Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

First Game results and thoughts;

 
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 2 >> First Game results and thoughts; Page: [1]
Login
Message << Older Topic   Newer Topic >>
First Game results and thoughts; - 4/5/2021 1:29:26 PM   
AdmiralHalsey

 

Posts: 70
Joined: 3/25/2021
Status: offline
So my first game ends notionally on 4 October 1942.

Moscow is surrounded and undersiege. Leningrad is a smoldering ruin. Sevastapol is still undersiege, and Axis forces hold a strong unbroken line from Leningrad to Rostov. Alas, Hitler is unhappy with my progress and fires me.

A few things that stuck out to me;

I've destroyed no fewer than 45 Airborn brigades, many of them the same one over and over again. The AI never thought to drop them on me, they just seem to like remaking them and throwing them into the front lines. By contrast I only destroyed 48 ordinary rifle brigades. Wasn't one _significantly_ more common than the other?

The AI persistantly liked to commit seriously understrength units to the front line. Ultimately it worked, as it slowed me down, but 6,000 men divisional strength or 2,000 man brigades really don't feel like the AI should be putting those in the front line.

City Forts are -really- -really- hard to dislodge without an AIrforce. Full AI Air control, given it wipes your directives means you can't interdict Sevastapol or Odessa from the Ocean. In general the AI Air seemed reluctant to do much other than die in droves.

I had some weird issues with routes. For example, I'd cut Leningrad off from all the ports on Lake Lagoda [They all had an Axis division in them] but not secured the port outside Leningrad itself [Osinovets], but I still had some Soviet divisions on subsequent turns rout - Onto - the mainland. I'm not sure how.

I'm not sure how to break Moscow either. Surrounding it for a month and laying siege one hex at a time with as many divisions and fit and reducing the fort level to 1 seemed unproductive.

I don't like the sudden death victory conditions. I was wholeheartedly looking forward to my retreat back to Berlin and seeing how the war would be different without the Axis advance into the Cacuses, but with a potientially destroyed Moscow and Leningrad - Alas, I'll never know. I get it for multiplayer games, but vs the AI it seems like a completely uneeded feature.

The assigning of support units seems counter intuative when handled by the AI. A newly raised army requesting three of each unit will recieve zero for many turns in a row. While other armies will remain stacked full. You can't reassign any to OKH because it claims none are available, and as a result you can't assign any to the army. Instead you have to manually go to each support unit and order it to relocate to the army you want it to go to.

My issues with trucks have been covered in another thread.

Theater boxes are interesting. I had a lot of fun pulling things back to refit in Europe, juggling around my forces to meet the requirements and deciding the best way to contribute what to where, however...

- Do construction units have any value? I sent many to Western Europe to build the Adlantic wall, but I suspect I was just shooting myself in the foot.
- My persistant over garrisioning of Africa lead to us being outside Cairo for six months. Sadly our -Excellent- performance lead to a gain of zero VPs. Given I've lost from sudden death for having insufficent VP, it seems harsh repeated Axis ground successes are ultimately worthless. I may have delayed the allied landings, but these don't mesh with the VP system, by the time they happen the last sudden death marker will have passed.
Overall my overcommitment to every single Theaterbox resulted in 6 VP. That's... Underwealming over overgarrisoning every single Theater from turn 2 to the sudden death mark.
I'm also not quite sure what triggers the Fins releasing forces. I'll have to check the manual to see if I missed anything.

Overall, it was enjoyable. The AI puts up a slightly better fight than WITE1, but not hugely so. The sudden death mechanics are a step backwards from a game that used to let you fight 'The war' and get a score. Now I'm very much playing a game with arbitary rules. The Theaterboxes are a great innovation but feel both easily gamed and not responsive enough. Axis ground forces in north africa rewarding AP/VP in line with overcommitments to garrisons seem fine.

Final Losses -

Axis - 2,030,766 [Roughly 50% wounded.]
Guns 31,469
AFV 7,138

[Unit losses I lost two Axis Allies Divisions over the entire war.]

Soviet 9,747,203 [Roughly 8 million killed and captured.]
Guns - 147,194
AFV - 34,343

< Message edited by AdmiralHalsey -- 4/5/2021 1:30:20 PM >
Post #: 1
RE: First Game results and thoughts; - 4/5/2021 1:35:54 PM   
DrewBlack


Posts: 828
Joined: 7/3/2004
From: North Wales, UK
Status: offline
HI

What are your levels of Ai settinngs Moral etc.

Thanks
Drew

_____________________________

WitE2 - Alpha Tester/Beta Tester
Wite: 1.10 Beta Tester
Wite: Lost Battles Beta Tester
WitW - Beta Tester

(in reply to AdmiralHalsey)
Post #: 2
RE: First Game results and thoughts; - 4/5/2021 1:49:17 PM   
Sammy5IsAlive

 

Posts: 514
Joined: 8/4/2014
Status: offline
quote:

ORIGINAL: AdmiralHalsey


City Forts are -really- -really- hard to dislodge without an AIrforce. Full AI Air control, given it wipes your directives means you can't interdict Sevastapol or Odessa from the Ocean. In general the AI Air seemed reluctant to do much other than die in droves.




Just on this - were you ordering the AI to carry out naval patrols? With full AI assist you do this by changing the AOG 'follow' button from a ground HQ to Naval Ops.

[Edit] I'd be quite interested to see the VP screen also - it seems a bit weird that you've managed to inflict 9M losses on the Soviets in just over a year and still not met the sudden death VP level.

< Message edited by Sammy5IsAlive -- 4/5/2021 1:55:09 PM >

(in reply to AdmiralHalsey)
Post #: 3
RE: First Game results and thoughts; - 4/5/2021 1:49:53 PM   
AdmiralHalsey

 

Posts: 70
Joined: 3/25/2021
Status: offline
HQ Support Unlocked, AI Air Assist both sides, difficulty setting normal, Theater Boxes Unlocked, FOG of War/Movement Fog of War, on for both sides.

(in reply to DrewBlack)
Post #: 4
RE: First Game results and thoughts; - 4/5/2021 1:54:43 PM   
Repsol

 

Posts: 191
Joined: 1/20/2010
Status: offline

quote:

ORIGINAL: AdmiralHalsey

The AI never thought to drop them on me, they just seem to like remaking them and throwing them into the front lines. By contrast I only destroyed 48 ordinary rifle brigades. Wasn't one _significantly_ more common than the other?

The AI persistantly liked to commit seriously understrength units to the front line. Ultimately it worked, as it slowed me down, but 6,000 men divisional strength or 2,000 man brigades really don't feel like the AI should be putting those in the front line.



These two seems to be historically correct atleast

(in reply to AdmiralHalsey)
Post #: 5
RE: First Game results and thoughts; - 4/5/2021 1:59:32 PM   
AdmiralHalsey

 

Posts: 70
Joined: 3/25/2021
Status: offline

quote:

ORIGINAL: Sammy5IsAlive

quote:

ORIGINAL: AdmiralHalsey


City Forts are -really- -really- hard to dislodge without an AIrforce. Full AI Air control, given it wipes your directives means you can't interdict Sevastapol or Odessa from the Ocean. In general the AI Air seemed reluctant to do much other than die in droves.




Just on this - were you ordering the AI to carry out naval patrols? With full AI assist you do this by changing the AOG 'follow' button from a ground HQ to Naval Ops.

[Edit] I'd be quite interested to see the VP screen also - it seems a bit weird that you've managed to inflict 9M losses on the Soviets in just over a year and still not met the sudden death VP level.



No, I wasn't!
That seems like a sensible thing to do for next time...


You don't get VPs for kills. Only for VP locations. I could destory every soviet unit on the map - But if you don't enter the box, you don't get the cookie points.

(in reply to Sammy5IsAlive)
Post #: 6
RE: First Game results and thoughts; - 4/5/2021 2:15:07 PM   
MechFO

 

Posts: 669
Joined: 6/1/2007
Status: offline

quote:

ORIGINAL: AdmiralHalsey

I'm also not quite sure what triggers the Fins releasing forces. I'll have to check the manual to see if I missed anything.


Taking Leningrad.

You can still play on if you edit a save game so that Berlin has extra VP allowing you to meet the threshhold.

I think the VP system does a great job of bringing into the game political and economic considerations that existed but are hard to model otherwise.

(in reply to AdmiralHalsey)
Post #: 7
RE: First Game results and thoughts; - 4/5/2021 2:16:26 PM   
AdmiralHalsey

 

Posts: 70
Joined: 3/25/2021
Status: offline
I'd taken Leningrad for three weeks by the end of the game, not just the VP hex, but every hex in that area, and I got no notifications about any change in the fins.

(in reply to MechFO)
Post #: 8
RE: First Game results and thoughts; - 4/5/2021 2:19:54 PM   
AdmiralHalsey

 

Posts: 70
Joined: 3/25/2021
Status: offline
https://cdn.discordapp.com/attachments/828634903893114921/828634922024566824/unknown.png

Someone wanted a picture of the VP screen

(in reply to AdmiralHalsey)
Post #: 9
RE: First Game results and thoughts; - 4/5/2021 2:22:34 PM   
Bamilus


Posts: 973
Joined: 4/30/2010
From: The Old Northwest
Status: offline
Thanks for the share. I'm playing on 110 morale so Soviets are a bit tougher, but it's been fun so far. I prob won't win this one but I get better each time.

_____________________________

Paradox Interactive Forum Refugee

(in reply to AdmiralHalsey)
Post #: 10
RE: First Game results and thoughts; - 4/5/2021 2:39:53 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline

quote:

ORIGINAL: AdmiralHalsey

I'd taken Leningrad for three weeks by the end of the game, not just the VP hex, but every hex in that area, and I got no notifications about any change in the fins.


that is because the relevant event can only be triggered in a fixed time period:





Attachment (1)

_____________________________


(in reply to AdmiralHalsey)
Post #: 11
RE: First Game results and thoughts; - 4/5/2021 2:42:08 PM   
AdmiralHalsey

 

Posts: 70
Joined: 3/25/2021
Status: offline

quote:

ORIGINAL: loki100


quote:

ORIGINAL: AdmiralHalsey

I'd taken Leningrad for three weeks by the end of the game, not just the VP hex, but every hex in that area, and I got no notifications about any change in the fins.


that is because the relevant event can only be triggered in a fixed time period:






Oof. I'm dissapointed there's not even a drop in the requirements of the Theater box to represent the shorterning of the front.

(in reply to loki100)
Post #: 12
RE: First Game results and thoughts; - 4/5/2021 2:47:32 PM   
Sammy5IsAlive

 

Posts: 514
Joined: 8/4/2014
Status: offline

quote:

ORIGINAL: AdmiralHalsey

https://cdn.discordapp.com/attachments/828634903893114921/828634922024566824/unknown.png

Someone wanted a picture of the VP screen


You were so close :'( !

What happened with Orel/Kursk/Kharkov? If you'd taken two of those you'd have avoided the sudden loss condition? At least you can be fairly confident that your next game will go the distance - if you get the naval patrols working the Sevastopol should fall much easier and that would have got you over the threshold also.

(in reply to AdmiralHalsey)
Post #: 13
RE: First Game results and thoughts; - 4/5/2021 2:52:30 PM   
AdmiralHalsey

 

Posts: 70
Joined: 3/25/2021
Status: offline
There was a fairly minimal advance in the south - Forces were diverted to the Theater Boxes, Leningrad, and Moscow in 42' - Orel and Karkov are in sight, but not realistically reachable. Early 42 was dedicated to cutting off a Winter 41' counter offensive into the Marshes, took about two months and three armies to clean up, but resulted in the destruction of at least one full soviet front, but the offensive never really recovered. Leningrad taking too long to fall tied up the Panzers for too long, and my expeditionary force over the Kuban bridgehead never quite got to its objectives.

(in reply to Sammy5IsAlive)
Post #: 14
RE: First Game results and thoughts; - 4/5/2021 3:49:17 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hi AdmiralHalsey,

quote:

ORIGINAL: AdmiralHalsey
So my first game ends notionally on 4 October 1942.

Moscow is surrounded and undersiege. Leningrad is a smoldering ruin. Sevastapol is still undersiege, and Axis forces hold a strong unbroken line from Leningrad to Rostov. Alas, Hitler is unhappy with my progress and fires me.


I haven't found avoiding the sudden defeat conditions on Normal to be particularly difficult. I'm curious in this respect what you think lead to the sudden defeat? Did you realize this was coming and what was your plan to try to avoid it? I'm assuming you were trying to take Moscow as your way out? Any reason you didn't also take Sevastopol?

quote:

I've destroyed no fewer than 45 Airborn brigades, many of them the same one over and over again. The AI never thought to drop them on me, they just seem to like remaking them and throwing them into the front lines. By contrast I only destroyed 48 ordinary rifle brigades. Wasn't one _significantly_ more common than the other?


The Airborne troops were used as normal infantry historically in this part of the war. I don't think the AI's choices here really tell us much, other than that it used what it had.

quote:

The AI persistantly liked to commit seriously understrength units to the front line. Ultimately it worked, as it slowed me down, but 6,000 men divisional strength or 2,000 man brigades really don't feel like the AI should be putting those in the front line.


When you play as the Soviets, you may find yourself doing the same. At 110 or Challenging, you'll see the AI with just a bit of help scraping the bottom of the barrel less often.

quote:

City Forts are -really- -really- hard to dislodge without an AIrforce. Full AI Air control, given it wipes your directives means you can't interdict Sevastapol or Odessa from the Ocean. In general the AI Air seemed reluctant to do much other than die in droves.


That's not correct, but may explain why you didn't take Sevastopol. I've played with Full AI Air Assist and all you need to do is assign the Flieger Fuehrer Ostsee to Luftflotte 4 in the south, then on the next turn once it has rebased shift it from following a HQ to Naval Ops on Odessa or Sevastopol. If you want to really make sure, assign a Fliegerkorps to Naval Ops on the same port as well. With fully AI Air assist and doing these few steps, I've been able to interdict Odessa and Sevastopol, thus allowing them to fall. For large ports with City Forts, it's really the best way to take them and the only way to guarantee a good result.

quote:

I had some weird issues with routes. For example, I'd cut Leningrad off from all the ports on Lake Lagoda [They all had an Axis division in them] but not secured the port outside Leningrad itself [Osinovets], but I still had some Soviet divisions on subsequent turns rout - Onto - the mainland. I'm not sure how.


If they were not Isolated because of existing supply in the depots (perhaps flown in by air) then this is possible. Would be worth posting a save in the support sub-forum to make sure though.

quote:

I'm not sure how to break Moscow either. Surrounding it for a month and laying siege one hex at a time with as many divisions and fit and reducing the fort level to 1 seemed unproductive.


There's a lot of supply in Moscow. If you had it fully surrounded and had pioneers and siege artillery to help with fort reduction, you will eventually get it, but you have to also be patient in this. Assaulting Urban forts before the supplies run low is a good way to take a lot of casualties without much result.

quote:

I don't like the sudden death victory conditions. I was wholeheartedly looking forward to my retreat back to Berlin and seeing how the war would be different without the Axis advance into the Cacuses, but with a potientially destroyed Moscow and Leningrad - Alas, I'll never know. I get it for multiplayer games, but vs the AI it seems like a completely uneeded feature.


Understood - I doubt this will happen to you again as you become more familiar with the game, but I agree we should add an option to play without for those who prefer the sandbox feel.

quote:

The assigning of support units seems counter intuative when handled by the AI. A newly raised army requesting three of each unit will recieve zero for many turns in a row. While other armies will remain stacked full. You can't reassign any to OKH because it claims none are available, and as a result you can't assign any to the army. Instead you have to manually go to each support unit and order it to relocate to the army you want it to go to.


Are you sure you had the priorities setup correctly? A save posted in the support sub-forum would help us check to see if all is working as intended.

quote:

- My persistant over garrisioning of Africa lead to us being outside Cairo for six months. Sadly our -Excellent- performance lead to a gain of zero VPs. Given I've lost from sudden death for having insufficent VP, it seems harsh repeated Axis ground successes are ultimately worthless. I may have delayed the allied landings, but these don't mesh with the VP system, by the time they happen the last sudden death marker will have passed.
Overall my overcommitment to every single Theaterbox resulted in 6 VP. That's... Underwealming over overgarrisoning every single Theater from turn 2 to the sudden death mark.


It's by design harder to get positive bonuses vs avoiding the negatives. So if you under-garrison, the historical timeline can advance much faster than over-garrisoning will slow it down. As we see more games and get more feedback we may tweak this but that sounds correct to me based on the design and perhaps a few bad "rolls".

quote:

Overall, it was enjoyable. The AI puts up a slightly better fight than WITE1, but not hugely so. The sudden death mechanics are a step backwards from a game that used to let you fight 'The war' and get a score.


I have to respectfully disagree in the AI being only a little better, but YMMV. My experience has been that the "Normal" AI in WITE2 feels about like the "Challenging" AI on WITE1, which is a major upgrade. The Sudden Death victory conditions are a key part of the game design though and influence play in very positive ways, in my opinion. I don't think you will have trouble avoiding sudden defeat in the future as you learn more of the ins and outs of the system.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to AdmiralHalsey)
Post #: 15
RE: First Game results and thoughts; - 4/5/2021 4:26:42 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
I agree with Erik's points. However I want to clarify the issue re units routing out of Leningrad when there were no Soviet ports on the other side of the lake. Even if Leningrad has been resupplied by air and is thus not suffering the full isolated combat penalties, the units should not be able to rout out of isolated hexes (which these should be based on your description). Can you please post some saves where we can replicate your attacks and see the routs, and we can check and see if the units were isolated. Ideally a series of saves at the start of each player turn before and during the turn you saw the units rout away. If you have those saves, please open a thread in the tech support area and we will look into it. Thanks, and thanks for your game feedback. BTW, 8 million Soviet killed and captured and 9.7 million total losses is a huge number. Historically the Soviets lost 6 million killed and captured through all of 1942. I'd expect the Soviet army would be about 3 million strong given those losses and at that level it should have been easy to take a few additional cities. The one caveat to this is that since you took less than the historical cities, and look to have less bonus points so likely took them a bit slower, the Soviet manpower mobilization was probably bigger than historical (at least until Moscow was cut off).

< Message edited by Joel Billings -- 4/5/2021 4:29:27 PM >


_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Erik Rutins)
Post #: 16
RE: First Game results and thoughts; - 4/5/2021 4:40:42 PM   
DrewBlack


Posts: 828
Joined: 7/3/2004
From: North Wales, UK
Status: offline
Hi

Thanks please give it ago on the next level up or at least 110% for Ai moral. I would love to see you attain a sudden death on against the Ai.

Thanks
Drew


_____________________________

WitE2 - Alpha Tester/Beta Tester
Wite: 1.10 Beta Tester
Wite: Lost Battles Beta Tester
WitW - Beta Tester

(in reply to AdmiralHalsey)
Post #: 17
RE: First Game results and thoughts; - 4/5/2021 5:29:27 PM   
Richard III


Posts: 710
Joined: 10/24/2005
Status: offline
Is there any way to shut off the Auto Victory Conditions ?

_____________________________

“History would be a wonderful thing – if it were only true.”

¯ Leo Tolstoy

(in reply to DrewBlack)
Post #: 18
RE: First Game results and thoughts; - 4/5/2021 5:38:49 PM   
devoncop


Posts: 1304
Joined: 7/17/2006
Status: offline

quote:

ORIGINAL: Richard III

Is there any way to shut off the Auto Victory Conditions ?


Not at present but if you read Erik's answer above you will see they are looking at this as an option.


_____________________________

"I do not agree with what you say, but I shall defend to the death your right to say it"

(in reply to Richard III)
Post #: 19
RE: First Game results and thoughts; - 4/5/2021 6:25:36 PM   
MechFO

 

Posts: 669
Joined: 6/1/2007
Status: offline

quote:

ORIGINAL: Joel Billings

I agree with Erik's points. However I want to clarify the issue re units routing out of Leningrad when there were no Soviet ports on the other side of the lake. Even if Leningrad has been resupplied by air and is thus not suffering the full isolated combat penalties, the units should not be able to rout out of isolated hexes (which these should be based on your description).


What I have seen is that if you cut off supply during a turn, in my case by taking the last port, it will immediately show the Hex Isolated in the terrain info box, even though for unit routing it only takes effect the next turn. .

Though in my case before I took the final port I had already cut the railroad the turn before. For supply calculations this might lead to isolated hex status for the Leningrad hexes, but for routing purposes it's still treated as supplied.

The save is in my priority repair bug report.

(in reply to Joel Billings)
Post #: 20
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East 2 >> First Game results and thoughts; Page: [1]
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

1.280