
o M4A2 Sherman (0751) – Upgrade path to M4A2(76)W (0752) removed.
o Churchill IV (0762) – Scrap date changed from 1945 to 1944.
o IS-1 M1943 (0763) – Upgrade path changed from IS-2 M1943 (0829) to IS-2 M1944
(0759) and Scrap date changed from 1943 to 1944.
o ZiS-30 (0764) – Upgrade path to SU-76 (0765) added and Scrap date changed from 1941
to 1942.
o SU-76 (0765) – Upgrade path to SU-76M (0731) removed and Scrap date changed from
1943 to 1945.
o SU-85 (0766) – Upgrade path changed from SU-85M (0830) to SU-100 (0767).
o SU-122 (0768) – Upgrade path changed from ISU-152 (0771) to ISU-122 (0769).
o 76.2mm 3-K AA Gun (0811) – Fuel Use increased from 6 to 22.
o Motorcycle Squad (0813) – Fuel Use increased from 10 to 12.
o T-50 M1941 (0826) – Upgrade path changed from T-34 M1942 (0746) to T-70 M1942
(0741).
o 152mm D-1 Howitzer (0827) – Size increased from 1 to 2 and Fuel Use increased from 6
to 22.
o KV-8 (0842) – Scrap date changed from 1944 to 1945.

• 2 new photos for ground elements 043 and 0444.

• 1941 Campaign(s) changes:
o Assigned non-PVO Soviet fighter AOGs, and non-Long Range Air Command bomber
AOGs, directly to ground support Air Directives.
o Fixed experience of support elements in German 3rd and 6th Panzer Divisions.
o Added 25,000 vehicles to the German vehicle pool.

• Stalingrad to Berlin Campaign(s), Vistula to Berlin Campaign, Steel Inferno 1943 and 1944
Campaigns changes:
o Changed all airbases in Slovakian to German nationality
o 6th SS Mountain Division now leaves Norway for WE rather than the Map.
o The 7th Mountain Division was left out of each Campaign. It begins in Finland and will
move to Norway.
o Added Air Directives for the different PVO Air Commands.