molchomor -> RE: War in the East Q&A (12/30/2009 1:55:41 PM)
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ORIGINAL: molchomor Hi and thanks for keeping strategy gaming alive. I very fondly remember playing Second Front (WiR prequel) and to a lesser degree the sequel Western Front. Q: Are you really saying that I would not be able to control axis production (at least for tanks and planes) ? For me this would be a major gamebreaker as this was one of the highlight in Second Front IMHO. An option for manual production setting would be great for those of us who can do with the micromanaging. This added very much to the depth of Second front, rounding up & assigning those precious first Tigers to your elite Pz-Divisions for the assault on Leningrad, while giving the older models to the Italians on the quiet part of the front...And the feeling when you first could produce ME-262 planes, switching almost all aircraft production to that to try the idea proposed by Galland and so on... This was a strategy game within the game - the balancing of older models/higher production vs. newer models/lower production. Q: How will the west be represented, like in Second front where you had OKW and filled it with enough Divisions to "hold the line" ? Q: Will the element of "training" your airsquads in the east against "easy" opposition before transfering them to the west to fight off B-17s be similar ? You should not view WitE through the prism of SF/WIR or almost any other Gary Grigsby game. WitE is a division/corps (Soviets) level game with 10 mile hexes and week long turns. The game models combat down to the individual weapon level and every combat element (tank, plane, gun, squad etc.) is modeled in almost as much detail as a tactical game. The production of AFVs and aircraft is fixed to approximate historical production but all other production (various squad and weapon types) is "on demand" based on the difference between TOE strength and actual strength. The hundreds of TOEs provided in the game control the allocation of production so your Tiger tanks will go to the types of units which got them historically and not randomly distributed across the front. The War off the Eastern Front is only indirectly represented in the game with the arrival or withdrawal of units to and from the Eastern Front. Everything which happened off the Eastern Front is assumed to happen by the historical time table and only influence the Eastern Front to the extent they did so historically. If the Axis player defeats the Soviet Union he wins the game even if he does so in May, 1945 with the Allies on the Elbe. Although that may sound weird the chance of it happening are almost zero. Unless the Axis player has inflicted mortal damage on the Russian player by the end of 1942, the Soviet Union will at worse fight Germany to a standstill; more likely the Russians will begin pushing the Germans back by 1943. It is hard to predict more than that because so much depends on the playing style of the players. Conservative players will make for a dull game; aggressive players will have more fun and probably a more "historical" game. Thanks for the answers. This will for sure be a great game and I will for sure buy it when released! As far as I remember Second Front also had week long turns, divisions/corps, hexes of several miles and very detailed weaponry for all units (how many PAKs and self-propelled vehicles every unit had etc.). So correct me if I'm wrong but I see vast similarities here and - just would like to add my 5 cents on some "missing" elements in WiTE that really made SF great ! Not going to dwell much more on production (I see it already has a very popular separate thread). But in essence, the ability to try new strategies in SF really added in atmosphere and guaranteed replayability for several years - I hope some of these thing will eventually be implemented in an add-on to WiTE ! For me basic (optional) options for production, rotation of units, balancing/influencing the different fronts are all key strategic elements and I find it hard to understand how and why some of this is not in the game. E.g., you say that you do not implement (good thing IMHO - this ruined the "Western Front" game) "Hitler/Stalin orders". But, in reality you pretty much do (?) as you do not grant the player at least the option for better control: -Production for each model is fixed to historical data (=i.e. as ordered by Hitler who put his nose in everything) -Units get upgrades according to historical data (=i.e. as ordered by Hitler, SS units get best tanks etc., means e.g. I cannot give my brave Finns some nice upgrades as reward for their efforts?) -Units are withdrawn from the front according to historical data (=whims of Hitler, and presumably taking e.g. the precious tigers with them) -No possibility to rotate air units to/from the western front as you like for training purposes (as far as I can see at least.) -No possibility to alter the course of history on the rest of the fronts as in SF (e.g. reinforcing the western front with a couple of PzDiv to keep crucial production in '44 if Ruhr is threatened, assigning left-over/inferior equipment&units to OKW during 41-43 as this is enough to hold the more or less "static" front and to fight partisans etc.). These are some things that meant alot to me both in terms of immersion, replayability and added alot of strategic elements to the SF games.
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