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War In the East 2 New Patch v1.02.11

 
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War In the East 2 New Patch v1.02.11 - 12/9/2021 1:54:22 PM   
Roby7979

 

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War In the East 2
Changes in v1.02.11 (all changes since v1.01.09).


New Features and Rule Changes

IMPORTANT NOTE: All save game and scenario files created with 1.02.06 or later versions may only be loaded with 1.02.06 or a later version. Versions prior to 1.02.06 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.

-New rule - A mission generated by a ground attack air directive that is performing an attack on a unit has a chance of having the mission converted to an interdiction attack. The chance of switching to interdiction increases with the number of movement points expended by the unit in the unit’s prior turn, and increases against units smaller than divisions.

-Changes/Clarifications with flak
Clarification – A ground element can be counted multiple times in a single battle report in the list of anti-aircraft elements. This is because the attack is broken up into ‘flights’, and each flight has the chance of being engaged by a ground element. So, a ground element could fire at 6 different flights and be counted 6 times.
Non-flak elements were being added into the anti-aircraft count in cases when they should not have been. This was a display only issue as they weren’t actually adding to the anti-aircraft value firing at the aircraft. This has been fixed.
Non-flak elements will never fire at aircraft flying into or through and adjacent hex. This was rare before, but has been removed entirely.
Increased the importance of aircraft armor in mitigating damage from flak.
Reduced op losses for day missions and ground support. Also, fixed the function that was supposed to credit some aircraft damaged by flak, that crashed during landing routine, as flak losses. This was incorrectly always counting them as op losses.

-AFV losses in combat were tweaked down slightly.

-Production of guns with build limits was limited when the amount in the pool exceeded 10x the build limit. This limit has been changed to 100x the build limit.

-Increased op losses for night missions for pilots with experience less than 70 experience, with those under 60 experience experiencing roughly double the op losses previously experienced.

-Reduced night bombing accuracy by air units that do not have navigational aids (currently only Allies in War in the West have them).

-Until the Axis control a port on the Caspian Sea, every Caspian Sea hex will automatically receive 20 interdiction points at the end of each air execution phase (enough to make the hexes Soviet controlled).

-Made changes to the layout of the right side of the campaign victory screen.

-Editor - Set hex sea zone and weather zone values as fully generic.

-Editor – Hooked up ability to set an event to activate in the air planning phase (actually executes at the end of the logistics phase).

-This version includes the War in the West editor manual in the /Manuals folder. Although there are many differences between the WitW and WitE2 editors, the WitW editor manual is a useful guide to understanding the WitE2 editor.

-Added new preference screen items:
Show videos – Defaulted on, this allows you to turn off opening and end game videos.
Export Battle Details (CSV) – Defaulted off, when on it will generate a report In the /logs folder inside the save directory for the game. The report will contain the high detail level messages from combat.
Pre-logistics Auto Save – Defaulted off, when on a save will automatically be created just before the start of each player’s logistics phase.

-Lowered the chance of intercepting transports missions that are flying behind friendly lines (further from the front the lower the chance of intercepts).

-Rule Clarification – It is possible for vehicles to transport freight from one depot to another depot that is not connected to the rail grid. This is generally rare, but possible.

-Added Living Manual v1.09.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.08.

-For a unit on the map to disband or be sent to a theater box, it must now be more than 8 hexes from enemy units. To be able to send a unit to a TB, it must also be on a connected rail hex. Other limitations/restrictions re disbanding and transferring to a theater box remain unchanged.

-Multiple changes to Assault HQ rules:
The command point multipliers for HQs in Assault HQs are now:
Date Axis Army Axis Corps // Soviet Front Soviet Army&Corps
1941 1.34 1.17 // no bonus no bonus
1942 1.34 1.17 // 1.10 1.10
1943 1.34 1.17 // 1.34 1.25
1944 1.34 1.17 // 1.67 1.34
1945 1.34 1.17 // 1.67 1.34
Limits on maximum number of Assault HQs are now:
Date Axis Soviet
1941 4 2
1942 3 2
1943 3 3
1944 2 4
1945 2 4

-Changes made to ground combat. Increased the range at which the opening direct fire shots are fired, while increasing the amount of fire at these longer ranges. Increased the number of rounds of combat between opening range and 50 yard combat. Opening ranges will be longer for clear and less dense terrain. Net effect of combat changes increases overall losses slightly. First adjusted in 1.01.15 it was modified slightly in 1.02.08 to reduce the chance that HE fire by non-infantry type weapons will gain extra shots during direct fire phases.

-When captured, airbases will have their ground element experience seeded at the level of the owning sides air national morale.

-Now when a corps is created using 2 or 3 guards units, if an appropriate guards OB is not available, the newly formed corps will not be a guards unit. A data change in this version delays the first available Guards Tank Corps to December 1942, and the first available Guards Mechanized Corps to November 1942. So merging guards brigades before these dates will not result in a guards corps.

-Top bar now responds to display scaling setting.

-Blocked FBD/NKPS units from being able to be temporarily motorized.

-Adjusted the way limited freight national supply sources are used in non-campaign scenarios. The net effect will be the NSS’s in non-campaign scenarios will be more easily accessed for freight shipments to depots.

-Isolated forts with ‘Partisan’ in the name will not automatically become depleted when not stacked with a combat unit.

-Rule Clarification – Air Superiority and Naval Patrol missions always fly first, irrespective of priority settings.

-Rule Clarification – The intensity level setting in the AD creation right panel, actually represents the current air doctrine setting. Changing this for an AD, actually changes the air doctrine setting to match for the current air command, and changes all similar ADs. If the player wishes to change one AD only, they should change the strike num setting.

-Reduced the chance of indirect fire disruption hits.


Bug Fixes and AI Improvements
Escorts are not flying in ground support air missions. Fixed.
Vehicles in isolated depots are being returned to the pool in exchange for freight. If enough are sent back, this can make the pocket think it is in airhead supply. Isolated trucks should not be returning vehicles. Fixed.
Soviet Romanian HQs are being disbanded automatically for the human player. Fixed.
AI - Axis AI moves a unit into an enemy controlled hex without taking control of the hex, and is then destroyed. Fixed.
Display of load outs - Air group loadouts listed in CR don't show the same as in the air unit detail screen
CR screen was very slow to respond in certain coming expansion scenarios. Fixed.
Heavy tank regiments are not built with guards designation. Fixed.
Editor - Button to cancel withdrawals for units in the editor does not work. Fixed.
Editor – Can’t change sea zone of some ports in scenarios. Fixed.
Support units are not being committed to battle during the first turn of a scenario if the first player is played by the AI. Fixed.
Dynamic hex sea zone value is not changed when changing sea zone in editor, so it keeps displaying old value. Fixed.
Show AD targets rollover text is incorrect on the last button which should read Active Targets Only. Fixed.
Metrics screen logistics phase losses are always showing 0 in Metrics. Fixed.
Fixed several bugs with the campaign city bonus victory points.
AI – During first turn AI script, support units are not getting included in combats. Fixed.
Fighters that are not assigned to a non-ground support AD are no longer auto-intercepting enemy ground support . Fixed.
Frozen units can be transferred to TBs. Fixed.
There is a way to transfer aircraft without miles travelled being charged. Fixed.
It was found that one of the functions that calculates the range between hexes could return invalid ranges. This was found when a unit at the corner of an air superiority box was not properly covered by the air superiority fighters. Fixed.
The CR/Equipment/Aircraft compare window was not scaling. Fixed.
Text in the Battle Report Detail/Air Combat tab is smaller than other text. Fixed.
Under some circumstances, when the Astrakhan to Baku rail is cut, a large portion of the Soviet Caucasus became isolated when it shouldn’t. Fixed.
When clicking on the show combat recon button, the show city recon graphics are shown at the top of the screen (instead of show combat rec on). Fixed.
When pressing shift-t repeatedly, it only toggles between combat and city recon and does not turn off the show recon. Fixed.
Air unit range circles are not correct. Fixed.
Airbase receives 2.49 million tons of freight/supplies. Fixed.
4 81mm mortars cause 3k kills. Fixed.
AI – Improved a move to routine used by attacking AI which will make it more likely to attack units in the way.
AI – Improved filling gaps in the defensive line.
Ai – Improved Axis AI line forming in first winter (41/42).
Escorts not flying in ground support (usually when enemy has ground support turned off). Fixed.
Cavalry units are being allowed to temporarily motorize. Fixed.
Movement FOW turned on is preventing movement over a ferry hex into an enemy controlled hex with no enemy units. Fixed.
Some units have their transfer flag set during a scripted withdrawal, and it is never turned off. This causes them to show incorrectly in the CR screen as still being in transfer. Fixed.
Very weak units being displaced while isolated could shatter or rout out of a pocket instead of surrendering. Fixed.
AFVs could sometimes return fire at a range greater than their weapon’s range. Fixed.
Units lose lots of ammo and in some cases their ammo on hand goes negative. Fixed.
Rollover text over Command Efficiency button is wrong. Fixed.
Stacks with X for CV value have attacker CV value showing instead of MPs. Fixed.
When creating new Soviet units in the reserve, they could get a name already used by an active unit. Fixed.
AI controlled city forts are participating in attacks. Fixed.
Soviet AI puts NKPS units in Rostov city fort. Fixed.
Axis Ai attaches 2 German infantry regiments to Soviet 6th Army. Fixed.
Axis AI changes human Batumi to export port. Fixed.
Non-isolated support units in HQs are destroyed if they are in a hex where combat takes place and they lose the combat. Fixed.
In some cases, units in isolated hexes that were able to trace to isolated Kronstadt were displacing out of the pocket, instead of surrendering. Fixed.
There were cases where Assault HQs, or HQs under Assault HQs could be overloaded or outside of their command range, and the units would still receive bonuses of being under an Assault HQ. Fixed.
Incorrect/phantom ground losses are reported during air transport of a units. Fixed.
Temp motorized unit that rallies from rout has 32470 MPs. Fixed.
Using x from city detail to send unit back to HQ causes it to be effectively destroyed. Fixed
Clicking on airbase in AOG right panel list causes air unit detail display to be hidden under window. Fixed
Game crashes during ground combat. Fixed.
AI – AI warps units into an isolated pocket. Fixed.


Data and Scenario Changes
Ob.dat changes –
Corrected issue with some tank corps OB tank numbers.
Delayed 42 Guards Mechanized Corps OB to 11/42.
Removed 42a Guards Tank Corps OB.
Renamed 42b Guards Tank Corps OB to 42 Guards Tank Corps and delayed it to 12/42.
Corrected issue with Soviet Motorized Brigades by creating their own OB chain number 935 (as it existed in v1.00.00).
42a Guards and non-Guards Tank Corps OBs have been revised for three tank brigades instead of two.
Added 44 upgrade path for the Soviet Heavy Anti-Tank Regiment.
Leader.dat changes:
New Yugoslavian and Bulgarian leaders added for future expansion scenario.
72 - Ernst Hell last date extended to 8/44
134 – Ludwig Mueller last date extended to 8/44
Created 4 Croatian leaders: 481-484 with German nationality
Created a new batch Soviet leaders from 3000  ascending (Romanian,,Bulgarian, Yugoslavian, and British).We now have some leaders in the list twice, and this allows these leaders to be added to the units that are considered Soviet nationality.
Leader.dat change – renamed 874 Falakeev to Falaleyev
Ac.dat changes:
Bf 109F-4 has droptanks available 6/41
0049 Go 244 - maxload reduced to 2000kg
0377 TB-3 - maxload increased to 5000kg, changes to bombload options internal fuel and endurance reduced, add aux fuel tanks to gain back range for light loads
0378 TB-3G-2 - internal fuel and endurance reduced, add aux fuel tanks to gain back range for light loads
0383 Li-2 - internal fuel and endurance reduced, maxload reduced to 2000kg add aux fuel tanks to gain back range for light loads
0384 Li-2VV - internal fuel and endurance reduced/add aux fuel tanks to gain back range for light loads
C-47/Dakota (multiple variants) - internal fuel and endurance reduced, maxload increased to 6500 lbs add aux fuel tanks to gain back range for light loads
Ju 52/3m (multiple variants) - internal fuel, endurance and cruise speed reduced, maxload increased to 2200kg add larger aux fuel tanks to gain back range for light loads crew reduced to 3, armor increased to 1 (some crew armor present like armored seat)
SM.75/81/82 (multiple variants) - internal fuel and endurance reduced/add aux fuel tanks to gain back range for light loads
New - 0226 PZL 23B (RU)
double production of Me 323 to include the heavily used Me 321 glider (100% production accounted for)
quintuple production of Go 244 to include the heavily used DFS 230 and Go 242 gliders (50% production accounted for)
He 111 recon versions camera change
He 111H transports now import from older H-3 bombers
Ju 86C transport remodeled after Ju 86E bomber
LeO 451 T (2x variant) - maxload reduced to 1500kg
Added new Fw 200C - Stalingrad special transport version
Added new He 111H-6 T - transport version of older H-6 bombers, available 1943
4 new aircraft symbol art files, and the following new photos:
Ground Elem:
511    37mm vz.37 AT Gun
538    122mm leFH388(r) Howitzer
539    122mm H/10-40 Howitzer
773    Reconnaissance Squad 41
833    122mm M1910 Howitzer
834    152mm M1909 Howitzer
Aircraft:
068   Ju 86C -> Ju 86E-based transport
429   He 111H-6 T (transport version)
430   Fw 200C (transport version)
438    C.202CB (DE)
439    CR.42 (DE)
495    Do 17P (BU)
496    Do 17K-M (BU)
497    PZL.43 (BU)
498    Fi 156 (BU)
499    Bk-534 Dogan (BU)
500    Ju 87D-5 (BU)
504    B-534 Dogan (BU)
509    Fw 189A (BU)
510    KB-11 Fazan
Bf 109E-7/F-2: drop tank option ends in June 1941
Data overhaul for French aircraft
fuel-related data changes for D.520
some changes to Slovakian aircraft like slightly increased Bf 109 imports
added several Bulgarian aircraft types
data updates for Soviet I-15/-16 series
0511 Seaford - moved to 0530
0512 Hertfordshire - moved to 0537
Ground.dat changes:
Increased the front armor of the Tiger from 105 to 107 and side armor from 73 to 80 as a result of research while developing a rule for implementing Schuerzen (the 73 was definitely an error)
Decreased the Reliability of the King Tiger and Jagdtiger from 60 to 55 based on a video on the King Tiger from the British Tank Museum
Standardized the MG ammo of the various T-34s (76mm) at 2898 rounds
45mm M37 AT Gun production increased from 250 to 320 per week and scrapping removed
45mm M42 AT Gun production decreased from 78 to 74 per week
57mm ZiS-2 AT Gun production decreased from 85 to 82 per week
Fixed name in element 435 (stielgranate)
(0111) 122mm leFH388(r) howitzer renamed to 122mm sFH396(r) howitzer, imports (captured) of this howitzer reduced from 500 to 100.
(0160) 122mm H/38 howitzer imports (captured) reduced from 217 to 41.
(0264) 122mm M-30 howitzer renamed to 122mm M1910 howitzer, device changed to 122mm M1910 howitzer.
(0305) 122mm M-30 howitzer renamed to 122mm M1910 howitzer, device changed to 122mm M1910 howitzer.
(0538) New 122mm leFH388(r) howitzer added (NEED PICTURE), uses device (0514) with 400 imports (captures).
(0539) New 122mm H/10-40 howitzer added (NEED PICTURE), uses device (0514) with 176 pieces in 41 campaign pools.
(0833) New 122mm M1910 howitzer added (NEED PICTURE)
(0834) New 152mm M1909 howitzer added (NEED PICTURE)  
Ground/device/gtype updates:
New ground element 442 - StuG L6 47/32 630(i)
Added non-mechanized Soviet Reconnaissance Squad (0773) with no upgrade.
Changed the Bicycle ground type to Light Infantry because of file limitations
Mechanized reconnaissance squad renamed to Reconnaissance Squad 43 (0776). 
Made some minor changes to American-made tanks and upgraded the reliability of the Panzer Ib.
Device.dat changes:
Adjusted device #15 to reflect Polish aircraft guns were 7.92 caliber
Fixed name in device 562 (stielgranate)
Added the 152mm M1909 L/14 howitzer (0513) and 122mm M1910 L/13 howitzer (0514)
Factory.dat changes:
0217 Coburg - Go 244 airframe factory added (Hartwig Sonneberg)
1834 Staritsa (217,122) - not on rail so Railyard removed
2002 Konstantinovsky n (229,105)- added 1x railyard + 10 fuel from Konstantinovsky (263,175)
2055 Konstantinovsky (263,175) - fuel factory moved to Konstantinovsky n (229,105)
2577 Makeevka (250,179) - Armament factory now relocates to proper Sverdlovsk in Urals
2851 Krasnovodsk (341,193) - oil factory removed, was already replaced by larger factory in Nebit-Dag (350,192)
3657 Bayonne (67,237) - size-1 port added
1834 Staritsa (217,122) - not on rail so Railyard removed
2002 Konstantinovsky n (229,105)- added 1x railyard + 10 fuel from Konstantinovsky (263,175)
2055 Konstantinovsky (263,175) - fuel factory moved to Konstantinovsky n (229,105)
2577 Makeevka (250,179) - Armament factory now relocates to proper Sverdlovsk in Urals
2851 Krasnovodsk (341,193) - oil factory removed, was already replaced by larger factory in Nebit-Dag (350,192)
Production changes in ground.dat file:
(0729) 107mm M38 mortar production increase from 10 to 15 per week
(0786) 122mm M-30 howitzer production increased from 60 per week to 75
(0787) 37mm 61-K AA gun production decreased from 85 to 75 per week
(0809) 152mm M-10 howitzer production period extended to 8/41 and increased from 25 to 55 per week
Added icons for Bulgarian aircraft. Moved photos for Seaford & Hertfordshire aircraft.
Added 33 ground element photos for ground elements 442, 505-536,1500.
Added photos - 511 37mm vz.37 AT Gun, 0226 PZL 23B (RU)
Hex.dat and hexart.dat changes – Added rail line
Changes to map (city/maptext/factory/cityowner/hex files):
0501 Immola AF (173,104) -> renamed Nummela AF
1500 Mogilev (205,147) -> Armaments fac relocates to Barnaul in early July, 8 of 12 HI points relocate to Kuybyshev in early July
1558 Mogilev-Podolsky (205,192) -> Armaments fac improperly dated relocation removed
2926 Chaplynka (234,199) -> add Axis capture date September 12, 1941
2966 Siversky (194,108) -> add Axis capture date August 28 1941
2978 Brighton and Hove (81,181) -> remove invalid city owner change
several stray city owner changes removed
436 Jesau -> removed trailing space
504 Utti -> removed trailing space
971 B taszj (166,219) -> corrupted name fixed, special characters did not work
975 -> corrupted name fixed, special characters did not work
977 -> corrupted name fixed, special characters did not work
1162 Milowitz -> remove trailing space
repairs made to broken/invalid rail links in neutral countries
Locations renamed:
343 Nordholtz 119,162-> Nordholz
0502 Kemijärvi 172,51 -> partially corrupted name fixed
1005 Sp. Nova Ves 171,195 -> Spisska Nova Ves
1166 Piestany 160,200 -> Piest'any
2022 Etil 250,146 -> Ertil
2052 Muchkap 254,144 -> Zherdevka (Muchkap is on rail line further east)
2057 Ostrozhsk 247,156 -> Ostrogozhsk
2077 Repenyevka 245,154 -> Repyovka
2406 Suvorovo 215,211 -> Sovorove
2439 Shumsk 186,147 -> Shumskas
2711 Novo Kalltva 253,160 -> Novaya Kalitva
2727 Burluk 242,165 -> Velykyi Burluk
2919 Karmaleva 180,146 -> Karmelava
2925 Bely Kolodes 239,165 -> Bilyi Kolodiaz
2968 Kikeritsy 190,106 -> Kiorstovo
Locations renamed + data changed:
2428 Kretinga (old) 167,140 -> Rucava (-1 population/manpower for new Kretinga)
2966 Siversky (old) 194,108 -> Nizovskaya, airfield reduced to 1, capture dates modified
Location data changed:
0497 Janisjarvi (FIN) 194,86 -> changed to Soviet, ad 1x pop/manp/raily from duplicate
New locations added:
0514 Immola 187,93 - real location of Immola airfield, old one was Nummela
2667 Kretinga 167,141 - real location of Kretinga, 1x pop/manp/raily, occupation dates from Rucava
2965 Siversky 194,106 - real location of Siversky, with airbase size 2
Locations removed or slots cleared:
1790 Janisjarvi (SOV), duplicate of 0497
2784 Remontroe, misnamed duplicate of 2158 Remontnoe
2800 Biamak, duplicate of 2300 Baimak
2809 Troizk, misnamed duplicate of 2303 Troitsk
2819 Kungar, misnamed duplicate of 2243 Kungur
2893 Birsk, misplaced duplicate of 2295 Birsk
Changes made to generic files control/mapregion/city/maptext/hex:
CLIMATE (scenarios need to have separate adjustments):
282,281 set to Arid Steppes
363,208-209 set to Arid Desert
334,261 and 332,259 set to Temperate Dry
300-309:237, 300-310:238, 311:239, 311-312:240 set to Humid Warm
360-361:268 set to Arid Steppes
21,265 set to Temperate Humid
242,198;242,196;243,202;236,202 set to Temperate Humid
REGI0N NAME:
0153 Chlakov - renamed to proper Chkalov
NATION:
140,54 set to Norway
Narvik (144,53) set to Norway
166,61 set to Finland
185,44 set to Soviet Union
62,199 set to France
113,172 set to Germany
63,301 set to Algeria
1,338 through 1,333 set to Morocco
316,233 set to Iran
225,196 set to Soviet Union
184,113 set to Soviet Union
Kronstadt(192,102) set to Soviet Union
39,249 set to Spain
68,77 set to Britain
219,126 set to Soviet Union
216,217/218 set to Romania
REGION:
328,154 attached to Kazakstan region
299,183 and 304,183 attached to Daghestan region
352,143 attached to Uzbekistan region
267,152 attached to Stalingrad region
131,162 added to Mecklenburg region
52,1/2/4 attached to Greenland region
324,273 attached to Mesopotamia region
143,35+36 attached to Troms region
233,94 added to Region Yaroslavl
161,279-280 added to Ionian Sea region
176,25 and 178,24 added to Barents Sea region
321,150 through 326,152 added to Caspian Sea region
219,126 set to Smolensk region
216,217/218 set to Dobrugea region
127,84 through 128,81 added to Atlantic Ocean region
fixing a bunch of water hexes with wrong or missing sea region
SEA ZONES changes need to be replicated for scenarios (scenarios need to have separate adjustments):
176,25 and 178,24 added to Barents Sea zone
321,150 through 326,152 added to Caspian Sea zone
Bayonne (67,237) added to Atlantic sea zone
Gabes (125,321) added to Med sea zone (was linked to Med but not shaded in green?)
Chatham (83,177) added to North Sea sea zone (was linked to North Sea but not shaded in green?)
Bristol (71,175) added to Atlantic sea zone (was linked to Atlantic but not shaded in green?)
Kenmare (43,163) added to Atlantic sea zone (was linked to Atlantic but not shaded in green?)
Copenhagen (134,147) added to Skakerrag-Kattegatt sea zone (was linked but not shaded in green?)
127,84 through 128,81 added to Atlantic Ocean zone
fixing a bunch of water hexes with wrong or missing sea zone
CONTROL (scenarios need to have separate adjustments):
Damietta (257,317) set to Allied ctrl
348,278 through 350,278 set to allied ctrl
Pantelleria + Lampedusa set to Axis ctrl
147-149,122 set to neutral
39,249 set to Neutral
MAP TEXT:
Malmo (136,147) fixed overlapping map text by slight relocation
Zuider Zee renamed IJsselmeer
LOCATION (some airbase units may end up with names different from their location):
1649 Msinskaja (194,109) -> Mshinskaya
1804 Soroka (197,61) -> Belomorsk
1849 Spass-Demensk (218,138) -> Spas-Demensk
1904 Sossnizy (192,107) -> Sosnitsy
2123 Novo-annenskaya (262,151) -> Novoanninskaya
2180 Kamennomostenaya (269,201) -> Kamennomostsky
2185 Goergievsk (285,194) -> Georgievsk
2187 Srednaya Achtuba (276,159) -> Srednyaya Akhtuba
2190 Mikoyan-Shakhtar (279,200) -> Mikoyan-Shahar
2523 Novojelnya (187,156)-> Novoyelnya
2532 Volochinsk (197,186)-> Volochysk
2582 Dybaltsevo (251,176) -> Debaltsevo
2600 Sosnogersk (252,37) -> Sosnogorsk
2660 Snigerevka (229,195) -> Snigirevka
2692 Tarabunary (217,209) -> Tatarbunary
2719 Korolevets (222,161) -> Krolevets
2769 Novgorod Seversky (220,157) -> Novgorod-Seversky
2793 Krasnokelesny (246,147) -> Krasnolesny
2796 Zolutkhino (233,152) -> Zolotukhino
2801 Rokitno (197,171) -> Rokitnoe
2834 Plessezk (219,68) -> Plesetsk
2844 Kandalakscha (185,43) -> Kandalaksha
2862 Ladozskaya (265,194) -> Ladozhskaya
2872 Dneprodsershinsk (235,181) -> Dniprodzerzhinsk
2879 Shpkov (207,189) -> Shpikov
2883 Akadyr (367,76) -> Agadyr
Changes to all scenarios:
set player for 3 new locations
renamed several airbase units to get in sync with location name
add airbases and airbase units to Siversky(new), Izmail, Luga and/or Krasnogvardeysk
clear some deleted locations
287 Arab Bn now uses proper German Nebelwerfer
1941 Campaign
III./JG 52 changed to Bf 109F-4 full
III./JG 77 changed to Bf 109F-4 20+15
Stab/JG 1 changed to Bf 109F-4 full + remove from invalid airbase
I./JG 1 changed to Bf 109F-4 11+15
41 Campaign scenario files:122mm M1910 howitzer replaces 122mm M-30 howitzer in most non-motorized units with pool of 122mm M-30 howitzers reduced to 251 from 2300 and new pool of 2041 122mm M1910 howitzers;
152mm M1909 howitzer replaces 152mm M-10 howitzer in all non-artillery units and a few artillery units as well with resultant pool of 108 152mm M-10 howitzers;
76mm M27 infantry gun pool reduced from 4300 guns to 300;
120mm M38 mortar pool reduced from 3140 to 1250;
45mm M37 AT gun pool reduced from 5000 to 4200;
50mm M40/41 mortar pool of 17000 eliminated;
85mm KS-12 AA gun pool increased from 0 to 1250
Control:
30,274;39,249; set to Neutral ctrl
348,278 through 350,278; 260.287 set to Allied ctrl
143,35-36 set to Axis ctrl
Sea zone:
added to Lake Ladoga zone
Osinovets,Kobona,Syasstroy
added to Baltic Sea zone
Oranienbaum;Heiligenbeil;170,119;172,120;166+168,145;
Onega added to White Sea zone
added to Barents Sea zone: 176,25;178,24
added to Atlantic zone: several in Norway,Kenmare,Bristol;33,284;
added to North Sea zone: several in Norway;118,38-39;Chatham
added to Black Sea zone: Sulina,Kherson,Nikolaev,Yalta,Gelendzhik;236,202;254,202
added to Azov Sea zone: Temryuk, + some hexes around; 242,198;243,202;254,197+199; 252,201
added to Caspian Sea: Krasnovodsk,Guriev;321,150 through 326,152
Climate:
282,281;301,160;360-361:268 set to Arid Steppes
363,208-209 set to Arid Desert
334,261 and 332,259 set to Temperate Dry
300-309:237;300-310:238;311:239;311-312:240; set to Humid Warm
242,198;242,196;243,202;236,202;254,202;254,199;220,209 set to Temperate Humid
airbases renamed to match new location name: 14036 Debaltsevo
Corrected unit slot 394 (337th VG Division) so it will rename slot 2734 instead of slot 2735.
Corrected unit slot 1546 (Army Group A rename) so it has an HQ type of 2 instead of 3.
Events 140 and 142 now each yield 150 APs
Events 141 and 143-146 now each yield 100 APs
Stalingrad to Berlin changes:
Roslavl Airbase spelling corrected.
1st SS Ital Inf Bde changed from an Italian unit to an Axis Generic unit so it will arrive in the IT TB after the Italian Surrender
24th SS Mountain Division changed from an Italian unit to an Axis Generic unit so it will arrive in the BA TB after the Italian Surrender
Changed the wording of some events for capitalization and uniformity.  i.e. US 9th Army was given credit for taking Bavaria not the US 7th Army.
943rd Rifle Division removed from the Campaign
948th Rifle Division Removed from the Campaign
1st Gds Tank Bde and 49th Tank Bde attached to 3rd Mech Corps
40th and 229th Tank Battalions changed to Tank Regiments
81st Guards Mortar Rgt reduced to 100% of TO&E
68th Gds, 69th Gds, 87th Gds, 98th Gds, and 99th Gds reduced to 100% of TO&E
Removed the 25th, 31st, 93rd, and 145th Tank Bds from the Campaign and left the 8th Tank Corps in the Campaign
78th Rifle Division moved from 49th Army to 5th Army
5th Army Mortar/Rocket Rgts reduced to 100% of TO&E
Velikie Luki made a Fort 5, 1/83rd Infantry Division increased to 100% of TO&E and the 505th Pioneer Bn of LIX Korps was added as an attachment.
All three of the Regiments of the 3rd Mountain Division set to Reserve Status in the Velikie Luki area
468th, 501st, and 1189th AT Regiments removed from the game
5th Mech Corps TO&E changed to 42 LL Mech Corps
16th Tank Corps reduced to 120 AFVs with two tank regiments attached
4th Mech Corps and 13th Mech Corps reduced to 146 AFVs
3rd Mech Corps converts to 8th Gds Mech Corps (LL)
7tth Tank Corps converts to 3rd Gds Tank Corps (LL)
Four Italian RSI divisions and five Italian ANR air units will arrive in late 43/45 fighting for the Axis (after Italian surrender). These units are Axis-Generic units.
Changes made to fix map issues similar to changes in Campaign 1941.
Event 145 now yields 100 APs.
Vistula to Berlin changes
Changed the wording of some events for capitalization and uniformity.
Changes made to fix map issues similar to changes in Campaign 1941.
RAR:
added to Black Sea zone: Sulina,Kherson,Nikolaev,Yalta,Gelendzhik;236,202;254,202
added to Azov Sea zone: Temryuk + some hexes around; 242,198;243,202;254,197+199; 252,201
added to Caspian Sea: Guriev;321,150 through 326,152
242,198;242,196;243,202;236,202;254,202;254,199;220,209 set to Temperate Humid
airbases renamed to match new location name: 13783 Debaltsevo, 13935 Novoanninskaya
51/52 GRD rename slot lacking Guards status
fixed some improperly motorized airbases
Destruction of SW Front:
Added to Black Sea zone: Sulina,Kherson,Nikolaev,Yalta,Gelendzhik;236,202;254,202
added to Azov Sea zone: Temryuk + some hexes around; 242,198;243,202;254,197+199; 252,201
Climate set to Temperate Humid: 242,198;242,196;243,202;236,202;254,199;254,202;220,209
airbases renamed to match new location name: 13919 Debaltsevo
fixed an improperly motorized airbase
Internal mote: 2x dupe PVO AA
RtL:
added to Lake Ladoga zone: Osinovets,Kobona,Syasstroy
added to Baltic Sea zone: Oranienbaum;Heiligenbeil;170,119;172,120;166+168,145;
Operation Typhoon
45/62 RD HHQ set to STAVKA
Internal note: some dupe PVO units in Moscow
Axis -> Soviet ctrl 238,126
Road to Minsk
fixed some improperly motorized airbases
Velikie Luki
fixed an improperly motorized airbase
remove two improper ground elements from German/Soviet pool
All 1941 short scenarios - The unit by unit changes made to the artillery in the 1941 campaign scenarios were carried over into the 41 short scenarios and pools adjusted where appropriate.


< Message edited by Roby7979 -- 12/9/2021 2:06:33 PM >


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Post #: 1
RE: War In the East 2 New Patch v1.02.11 - 12/9/2021 2:16:07 PM   
Erik Rutins

 

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Some key highlights from 1.02.11:

- Continued improvements in ground combat and air combat modeling across the board, including artillery, AFV combat, flak and interception and air superiority.
- Updated living manual.
- Balance adjustments to Assault HQs.
- Full interface scaling completed for higher resolution (4k) systems.
- Many bug fixes to a variety of minor issues and some crashes.
- Continued improvements to many areas of the equipment and unit data and order of battle.
- Scenario updates and improvements.

Here's a direct link to download 1.02.11:

Download the 1.02.11 Official Update

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Post #: 2
RE: War In the East 2 New Patch v1.02.11 - 12/9/2021 3:53:47 PM   
king171717


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Is it better to start a new game with these changes are just update existing game?

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Post #: 3
RE: War In the East 2 New Patch v1.02.11 - 12/9/2021 4:39:47 PM   
Erik Rutins

 

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Data/scenario changes generally require a new game, the rest should work fine on an existing one.

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Post #: 4
RE: War In the East 2 New Patch v1.02.11 - 12/9/2021 5:51:14 PM   
oldMarinePanzer

 

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is this release v1.02.11 also the release of the editor, so we can edit all things in a campaign/long scenario?

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Post #: 5
RE: War In the East 2 New Patch v1.02.11 - 12/9/2021 10:10:26 PM   
IDGBIA

 

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Is the indirect fire bombardment combat phase from the beta patches included in this patch?

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Post #: 6
RE: War In the East 2 New Patch v1.02.11 - 12/9/2021 10:40:51 PM   
DesertedFox


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quote:

ORIGINAL: IDGBIA

Is the indirect fire bombardment combat phase from the beta patches included in this patch?



-Changes made to ground combat. Increased the range at which the opening direct fire shots are fired, while increasing the amount of fire at these longer ranges. Increased the number of rounds of combat between opening range and 50 yard combat. Opening ranges will be longer for clear and less dense terrain. Net effect of combat changes increases overall losses slightly. First adjusted in 1.01.15 it was modified slightly in 1.02.08 to reduce the chance that HE fire by non-infantry type weapons will gain extra shots during direct fire phases.

-Reduced the chance of indirect fire disruption hits.

(in reply to IDGBIA)
Post #: 7
RE: War In the East 2 New Patch v1.02.11 - 12/9/2021 10:47:49 PM   
Joel Billings


Posts: 32265
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quote:

ORIGINAL: oldMarinePanzer

is this release v1.02.11 also the release of the editor, so we can edit all things in a campaign/long scenario?


If you mean can you lock the generic data in a scenario, the answer is no, not yet. That's being worked on now. The editor at release allowed you to modify most things, but you'd have to change the generic data to have them stick in your scenarios.

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Post #: 8
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 12:17:08 AM   
Erik Rutins

 

Posts: 37503
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quote:

ORIGINAL: IDGBIA
Is the indirect fire bombardment combat phase from the beta patches included in this patch?


There was an additional change to indirect disruption since 1.02.08 Beta.


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Post #: 9
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 12:22:54 AM   
IDGBIA

 

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Ok thank you for clarifying. could you give an idea of how significant the the change to disruption is or is it more complicated than a change in a single value and hard to tell?


< Message edited by IDGBIA -- 12/10/2021 12:35:20 AM >

(in reply to DesertedFox)
Post #: 10
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 1:55:37 AM   
Erik Rutins

 

Posts: 37503
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It was a significant reduction in indirect disruption and improved results in our testing, but you'll need to try it to see how you like it.

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Post #: 11
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 2:05:53 AM   
jlbhung

 

Posts: 280
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Just upgraded to v1.02.11. Couldn't find the WitW editor manual as suggested.

I upgraded directly from v.1.01.10. Will this cause any problem in the upgrade?

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Post #: 12
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 2:27:37 AM   
ncc1701e


Posts: 7380
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Wow - an impressive list of fixes! Thanks

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Post #: 13
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 3:01:54 AM   
GibsonPete


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Thank you for this. +1

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Post #: 14
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 3:35:41 AM   
king171717


Posts: 294
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Also Thank u for the Patch!!

and now that pocket bug is fixed for my game! :)

< Message edited by king171717 -- 12/10/2021 3:57:00 AM >

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Post #: 15
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 5:32:47 AM   
jubjub

 

Posts: 493
Joined: 5/2/2021
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quote:

It was a significant reduction in indirect disruption and improved results in our testing, but you'll need to try it to see how you like it.


Probably like it overall, it seems more dynamic than before, and fortifications and terrain seem to have a larger impact on combat and HPE than before.

However, the SIG33 guns seem to be nerfed too hard. They're barely doing anything on offense now. 50mm mortars have also dropped off the map, and are barely firing and almost always hitting 0 times in combat. The mortar issue was present in the last beta patch too.

These results are from about 30 combats in august of '41. A typical one is shown below with SiG's outperforming the average in this one.





Attachment (1)

< Message edited by jubjub -- 12/10/2021 6:02:43 AM >

(in reply to Erik Rutins)
Post #: 16
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 5:59:41 AM   
tm1


Posts: 691
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From: Central Coast NSW Australia
Status: offline
quote:

IMPORTANT NOTE: All save game and scenario files created with 1.02.06 or later versions may only be loaded with 1.02.06 or a later version. Versions prior to 1.02.06 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.


For computer dummies like me can someone confirm what I am about say in layman's terms

My current game is the official patch v.1.01.09
So download new patch v.1.02.11

The saved game will run and be playable

However I don't get all the new benefits of the new patch, only some of them.

Bottom line the saved game will still play correct


I have a ARR going also its turn 4 and I have a lovely huge pocket of Trapped Soviet troops, I really don't want to start from scratch

I will settle for some new benefits than all.

regards

(in reply to jubjub)
Post #: 17
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 6:43:30 AM   
EddyBear81

 

Posts: 153
Joined: 2/10/2012
From: Lille, France
Status: offline

quote:

ORIGINAL: jubjub

quote:

It was a significant reduction in indirect disruption and improved results in our testing, but you'll need to try it to see how you like it.


Probably like it overall, it seems more dynamic than before, and fortifications and terrain seem to have a larger impact on combat and HPE than before.

However, the SIG33 guns seem to be nerfed too hard. They're barely doing anything on offense now. 50mm mortars have also dropped off the map, and are barely firing and almost always hitting 0 times in combat. The mortar issue was present in the last beta patch too.

These results are from about 30 combats in august of '41. A typical one is shown below with SiG's outperforming the average in this one.







How is it for "tougher" combats ? I can get that in a 1:8 combat in August 1941 (maybe a hasty attack ?), the 50mm do not get much action.

It's more like the Soviets were steamrolled by a marching army, with artillery batteries doing the long range work before Infantry does the mopping up.


It would be interesting to see how it goes for "hold" results, as well.

(in reply to jubjub)
Post #: 18
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 10:15:24 AM   
Denniss

 

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Data changes would not affect ongoing games, just changes to the game executable with fixes/improvements to combat etc will affect ongoing games.

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Post #: 19
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 10:48:01 AM   
AlbertN

 

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I quite felt the latest Germany artillery effects underwhelming in general, not just some bits.

I am taking some time to compare the German vs Soviet artillery workarounds and numbers - for how I am not the best number-cruncher around!




< Message edited by AlbertN -- 12/10/2021 11:27:16 AM >

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Post #: 20
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 11:00:39 AM   
oldMarinePanzer

 

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I don't have the editor manual in my \Manuals folder either.

(in reply to jlbhung)
Post #: 21
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 11:45:40 AM   
loki100


Posts: 10920
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From: Utlima Thule
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quote:

ORIGINAL: oldMarinePanzer

I don't have the editor manual in my \Manuals folder either.


its in mine, so not sure why not showing for you - pretty sure that is off the patch not me transfering the pdf manually




Attachment (1)

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Post #: 22
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 11:47:40 AM   
Denniss

 

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From: Germany, Hannover (region)
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Inclusion of the WitW Editor manual was either forgotten or held back for a next release. Available there: https://www.matrixgames.com/forums/tm.asp?m=5098852

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Post #: 23
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 12:22:56 PM   
oldMarinePanzer

 

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loki100 - thanks for your response, but it was the editor manual I was asking about and Denniss answered my question.

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Post #: 24
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 12:31:40 PM   
jubjub

 

Posts: 493
Joined: 5/2/2021
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quote:

ORIGINAL: EddyBear81


quote:

ORIGINAL: jubjub

quote:

It was a significant reduction in indirect disruption and improved results in our testing, but you'll need to try it to see how you like it.


Probably like it overall, it seems more dynamic than before, and fortifications and terrain seem to have a larger impact on combat and HPE than before.

However, the SIG33 guns seem to be nerfed too hard. They're barely doing anything on offense now. 50mm mortars have also dropped off the map, and are barely firing and almost always hitting 0 times in combat. The mortar issue was present in the last beta patch too.

These results are from about 30 combats in august of '41. A typical one is shown below with SiG's outperforming the average in this one.






How is it for "tougher" combats ? I can get that in a 1:8 combat in August 1941 (maybe a hasty attack ?), the 50mm do not get much action.

It's more like the Soviets were steamrolled by a marching army, with artillery batteries doing the long range work before Infantry does the mopping up.


It would be interesting to see how it goes for "hold" results, as well.


Same results.

(in reply to EddyBear81)
Post #: 25
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 12:38:31 PM   
Erik Rutins

 

Posts: 37503
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For those parsing the details, it's worth noting what Joel said here as well:

http://www.matrixgames.com/forums/fb.asp?m=5113814

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Post #: 26
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 12:44:25 PM   
Beethoven1

 

Posts: 754
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quote:

ORIGINAL: jubjub


quote:

ORIGINAL: EddyBear81


quote:

ORIGINAL: jubjub

quote:

It was a significant reduction in indirect disruption and improved results in our testing, but you'll need to try it to see how you like it.


Probably like it overall, it seems more dynamic than before, and fortifications and terrain seem to have a larger impact on combat and HPE than before.

However, the SIG33 guns seem to be nerfed too hard. They're barely doing anything on offense now. 50mm mortars have also dropped off the map, and are barely firing and almost always hitting 0 times in combat. The mortar issue was present in the last beta patch too.

These results are from about 30 combats in august of '41. A typical one is shown below with SiG's outperforming the average in this one.






How is it for "tougher" combats ? I can get that in a 1:8 combat in August 1941 (maybe a hasty attack ?), the 50mm do not get much action.

It's more like the Soviets were steamrolled by a marching army, with artillery batteries doing the long range work before Infantry does the mopping up.


It would be interesting to see how it goes for "hold" results, as well.


Same results.


Are you getting any holds on any deliberate attacks, or only on hasties? Just wondering if deliberate attacks always work still. The thing about artillery in the previous beta patch is it seemed like it made deliberate attacks be pretty much guaranteed successes (and usually routs) for Germany, due to the effects of the artillery disruption.

I think it is probably good that the Soviet losses are toned down a bit, but hopefully it is not too much overcorrection so that historical losses are regularly achievable for the Axis and not like it was before the ground combat changes, where Soviets were always holding too easily.

(in reply to jubjub)
Post #: 27
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 12:51:12 PM   
Erik Rutins

 

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In my testing with 1.02.11, I certainly saw holds even with Deliberate Attacks. Of course, it depends on a ton of other things and you can setup an overwhelming Deliberate Attack just as you always could.

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Post #: 28
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 10:23:42 PM   
Stamb

 

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Looks like arty changes went too far

Motorized division with supply and ammo, low CPP points vs Brigade! in clear hex in lvl 1 fort. Also this is 2nd attack after first one was held vs another motorized division but with a hasty attack (1:1.8)




Attachment (1)

< Message edited by Stamb -- 12/10/2021 10:25:14 PM >

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Post #: 29
RE: War In the East 2 New Patch v1.02.11 - 12/10/2021 10:42:04 PM   
Joel Billings


Posts: 32265
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From: Santa Rosa, CA
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A rifle brigade backed by a tank brigade and lots of artillery in the defense. Also one of the few Soviet generals that matches the German general. Even so you caused more losses and destroyed over half of the tank brigade. If the odds were 2 to 1 instead of 1.9 to 1 you would have done even better with the added retreat attrition. I really don't see an issue here, but not to say that you shouldn't keep watching many combats. The happy days of extremely overpowered artillery should be over, but I still think the system is much better than it was in 1.01.09.

< Message edited by Joel Billings -- 12/11/2021 4:34:43 AM >


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