Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: War in the East Q&A

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: War in the East Q&A Page: <<   < prev  38 39 [40] 41 42   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: War in the East Q&A - 12/6/2010 11:02:21 PM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
As a long time war gamer, I can say with some confidence that I don't think anyone is going to be disappointed. It's really a great game.

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to Fred98)
Post #: 1171
RE: War in the East Q&A - 12/6/2010 11:27:42 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline

quote:

ORIGINAL: Joe 98

If I am playing PBEM, can I save an unfinished turn?  

-






Yes, in both standard PBEM and server based PBEM (in which case it is saved on the server).

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Fred98)
Post #: 1172
RE: War in the East Q&A - 12/7/2010 2:45:28 AM   
Shupov


Posts: 286
Joined: 2/7/2004
From: United States
Status: offline
Is there an "Undo" command, assuming you haven't discovered an enemy unit or engaged in combat?

_____________________________

STALINADE

The real RED soda!

(in reply to Joel Billings)
Post #: 1173
RE: War in the East Q&A - 12/7/2010 3:12:38 AM   
Zemke


Posts: 642
Joined: 1/14/2003
From: Oklahoma
Status: offline
An opinion based question for the testers or experts, but how well do you guys think this game will lend itself to team play?

_____________________________

"Actions Speak Louder than Words"

(in reply to Shupov)
Post #: 1174
RE: War in the East Q&A - 12/7/2010 3:48:02 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline

quote:

ORIGINAL: Shupov

Is there an "Undo" command, assuming you haven't discovered an enemy unit or engaged in combat?



Yes

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to Shupov)
Post #: 1175
RE: War in the East Q&A - 12/7/2010 10:42:49 PM   
randallw

 

Posts: 2057
Joined: 9/2/2010
Status: offline
Does the AI 'remember' threats from the last turn, or a few turns before, or does it simply go about it's business from the current turn?

Here's an example of what I mean: for the Star Trek game Birth of the Federation if a transport ship ( usually unarmed ), controlled by an empire being run by the AI, encounters armed ships of another empire, the transport will run away ( ending up in another sector ).  If the sensor network of the AI empire can't see into the sector that it ran away from, it'll probably send that transport right back in there on the next turn.  The fact that enemy ships were there the last turn mean nothing to the current turn's thinking.  This process, the encounter, then retreat, would happen again and again.

So how will this game handle a situation, where a computer controlled side spots a nasty threat, like a pair of beefy panzer corps or mech corps, which suddenly disappear from the area?  Does it simply assume they've gone far away, or does it worry they are hiding?

(in reply to siRkid)
Post #: 1176
RE: War in the East Q&A - 12/7/2010 11:05:00 PM   
elmo3

 

Posts: 5820
Joined: 1/22/2002
Status: offline
AFAIK the AI never assumes anything.  It plays based on what it can see.

_____________________________

We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

(in reply to randallw)
Post #: 1177
RE: War in the East Q&A - 12/7/2010 11:15:18 PM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline
How do you take a screen-shot and what folder are they then placed in? Tried searching this thread for it and didn't see it posted. Thanks.

(in reply to elmo3)
Post #: 1178
RE: War in the East Q&A - 12/7/2010 11:18:39 PM   
Great_Ajax


Posts: 4774
Joined: 10/28/2002
From: Alabama, USA
Status: offline
We just use the "print screen" key and then paste into MS Paint and save it wherever you wish.

Trey

_____________________________

"You want mercy!? I'm chaotic neutral!"

WiTE Scenario Designer
WitW Scenario/Data Team Lead
WitE 2.0 Scenario Designer

(in reply to Tophat1815)
Post #: 1179
RE: War in the East Q&A - 12/7/2010 11:19:29 PM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline

quote:

ORIGINAL: el hefe

We just use the "print screen" key and then paste into MS Paint and save it wherever you wish.

Trey


Cool,I can't even mess that up! Thanks for the quick response!

(in reply to Great_Ajax)
Post #: 1180
RE: War in the East Q&A - 12/8/2010 5:52:02 AM   
Zovs


Posts: 6668
Joined: 2/23/2009
From: United States
Status: offline
For screen shots I use a free tool called: Gadwin Print Screen.

http://www.gadwin.com/printscreen/


_____________________________


Beta Tester for:
Flashpoint Campaigns: Sudden Storm
War in the East 1 & 2
WarPlan & WarPlan Pacific
Valor & Victory
DG CWIE 2
SPWW2 & SPMBT scenario creator

(in reply to Tophat1815)
Post #: 1181
RE: War in the East Q&A - 12/8/2010 9:48:08 PM   
GuderianTA

 

Posts: 3
Joined: 12/8/2010
Status: offline
Hi, I read in the manual that my arties could attack the enemy 2 squares away... im not sure how to do this...

Also, Can i select multiple units at the same time and attack from many sides at once, or am i forced to attack piece meal?

(in reply to jaw)
Post #: 1182
RE: War in the East Q&A - 12/8/2010 10:02:24 PM   
ComradeP

 

Posts: 7192
Joined: 9/17/2009
Status: offline
quote:

Hi, I read in the manual that my arties could attack the enemy 2 squares away... im not sure how to do this...

Also, Can i select multiple units at the same time and attack from many sides at once, or am i forced to attack piece meal?


Soviet on-map artillery units can support attacks from 2 hexes away (so: hex containing enemy unit>another hex>hex containing artillery unit), they become available as brigades early in 1942, with divisions becoming available late in 1942.

You can attack from more than one hexside only with a deliberate attack, with hasty attacks you're limited to attacking from a single hex (you can use 1,2 or 3 units).

< Message edited by ComradeP -- 12/8/2010 10:12:05 PM >


_____________________________

SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer

(in reply to GuderianTA)
Post #: 1183
RE: War in the East Q&A - 12/8/2010 10:58:57 PM   
Lützow


Posts: 1517
Joined: 7/22/2008
From: Germany
Status: offline
Currently reading the manual and another question came into my mind. How much impact can city bombing have on Sovjet production?

_____________________________


(in reply to ComradeP)
Post #: 1184
RE: War in the East Q&A - 12/8/2010 10:59:17 PM   
GuderianTA

 

Posts: 3
Joined: 12/8/2010
Status: offline
How do i launch a deliberate attack?

(in reply to ComradeP)
Post #: 1185
RE: War in the East Q&A - 12/8/2010 11:12:11 PM   
ComradeP

 

Posts: 7192
Joined: 9/17/2009
Status: offline
quote:

Currently reading the manual and another question came into my mind. How much impact can city bombing have on Sovjet production?


The effect won't be worth the bombers send out to do it, with the possible exception of damaging factories prior to a move into the city containing them, but as you only have medium bombers, I'd advise against it.

To be completely honest: the last time I asked about it, the production system, or rather: the damage, doesn't scale with production, but is instead a percentage chance a factory will produce at full capacity (when below 50% damage). So a 49% damaged factory doesn't work at 51% production capacity, but has a 51% chance for full production.

quote:

How do i launch a deliberate attack?


Hold shift with a stack selected, move the mouse over to an enemy unit, and click. As I had not read the manual by the time I played the tutorial, I was wondering about that myself at the time.

_____________________________

SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer

(in reply to GuderianTA)
Post #: 1186
RE: War in the East Q&A - 12/8/2010 11:12:37 PM   
elmo3

 

Posts: 5820
Joined: 1/22/2002
Status: offline
quote:

How do i launch a deliberate attack?



Page 60 in the manual.  Shift right click for a deliberate attack.  Right click for a hasty attack.



_____________________________

We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

(in reply to GuderianTA)
Post #: 1187
RE: War in the East Q&A - 12/9/2010 12:52:52 PM   
Manstein63


Posts: 688
Joined: 6/30/2010
Status: offline
2 questions

1. How are divisonal breakdowns handled? do they have to be done before the unit moves?, subject to stacking restrictions, or can they be done at any time, for example you move a panzer division then break it down & subsequently move the 3 regiments in different directions.

2. Is there some way that you can see what territory is held by the Axis & what is held by the Soviets. If I am trying to create a pocket it would be handy if I could see where I have advanced and be able to see if I have managed to surround the units that I am trying to pocket.

Many Thanks
Manstein63

(in reply to elmo3)
Post #: 1188
RE: War in the East Q&A - 12/9/2010 1:17:16 PM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
1. Always subject to stacking limits, you can split at any time, but movement costs for rgts/brigs are higher than for Divs, so although a hex may look reachable for the div, when you split it may be unreachable.

2. The "e" key highlights who controls the hex currently, but ownership can change during the next players' turn, so you probably need to have a three hex buffer zone to be reasonably hopeful of keeping a pocket locked down. Obviously in PBEM you have to work harder than against the AI, which will sometimes try rescue missions.

(in reply to Manstein63)
Post #: 1189
RE: War in the East Q&A - 12/9/2010 1:20:50 PM   
Manstein63


Posts: 688
Joined: 6/30/2010
Status: offline
Thanks for the quick response
Manstein63

(in reply to karonagames)
Post #: 1190
RE: War in the East Q&A - 12/9/2010 1:43:12 PM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
Status: offline
quote:

ORIGINAL: jaw
I can't answer your first question except to say that was what Gary wanted and yes, the stacking is three units of any size period, no exceptions.


Poop...wish I had known this BEFORE I shelled out $90. All the work put in for historical accuracy and detailed combat modelling is largely undone by this "Stack Of Three" rule.

< Message edited by solops -- 12/9/2010 1:57:37 PM >


_____________________________

All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand

(in reply to jaw)
Post #: 1191
RE: War in the East Q&A - 12/9/2010 1:50:34 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline
Hi guys,

Noticed in the production screen that Panther A's upgrade to Panther G's but there's no Panther G model on the production screen that I can see.

Haven't checked all of the AFV's but also noticed the Turan 1 upgrades to the Toran 2 but can't see a Turan 2 either?




Attachment (1)

_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to siRkid)
Post #: 1192
RE: War in the East Q&A - 12/9/2010 2:13:17 PM   
ComradeP

 

Posts: 7192
Joined: 9/17/2009
Status: offline
quote:

Poop...wish I had known this BEFORE I shelled out $90. All the work put in for historical accuracy and detailed combat modelling is largely undone by this "Stack Of Three" rule.


As I told you over at Wargamer.com, it's not like the stacking rules have been changed recently. The information was available, and even a quick glance at most AAR's would reveal it.

quote:

Haven't checked all of the AFV's but also noticed the Turan 1 upgrades to the Toran 2 but can't see a Turan 2 either?


This may not be documented: production that is part of a "tree" with a starting point and an end will only show the equipment piece that is either in production and/or the closest to being in production. Clicking on any vehicle will reveal whether the factories will produce something else. Clicking on the Turan I in the Hungarian part of the production screen will reveal the factories will at some point start producing Turan II's. As another example, clicking on the Panzer III J L/60 will reveal that production will at some point change to the Panzer III M.

< Message edited by ComradeP -- 12/9/2010 2:17:02 PM >


_____________________________

SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer

(in reply to Speedysteve)
Post #: 1193
RE: War in the East Q&A - 12/9/2010 2:25:30 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline

quote:

ORIGINAL: solops

quote:

ORIGINAL: jaw
I can't answer your first question except to say that was what Gary wanted and yes, the stacking is three units of any size period, no exceptions.


Poop...wish I had known this BEFORE I shelled out $90. All the work put in for historical accuracy and detailed combat modelling is largely undone by this "Stack Of Three" rule.


Give it a chance, man. This isn't at all a deal killer. The Germans hardly are even in a position to stack even that high in practice.

This is true even for the Sovs once they switch over to corps. (However, before then, traffic can get pretty heavy.)



_____________________________

WitE Alpha Tester

(in reply to solops)
Post #: 1194
RE: War in the East Q&A - 12/9/2010 2:44:42 PM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
It does seem strange, but as a game mechanic it is a actually a very good way to manage and reflect the relative troop densities. Wait till you play Flavio and he throws 250,000 men and 6,000 guns at you - you will wish there was a stacking limit of 1!



_____________________________

It's only a Game


(in reply to Flaviusx)
Post #: 1195
RE: War in the East Q&A - 12/9/2010 3:47:04 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline

quote:

ORIGINAL: ComradeP

quote:

Haven't checked all of the AFV's but also noticed the Turan 1 upgrades to the Toran 2 but can't see a Turan 2 either?


This may not be documented: production that is part of a "tree" with a starting point and an end will only show the equipment piece that is either in production and/or the closest to being in production. Clicking on any vehicle will reveal whether the factories will produce something else. Clicking on the Turan I in the Hungarian part of the production screen will reveal the factories will at some point start producing Turan II's. As another example, clicking on the Panzer III J L/60 will reveal that production will at some point change to the Panzer III M.


Thanks.

_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to ComradeP)
Post #: 1196
RE: War in the East Q&A - 12/9/2010 4:17:19 PM   
amatteucci

 

Posts: 389
Joined: 5/14/2000
From: ITALY
Status: offline

quote:

ORIGINAL: solops
Poop...wish I had known this BEFORE I shelled out $90. All the work put in for historical accuracy and detailed combat modelling is largely undone by this "Stack Of Three" rule.

I was surprised too about that restriction at first. I thought: "Wait, we have powerful computers to instantly calculate troop and equipement densities and here we resort to this simplicistic boardgame-like stacking rule?".
But, after examining the rules about Soviet Corps' formation and trying how stacking actually works in the tutorial, I realized that it was a simple yet elegant solution to the actual problem on how to represent doctrinal limitations and historical unit frontages.

Let's consider soviet Rifle Divisions, just for example.
In 1941 a Soviet Rifle Division was expected to defend a sector of 14-20km deployed in a single echelon (I'm quoting figures from "Soviet Military Operational Art - In pursuit of Deep Battle" by col. D. Glantz) while attacked in sectors 5-6km wide. Considering that a game hex is 16km (10 miles) wide, the aforementioned figures mean one Rifle Division per hex in defense and three Rifle Divisions per hex in attack. Game staking works.
But it's not the end of the story. Starting from 1942 Soviet Rifle Divisions attack frontages began to shrink. From the 5-6km of 1941 and 3-4km in 1942 to 1.5-2km in 1945! That means that by the end of the war, the Red Army typically massed while attacking, in a given sector, three times the riflemen it was able (due to training and doctrine) to mass at the start of Barbarossa. In the game you can do too this consolidating three Rifle Divisions into a single Corps, and this without changing the basic stacking rules. The additional benefit is that it is impossible, for the Soviet player, to use hindsight and force its unit to use tactics they were simply not taught or trained to in 1941. The same thing could, more or less, be said for mechanized formations.

Summing up, in my opinion, this is probably the best solution to the density problem, given the constraint of an hex&counter type wargame.

(in reply to solops)
Post #: 1197
RE: War in the East Q&A - 12/9/2010 10:21:35 PM   
pompack


Posts: 2582
Joined: 2/8/2004
From: University Park, Texas
Status: offline

quote:

ORIGINAL: amatteucci


quote:

ORIGINAL: solops
Poop...wish I had known this BEFORE I shelled out $90. All the work put in for historical accuracy and detailed combat modelling is largely undone by this "Stack Of Three" rule.

I was surprised too about that restriction at first. I thought: "Wait, we have powerful computers to instantly calculate troop and equipement densities and here we resort to this simplicistic boardgame-like stacking rule?".
But, after examining the rules about Soviet Corps' formation and trying how stacking actually works in the tutorial, I realized that it was a simple yet elegant solution to the actual problem on how to represent doctrinal limitations and historical unit frontages.

Let's consider soviet Rifle Divisions, just for example.
In 1941 a Soviet Rifle Division was expected to defend a sector of 14-20km deployed in a single echelon (I'm quoting figures from "Soviet Military Operational Art - In pursuit of Deep Battle" by col. D. Glantz) while attacked in sectors 5-6km wide. Considering that a game hex is 16km (10 miles) wide, the aforementioned figures mean one Rifle Division per hex in defense and three Rifle Divisions per hex in attack. Game staking works.
But it's not the end of the story. Starting from 1942 Soviet Rifle Divisions attack frontages began to shrink. From the 5-6km of 1941 and 3-4km in 1942 to 1.5-2km in 1945! That means that by the end of the war, the Red Army typically massed while attacking, in a given sector, three times the riflemen it was able (due to training and doctrine) to mass at the start of Barbarossa. In the game you can do too this consolidating three Rifle Divisions into a single Corps, and this without changing the basic stacking rules. The additional benefit is that it is impossible, for the Soviet player, to use hindsight and force its unit to use tactics they were simply not taught or trained to in 1941. The same thing could, more or less, be said for mechanized formations.

Summing up, in my opinion, this is probably the best solution to the density problem, given the constraint of an hex&counter type wargame.


And don't forget the reserve rule. Even with the three hex limit for commiting reserves to offensive action you can pump a LOT of divisions into the fight if you have good leaders.

(in reply to amatteucci)
Post #: 1198
RE: War in the East Q&A - 12/9/2010 10:24:31 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline
Besides the reserve rule, note that Soviet artillery brigades and divisions can fire from two hexes away.

Between this and the corps conversions, you can really mass stuff in a big way eventually. The stacking limitation should be understood in the larger context of the game. It's not quite as restrictive as it might first appear and in practical terms does the job imo.



_____________________________

WitE Alpha Tester

(in reply to pompack)
Post #: 1199
RE: War in the East Q&A - 12/9/2010 10:51:15 PM   
Montbrun


Posts: 1498
Joined: 2/7/2001
From: Raleigh, NC, USA
Status: offline

quote:

ORIGINAL: Speedy

Hi guys,

Noticed in the production screen that Panther A's upgrade to Panther G's but there's no Panther G model on the production screen that I can see.

Haven't checked all of the AFV's but also noticed the Turan 1 upgrades to the Toran 2 but can't see a Turan 2 either?





The factories for those switch to the upgraded production.

I had the same question when I started, too.

Brad

(in reply to Speedysteve)
Post #: 1200
Page:   <<   < prev  38 39 [40] 41 42   next >   >>
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: War in the East Q&A Page: <<   < prev  38 39 [40] 41 42   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.672