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New WitE Public Beta v1.04.22 Now Available! - 5/20/2011 7:23:46 PM   
Andrew Loveridge


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This update includes many new rules and rule changes, most regarding Weather and Supply. Also it has some interface changes, fixes a number of bugs and alters some units' composition. It is in the Members Club, as a registered download.

Thank you for all the feedback, and welcome any you may have for this beta. This is a comprehensive update, the previous change lists are linked on the bottom of this list.

V1.04.22 – May 19, 2011

    Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.

    New Features and Rule Changes

      1) Manual Correction (Section 22.2.2) – The entry in the Random Weather Table for a die roll of 10 in September should be M (not C). The entry for a die roll of 12 in November should be S (not B).
      2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).
      3) New Rules – (Section 9.2.4) – Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit).
      4) New Rule - Added the ability to select the destination unit for a supply air drop when using the manual air group selection. If nothing is selected automatic delivery will be used.
      5) Rule change - Improved automatic unit selection when dropping fuel to the hex with multiple units. Unit with higher requirements vs stock will have priority. Added level 3 combat message to display which unit is getting supply/fuel.
      6) Rule Change (section 20.6) - HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered. In addition, the AP cost of an HQ buildup is now increased by the distance in MPs of the HQ from a railhead divided by 3 (truncated). So for an HQ with 3 attached divisions that is 16 MPs from a supply source, the AP cost would be 5+2+2+2+(16/3) =16 (used to be just 11). This increased AP cost is used to calculate the other buildup penalties described in section 20.6.3 in the manual.
      7) Rule Change - Refitting units next to enemy hexes have a 25% chance of getting more replacements than if they weren't on refit, but the exact amount of the additional replacements will vary greatly depending on the distance from the railhead.
      8) Rule Change (Section 23.3.1) – Changed the area of automatic freezing of Soviet units in the northern area of the map (Finnish Front) in scenarios that begin on June 22, 1941. Now, units with an x coordinate >99 will no longer be frozen.
      9) New Feature – Added information regarding weather determination at the top of the German Logistics Phase Event Log. The modified weather die roll and the weather for the turn are listed for each weather zone. Note that the die roll may be overridden by an exception rule leading to weather that does not match the die roll result in the table. Note when playing with non-random weather, the die roll shown in the event log assumes a roll of 5 plus the normal modifiers for each weather zone.
      10) New Feature - Added toggle on the production screen to show active/transit/both pools.
      11) Interface change – Weather information is no longer shown during the logistics phase.
      12) Interface change – Now don’t allow deliberate attack if non-eligible units are selected.
      13) Interface change – Changed A.B. to AirBase in the Commander’s Report Screen filter list.
      14) Formula change – Altered the combat code to prevent Mech-inf and Mech-engr type elements from taking excessive losses.

    Bug Fixes

      1) Fixed a bug where isolated units were receiving the benefits from a supply buildup done by the unit's HQ.
      2) Fixed several minor discrepancies in the weather rules.
      3) Fixed bug where Synthetic fuel factories generated resource requests after consumption.
      4) Fixed a bug where scenario data was not being cleared out when saving a PBEM game.
      5) Fixed a bug that caused negative combat values. Reworked the combat report to support higher numbers of displayed units.
      6) Fixed a bug where the armaments pool could go negative after the logistics phase.
      7) Fixed a bug that was preventing air supply of partisans during blizzard.
      8) Fixed a bug where the wrong type of supply is delivered during automatic air drops (those without manual air group selection).
      9) Fixed a bug where non-divided Brigades and Regiments were not paying the +2 cost for entering an enemy hex as they should have per the Movement Point Cost Chart.
      10) Fixed a bug where the Fighter escort is missing if air transport is flown by the level bombers.
      11) Fixed a bug with delayed (off map) units getting withdrawn.
      12) Fixed a bug when nations surrender so off map units will get disbanded.
      13) Fixed a bug where newly formed units can get statistics from old disbanded/destroyed/withdrawn units.
      14) Fixed a bug where routed units can stay loaded on trains.
      15) Fixed a bug where withdrawing units could be set to static mode.
      16) Fixed a bug where air ground support may not be provided from the closest air bases.
      17) Fixed a bug where renamed units were not withdrawing.
      18) Fixed a bug where AA units attached to a city were not getting destroyed when the city was captured.
      19) Fixed a bug where ready ground elements in a combat could go negative after a combat.
      20) Fixed a bug where ground elements in the pool could go negative.
      21) Editor Fix - Fixed bug in ADJUST UNIT FUNCTION when city ownership was set based on nationality instead of hex ownership .
      22) Editor Fix – Fixed a bug when clicking on the TOE(OB) ground element it was always going back to the 1st ground element in GE TAB.
      23) Editor Fix – Fixed insert/delete record function for the aircraft editor.


    Data and Scenario Changes

      1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars.
      2) 41 Panzer Division (0034) modified to contain 45 Panzer IIf, 105 Panzer IIIj L/42, and 20 Panzer IVf.
      3) 43 Panzer Division (0096) modified to contain 74 Panzer IIIm, 74 Panzer IVg and 20 Panzer IIIn.



Fixed but not in readme -Fixed a bug where construction units in locked HQs were changing HQs anyway.

We just found that the HQ build rule in 1.04.22:
HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered.
It's currently operating as if they are not allowed at more than 19 MPs. This will be changed in the next version. If you're trying to squeeze every last MP out of your HQ placement, be aware that it currently only works out to 19 MPs.



1.04.16 Changes
1.04.15 Changes
1.04.14 Changes
1.04.10 Changes

< Message edited by Joel Billings -- 5/21/2011 5:48:30 PM >


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RE: New WitE Public Beta v1.04.22 Now Available! - 5/20/2011 7:32:57 PM   
DrewBlack


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Excellant there goes the weekend!!!

(in reply to Andrew Loveridge)
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RE: New WitE Public Beta v1.04.22 Now Available! - 5/20/2011 7:45:44 PM   
Joel Billings


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One other item was fixed in 1.04.22 but is not in the readme file list:

Fixed a bug where construction units in locked HQs were changing HQs anyway.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to DrewBlack)
Post #: 3
RE: New WitE Public Beta v1.04.22 Now Available! - 5/20/2011 8:04:07 PM   
BletchleyGeek


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Great support 2by3! Thank you very much.


quote:

ORIGINAL: Andrew Loveridge
14) Formula change – Altered the combat code to prevent Mech-inf and Mech-engr type elements from taking excessive losses.


What was the exact problem? Some of us have spent some time trying to figure out why some combat results "feel" odd...

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RE: New WitE Public Beta v1.04.22 Now Available! - 5/20/2011 8:12:07 PM   
Ketza


Posts: 2227
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From: Columbia, Maryland
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Awesome work!

(in reply to BletchleyGeek)
Post #: 5
RE: New WitE Public Beta v1.04.22 Now Available! - 5/20/2011 8:19:46 PM   
Joel Billings


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I think it was what was suspected by one of the posters that the light armor of the halftracks was causing the entire squads to be too easily hit and destroyed by AT fire. Once it was pointed out Gary changed the code to deal with this. I don't know the exact solution, but once Gary was aware of the issue he knew what he had to do to fix it.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to BletchleyGeek)
Post #: 6
RE: New WitE Public Beta v1.04.22 Now Available! - 5/20/2011 8:25:11 PM   
BletchleyGeek


Posts: 4713
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quote:

ORIGINAL: Joel Billings

I think it was what was suspected by one of the posters that the light armor of the halftracks was causing the entire squads to be too easily hit and destroyed by AT fire. Once it was pointed out Gary changed the code to deal with this. I don't know the exact solution, but once Gary was aware of the issue he knew what he had to do to fix it.


Thank you for the answer Joel!

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RE: New WitE Public Beta v1.04.22 Now Available! - 5/20/2011 9:03:38 PM   
Zebedee


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You time these just perfectly :)

Thank you.

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Post #: 8
RE: New WitE Public Beta v1.04.22 Now Available! - 5/20/2011 9:43:50 PM   
Peltonx


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GJ

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RE: New WitE Public Beta v1.04.22 Now Available! - 5/21/2011 12:50:46 AM   
Peltonx


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cool

< Message edited by Pelton -- 5/21/2011 10:58:13 AM >

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RE: New WitE Public Beta v1.04.22 Now Available! - 5/21/2011 1:25:00 AM   
Peltonx


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cool

< Message edited by Pelton -- 5/21/2011 10:57:41 AM >

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RE: New WitE Public Beta v1.04.22 Now Available! - 5/21/2011 2:59:54 AM   
JAMiAM

 

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Pelton, you need to have the Germans advance to within a few hexes of the Rumanian border on turn one, so that the Rumanians activate on turn 2. Otherwise, I think they don't "normally" activate until turn 3.

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RE: New WitE Public Beta v1.04.22 Now Available! - 5/21/2011 4:01:41 AM   
Wild


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Thanks for the hard work guys.

(in reply to JAMiAM)
Post #: 13
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 11:54:06 AM   
Mehring

 

Posts: 2179
Joined: 1/25/2007
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quote:

Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.
Uh? Do I need another coffee or does this not make sense? Surely if you are running two or more versions of the game you have two or more seperate copies on your drive? Help me, I'm lost.

_____________________________

“Old age is the most unexpected of all things that can happen to a man.”
-Leon Trotsky

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RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 12:25:35 PM   
sillyflower


Posts: 3509
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quote:

ORIGINAL: Andrew Loveridge

1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars.


But they haven't been given them at the start.

Given production rate of 6 armoured cars pw it is most unlikely they will ever get any either. Is this intentional?
Seems to me that if this was part of TOE most should start with them.

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web exchange

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Reply: They already know you're a gamer. What other shame can possibly compare?

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Post #: 15
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 12:51:44 PM   
Gandalf


Posts: 364
Joined: 12/15/2010
From: Jefferson City, MO
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quote:

ORIGINAL: Mehring

quote:

Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.
Uh? Do I need another coffee or does this not make sense? Surely if you are running two or more versions of the game you have two or more seperate copies on your drive? Help me, I'm lost.


In some cases, gamers may be running the older executable with the new files instead of having separate copies... That would result in problems so he's suggesting the "radical" idea that they might want to have two entirely separate installations of the game.

(in reply to Mehring)
Post #: 16
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 1:53:35 PM   
Cerion

 

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quote:

Given production rate of 6 armoured cars pw it is most unlikely they will ever get any either. Is this intentional?
Seems to me that if this was part of TOE most should start with them.


+1

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Post #: 17
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 2:25:31 PM   
Mehring

 

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quote:

ORIGINAL: Gandalf


quote:

ORIGINAL: Mehring

quote:

Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.
Uh? Do I need another coffee or does this not make sense? Surely if you are running two or more versions of the game you have two or more seperate copies on your drive? Help me, I'm lost.


In some cases, gamers may be running the older executable with the new files instead of having separate copies... That would result in problems so he's suggesting the "radical" idea that they might want to have two entirely separate installations of the game.

Oh, that sort of makes sense. Thanks.

_____________________________

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-Leon Trotsky

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RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 3:07:48 PM   
kswanson1

 

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quote:

ORIGINAL: Andrew Loveridge
2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).


Huh? Is this new? ...Or have russian units always had this additional magic ability, but it just wasn't documented properly in the rules manual?

< Message edited by kswanson1 -- 5/22/2011 3:22:26 PM >

(in reply to Andrew Loveridge)
Post #: 19
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 4:45:27 PM   
Joel Billings


Posts: 32265
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From: Santa Rosa, CA
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quote:

ORIGINAL: kswanson1

quote:

ORIGINAL: Andrew Loveridge
2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).


Huh? Is this new? ...Or have russian units always had this additional magic ability, but it just wasn't documented properly in the rules manual?


It's always been that way. It just never got documented.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to kswanson1)
Post #: 20
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 4:56:12 PM   
Ketza


Posts: 2227
Joined: 1/14/2007
From: Columbia, Maryland
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quote:

ORIGINAL: Joel Billings


quote:

ORIGINAL: kswanson1

quote:

ORIGINAL: Andrew Loveridge
2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).


Huh? Is this new? ...Or have russian units always had this additional magic ability, but it just wasn't documented properly in the rules manual?


It's always been that way. It just never got documented.


I do recall now in my first Blizzard Soviets being able to things that surprised me.

My question is why is this rule in place at all? There are enough bonuses given to the Soviets in the Blizzard as is.

I would agree that certain units should be given this type of bonus like units from Siberia or Ski units but a barnd new tank brigade just formed a few weeks prior with low exp and morale? Given this bonus to all the Soviet units makes no sense.


< Message edited by Ketza -- 5/22/2011 4:58:04 PM >

(in reply to Joel Billings)
Post #: 21
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 4:59:06 PM   
Joel Billings


Posts: 32265
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From: Santa Rosa, CA
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quote:

ORIGINAL: sillyflower


quote:

ORIGINAL: Andrew Loveridge

1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars.


But they haven't been given them at the start.

Given production rate of 6 armoured cars pw it is most unlikely they will ever get any either. Is this intentional?
Seems to me that if this was part of TOE most should start with them.


AFAIK, the starting line up of equipment for the units are the actual historical numbers. I see 26 Infantry Divisions with armored cars in Campaign 41. Jim (or Trey) would be the best to answer this, but I think what you have is a situation where the ACs were phased out of the Infantry Divisions as losses and the low production forced them to be used exclusively in the Motorized and Panzer Divisions. By including them in the early division TOEs, these units can keep what they have, and if some become available as replacements, they may pick up a few. However, over time they will change to later TOEs that don't have them.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to sillyflower)
Post #: 22
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 5:04:51 PM   
Joel Billings


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From: Santa Rosa, CA
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The rule was created long before release because Soviet MPs are generally lousy in the first winter due to poor leaders (and limits on tank brigade MPs) and almost more importantly the Soviet ability to move into enemy hexes is terrible, given their low morale and the extra costs of blizzard movement. Gary felt the Soviets had too many penalties working against them and deserved something to make things a little better for them in that first winter. It's not like even with the bonus they are whipping around like German Panzers in summer.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Ketza)
Post #: 23
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 5:06:10 PM   
Ketza


Posts: 2227
Joined: 1/14/2007
From: Columbia, Maryland
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quote:

ORIGINAL: Joel Billings

The rule was created long before release because Soviet MPs are generally lousy in the first winter due to poor leaders (and limits on tank brigade MPs) and almost more importantly the Soviet ability to move into enemy hexes is terrible, given their low morale and the extra costs of blizzard movement. Gary felt the Soviets had too many penalties working against them and deserved something to make things a little better for them in that first winter. It's not like even with the bonus they are whipping around like German Panzers in summer.


Fair enough. Thanks for the clarification.

(in reply to Joel Billings)
Post #: 24
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 5:07:40 PM   
Joel Billings


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

quote:

ORIGINAL: Mehring

quote:

Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.
Uh? Do I need another coffee or does this not make sense? Surely if you are running two or more versions of the game you have two or more seperate copies on your drive? Help me, I'm lost.



We wanted to warn anyone that was using one copy of the game with many different exe's in the same directory that this could lead to problems. The right way to use multiple versions is to have unique copies installed on your hard drive, and for these people there is no issue. Sorry for the confusion.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Mehring)
Post #: 25
RE: New WitE Public Beta v1.04.22 Now Available! - 5/22/2011 10:54:22 PM   
sillyflower


Posts: 3509
Joined: 8/4/2010
From: Back in Blighty
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quote:

ORIGINAL: Joel Billings


quote:

ORIGINAL: sillyflower


quote:

ORIGINAL: Andrew Loveridge

1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars.


But they haven't been given them at the start.

Given production rate of 6 armoured cars pw it is most unlikely they will ever get any either. Is this intentional?
Seems to me that if this was part of TOE most should start with them.


AFAIK, the starting line up of equipment for the units are the actual historical numbers. I see 26 Infantry Divisions with armored cars in Campaign 41. Jim (or Trey) would be the best to answer this, but I think what you have is a situation where the ACs were phased out of the Infantry Divisions as losses and the low production forced them to be used exclusively in the Motorized and Panzer Divisions. By including them in the early division TOEs, these units can keep what they have, and if some become available as replacements, they may pick up a few. However, over time they will change to later TOEs that don't have them.


Thanks Joel. I just hadn't noticed any with ACs because I didn't look in commanders report but just around the map. Your explanation makes perfect sense and perhaps I can use some russian ones..........

_____________________________

web exchange

Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi

Reply: They already know you're a gamer. What other shame can possibly compare?

(in reply to Joel Billings)
Post #: 26
RE: New WitE Public Beta v1.04.22 Now Available! - 5/23/2011 2:59:19 AM   
kswanson1

 

Posts: 47
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quote:

ORIGINAL: Joel Billings


quote:

ORIGINAL: kswanson1

quote:

ORIGINAL: Andrew Loveridge
2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).


Huh? Is this new? ...Or have russian units always had this additional magic ability, but it just wasn't documented properly in the rules manual?


It's always been that way. It just never got documented.


It's apparent to me that Axis ZOC's and MP cost for Soviet units moving through Axis controlled hexes are now borked. What I am suddenly seeing is Soviet armor units moving through multiple ZOCs in the same game turn. This just started occurring since the last patch. The tactics I had been employing for the last 8-turns of blizzard in one PBEM and 6-turns of blizzard within a second PBEM are suddenly invalid. Soviet armor is now rampaging at will thru my ZOCs. They don’t have to “whip” through hexes like German panzers in the summer of 1941. It's a completely different dynamic at work for the Germans while defending\retreating during the 41-42 blizzard.

How about modeling the very historical Soviet Ammunition and supply shortages during the winter of 41-42? The Axis have to suffer the over the top blizzard attrition and CV reduction effects in the name of keeping in line with history. Ok -- how bout' keeping in line with some of the historical challenges faced by the Soviets during the winter of 41-42? There were a number of rather important reasons why the Soviets couldn’t mount simultaneous offensive actions from the Baltic to the Black Sea in the winter of 1941-42. Yet an across the map Soviet Winter Offensive is pretty common place in WiTE.

(in reply to Joel Billings)
Post #: 27
RE: New WitE Public Beta v1.04.22 Now Available! - 5/23/2011 4:13:05 AM   
Joel Billings


Posts: 32265
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From: Santa Rosa, CA
Status: offline
Do you have any specific cases and saves you can send us? AFAIK the rules for movement have not changed, we just listed one of the rules that has always been in operation but wasn't in the manual. There are rules that try to deal with the Soviet ammo shortages. Not saying they're perfect, but there are some. The latest version fixed a bug where the Soviet brigades weren't paying extra to enter enemy controlled hexes, so it should even be tougher for them in 1.04.22 then in the past. If there's a bug, we'd really like to get some specific data on it.

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All understanding comes after the fact.
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(in reply to kswanson1)
Post #: 28
RE: New WitE Public Beta v1.04.22 Now Available! - 5/23/2011 10:15:04 AM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
A quick comparison shows that everything should be ok, cost for corps didn't change, but brigade has now much tougher time moving in(to) ZOC.




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(in reply to Joel Billings)
Post #: 29
RE: New WitE Public Beta v1.04.22 Now Available! - 5/23/2011 11:02:19 PM   
Mehring

 

Posts: 2179
Joined: 1/25/2007
Status: offline
I just got the fright of my life. Me and my opponent upgraded to the latest beta just in time to see in the new year (1942) and I found a depleted Russian tank division with 40 MP!!!! It never had more than 16 before. Can that be right?

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(in reply to morvael)
Post #: 30
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