RE: Basic Info on War in the West 43-45 (Full Version)

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cardolan -> RE: Basic Info on War in the West 43-45 (7/20/2014 9:32:42 PM)


quote:

ORIGINAL: The Guru


Definitely. It is sad to see a game that with such depth in the reproduction of OB and equipement data burdened by a clumsy game mechanism.


Being a big fan of WitE myself I think the IOUGO mechanism makes litle favour to the game. Long distances in Russia mitigate this somehow but i remain sceptical about this sistem working in France and Italy.

Would love to see this same game WEGO and with improved production.





amatteucci -> RE: Basic Info on War in the West 43-45 (7/21/2014 11:49:49 AM)


quote:

ORIGINAL: Numdydar

TOAW has this feature.

Indeed. But it might be a real pain to have such a feature imported in WitE/WitW/etc. for the effects that this could have on the average time needed to complete a turn.
Perhaps a simpler solution could be something à la DCCB: crossing a hex just vacated by combat will cost a number of additional MPs equal to those previously expended by the assaulting units.




Lictuel -> RE: Basic Info on War in the West 43-45 (8/6/2014 9:50:55 AM)

Is there any news on the planned WitW forum?




swkuh -> RE: Basic Info on War in the West 43-45 (8/7/2014 12:32:00 PM)

in re "synchronization."

What's unrealistic about fresh units moving through, or past, depleted units that "opened" a front? Given the "week" duration of a move, seems entirely consistent with reported history.




RedLancer -> RE: Basic Info on War in the West 43-45 (8/7/2014 2:34:37 PM)


quote:

ORIGINAL: MechFO

The new logistics system looks like a big step forward.

I have mixed feelings about the new airbase system. Makes sense for 4-engine bombers but IMO for all other types the WITE system is a better and truer representation (perhaps best of both worlds would be, 4-engine bombers restricted to airfields, all other types unrestricted but receive readiness and supply bonuses when located on an airfield hex).

One big problem with the current WITE system I don't see addressed is synchronisation. If a unit spends it's full time allotment fighting through a position, another unit shouldn't be able to exploit with it's full movement allowance into the gap. IMO the lack of such a mechanic is a big reason for the snowballing that one constantly sees in WITE.


I've hummed and haahed about replying to this pending the new forum but finally thought I'd reply.

The new airbase system is a big improvement over the much more abstracted WitE approach. The system matches both the infrastructure that is an airfield with the unit that supports it and finally the aircraft. Larger airfields handle more aircraft and are less susceptible to damage. WitW airbase units that exist in parallel with the runways are not stacked with the ground counters. I can understand that the use of the WitE system for smaller aircraft might seem attractive as it provides flexibility however I struggle to see how you would differentiate between using the two systems as you suggest? In WitE you move the airbase and the aircraft move too - in WitW you move aircraft between airbases. In fact as you are not limited to a set number of airbase counters you have much more flexibility - the TOE of the airbase unit auto adjusts to the correct support level. Also in WitE the move of an airbase counter impacts on all assigned airgroups - this doesn't happen in WitW although you need to plan ahead to set up airfields and leapfrog airgroups.

For ground movement the system is essentially the same as WitW. Personally I don't see the issue with synchronisation in an IGOUGO game. As I control all the counters and I can only move up to one stack at a time it is difficult to play in any other way. WitE works as its popularity shows.

Finally I return to your first comment on logistics. The new system is the game changer as it stops snowballing.





STEF78 -> RE: Basic Info on War in the West 43-45 (8/8/2014 11:51:53 AM)

Improvements sound great

Any precise idea of the release date?




Joel Billings -> RE: Basic Info on War in the West 43-45 (8/11/2014 1:03:59 AM)

We're trying to finish it so it can be released in the 4th quarter of this year. We're getting close, but as with all of these monsters it's impossible to commit to a specific date. The best you can say is that the number of interface and rule changes has dropped and should be minor from this point forward. This means we can focus on balance and fixing bugs. Of course, sometimes, bugs get found and fixed that impact balance and that forces another round of changes. We've got the ten scenarios that will ship with the game set now and they're at beta (although they will continue to be improved and victory conditions tweaked until release).

[image]local://upfiles/1268/A49CC6B9085B4D70B229E00292B702A4.jpg[/image]




jwolf -> RE: Basic Info on War in the West 43-45 (8/11/2014 2:54:14 AM)

Joel, why does the Battleground Italy 43-45 scenario start in the middle of 44? Based on the number of turns maybe the start is July 43?




RedLancer -> RE: Basic Info on War in the West 43-45 (8/12/2014 12:19:10 PM)

Yes that's a typo.  Battleground Italy starts on 10 Jul 43 with the Op HUSKY landings having just taken place.




rebel15nc -> RE: Basic Info on War in the West 43-45 (9/5/2014 3:04:01 PM)

No official news on the release or progress since 08 11 14. Can we please get some current news? Also, what happened to the stand alone forum for the game? Thanks....




Joel Billings -> RE: Basic Info on War in the West 43-45 (9/13/2014 4:38:13 PM)

Things are progressing well. We are just completing the last major system changes, and expect to be at a full beta very soon (although work on the map art is ongoing and won't be done done until release, we've now got most of the weather effects either done or tested enough to know they will work once expanded to the complete art set). We have been balancing and tweaking things for months, but some recent changes were fairly major (combat delay rule adds extra MP cost to leave hexes where there have been battles fought during the turn, depending on odds and type of battle is just one of them). Honestly, I've been in no hurry to get the website active as we have no time to spend on it (at least the dev team has no time). I realize this is not great from a marketing point of view, but we're focused on the game. The latest thinking is that the website will go up sometime in October. We are working very hard to be in a position to release this game this year. We can make no promises as any number of things could throw us off, but our schedule is set up to make that happen. Here's a screenshot of the weather tables. The CV modifiers were just recently tweaked, and could be tweaked again (note that the weather type table is the dominant weather, but that there are weather fronts that move over the map and change things). France and Germany have good roads, while Italy has average roads. Poor roads are saved for North Africa and the Soviet Union, which won't impact the initial WitW 43-45 release, but will come into play in future games in the series.

[image]local://upfiles/1268/D1C8CECD49574814980ED3B9C8743E78.jpg[/image]




cardolan -> RE: Basic Info on War in the West 43-45 (9/15/2014 9:59:26 AM)

Looking great [:)]

Will be posible to see something more in detail about air/logistic system? Seems there will be a huge step from WitE on these.




Dili -> RE: Basic Info on War in the West 43-45 (9/17/2014 1:59:21 PM)

quote:

France and Germany have good roads, while Italy has average roads.


It depends on place not on country.




Joel Billings -> RE: Basic Info on War in the West 43-45 (9/18/2014 10:44:29 PM)


quote:

ORIGINAL: Dili

quote:

France and Germany have good roads, while Italy has average roads.


It depends on place not on country.



True enough, but at this scale we elected to go by country (at least for this game).




Joel Billings -> RE: Basic Info on War in the West 43-45 (9/18/2014 10:53:42 PM)


quote:

ORIGINAL: cardolan

Looking great [:)]

Will be posible to see something more in detail about air/logistic system? Seems there will be a huge step from WitE on these.



We will at some point, just too busy to put it together now. WitW testers are free to chime in if they want to. We're still working on the final map graphics, which deters me from posting screen shots, although it's getting close enough that as long as people realize it's not final art, it would be good enough.

Here's an excerpt from the documentation regarding the air system (it's a bit dry, the one page guide will be more fun to read). The big change is the addition of air planning and air execution phases that happen before the action phase (primarily ground movement/combat):


The purpose of this section is to provide an overview of air power and the game rules governing its use in Gary Grigsby’s War in the West. As detailed in section 8.0, air power in Gary Grigsby’s War in the West is represented by aircraft, pilots and aircrew organized into air group units that are assigned to and operate from fixed air base units (airfields) consisting of air support and anti-aircraft support elements. From a command and control perspective air base units are special air headquarters units (type 5) that are in turn assigned to Corps (type 4) and/or Air Force (type 3) level air headquarters units that then in turn report to higher level regional or national air headquarters units (type 2) and finally high command headquarters units (type 1).

Air group units in Gary Grigsby's War in the West can conduct a variety of missions executed by the computer, most of which are generated by player and/or computer generated Air Directives. Air Directives are the general orders given to an Air Force. Sections 5.3 and 5.4 provide detailed instructions on using the interface to plan, create and modify Air Directives. While the creation and editing of Air Directives takes place during the aptly named Air Planning phase, missions are flown during the Air Execution phase and in limited cases during the action (move) phase. The impact of these missions can be felt throughout the turn. Air group units can be assigned to Air Directives for ground support, ground attack and interdiction, strategic (city) bombing, strategic and tactical air reconnaissance, air superiority and naval patrols for sea control and interdiction during the air planning phase. Ground support missions are conducted during the action phase during individual combats. The other missions are conducted during the air execution phase, with the effects of air superiority, interdiction, recon, and sea control lasting through the entire turn. In addition to air superiority, the computer can scramble fighter air group units to intercept enemy air missions throughout the turn. Eligible anti-aircraft units will also fire on enemy air missions.

The transport or airdrop of supplies and combat units by air is normally conducted during the action phase by the player. The exception is the airdrop of combat units (airborne assault) in support of an amphibious invasion that is ordered by the player during the action phase, but conducted directly after the enemy logistics phase. The player can transfer eligible air group units between air base units during either the air planning or action phase.

The AI Move Air Units (hotkey shift-a) function can also be used to transfer and reorganize multiple air group units by the computer. For the Western Allies, the AI will generally try to move air forces forward along with the progress of the ground units (especially tactical air forces), while the for the Axis, the AI will generally try to move their air forces back as the Western Allies advance. This function is not recommended unless you intend to use this almost exclusively to handle placement of your air units.

The majority of air missions are implemented under air directives, the exceptions being interception, some naval patrols (the player can assign naval patrol air directives to other air groups), air transport and air transfers. During the air planning phase, air group units are assigned to type 3 and 4 air HQs, and those air HQs are given air directives that determine what mission those air group units will fly during the turn. The player can influence the process by directly issuing air directives to air HQs, or by setting general priorities and letting the AI generate the air directives through the automatic air directive creation screen (hotkey a). If the latter, the player has the option of tailoring those directives and the resulting air missions. In addition, various general mission parameters can be set for each air directive through the air doctrine screens (5.3.2). An air force (type 3 air HQ unit) or Flieger Corps (type 4 air HQ unit) attached to Luftflotte (type 3 air HQ unit) can each have a number of air directives assigned based on their leader’s air and admin ratings (5.3.3). Once these are completed, the player presses Execute and air missions are resolved in a series of impulses that represent 7 days and 7 nights of fighting with an info window displayed showing activity. Each set of day and night impulses has an associated air maintenance segment for repairs, training flights and morale recovery for idle or resting air group units. Once the air phase is completed, the player is placed in the normal action phase. An Air Execution Phase summary window is displayed after the air phase is completed.





Dili -> RE: Basic Info on War in the West 43-45 (9/22/2014 11:53:18 AM)

quote:

True enough, but at this scale we elected to go by country (at least for this game).


So the road network in not defined by hex but by country?




Joel Billings -> RE: Basic Info on War in the West 43-45 (9/23/2014 4:45:12 AM)

Yes, there is no detailed road network given the 10 mile hexes, simply a change in the impact of weather on different countries based on the general quality of the roads, good, average or poor.




Dili -> RE: Basic Info on War in the West 43-45 (9/26/2014 4:21:56 AM)

I don't see a way to simulate the good roads along coast in Italy and the difficult Apennines Mountains along it's spine.




RedLancer -> RE: Basic Info on War in the West 43-45 (9/26/2014 8:14:08 AM)


quote:

ORIGINAL: Dili

I don't see a way to simulate the good roads along coast in Italy and the difficult Apennines Mountains along it's spine.


You are comparing the wrong things - all hexes in Italy have the same 'qualitative' level of road - but like WitE different hex terrain types costs differing amounts of movement.

Where there is a difference is between countries - imagine heavy mud in clear hexes both in Russia and France. As France has a better road system than Russia the MP cost is less. It is not 100% perfect but it is an improvement.




Vorsteher -> RE: Basic Info on War in the West 43-45 (9/27/2014 6:42:51 AM)

I´ve think, we see a 1940 scenario in WITW ?




Joel Billings -> RE: Basic Info on War in the West 43-45 (9/27/2014 8:44:48 PM)

The initial WitW 43-45 product will contain these scenarios:

1943 Campaign - 3 July 43 to 3 Aug 45 (109 turns)
1944 Campaign (May Start) – 11 May 44 to 1 Aug 45 (64 turns)
1944 Campaign (D-Day Start) – 30 May 44 to 6 Aug 45 (62 turns)
Air Campaign – 1 May 44 to 28 May 44 (4 turns)
Operation Husky – 3 July 44 to 20 August 45 (7 turns)
Salerno to Rome 43-44 – 9 Sept 43 to 28 June 44 (42 turns/multiplayer only)
Battleground Italy – 10 July 43 to 4 May 45 (95 turns)
Breakout and Pursuit – 25 July 44 to 9 Oct 44 (11 turns)
Westwall – 17 Sept 44 to 10 Dec 44 (12 turns)
Bulge to the Rhine – 16 Dec 44 to 10 Mar 45 (12 turns)


We do plan on additional products in the line in the west that will include in the nearer term France 40, Poland 39, North Africa late 42-43. Eventually perhaps other Med/North Africa operations.




Dili -> RE: Basic Info on War in the West 43-45 (9/28/2014 2:37:39 AM)

Thanks for info Red Lancer




821Bobo -> RE: Basic Info on War in the West 43-45 (10/3/2014 5:38:28 PM)

It seems we have finally a release date [8D]




Kronolog -> RE: Basic Info on War in the West 43-45 (10/3/2014 9:23:22 PM)

Have you decided on a price yet? Will it be priced like WitE, or cheaper/more expensive?




Richrd -> RE: Basic Info on War in the West 43-45 (10/8/2014 1:05:17 AM)

There doesn't seem to be a lot of pre-release buzz about this title. I am still a big fan of WITE despite a few beefs, like the twenty eight day week. My ideal scale for this game would be regiments, five kilometer hexes and one day turns. WITP would still be much larger and much more complex. Having had my rant I still am extremely stoked about this game. What I want isn't going to happen. I'm looking forward to the campaign in western Europe. I can't wait to see the strategic air war, the ground war, and the naval war all in one package. The battle of the Atlantic, the battle for the med, I hope, can be played out as a game in a game. That is, I hope it's not too abstract. Same with the air war. On the ground God really is on the side with the big battalions. The ability to pick out a hex or two and pound it with a months worth of movement points I'll just have to cope with. I still expect to have a good time with the game. Or at least the editor. I'm working up a scenario where the Libyan oilfields have already been mapped and just are beginning to pump by 1939. I believe that Hitler would have attacked Russia in any case, but how different might the war have been.




Stelteck -> RE: Basic Info on War in the West 43-45 (10/8/2014 8:24:08 AM)

Be carefull not to created a too complex game or sales will be really low. (Like a WITE with one day turn [:D]).





Seminole -> RE: Basic Info on War in the West 43-45 (10/15/2014 2:49:16 PM)


quote:

ORIGINAL: Joel Billings

The initial WitW 43-45 product will contain these scenarios:

1943 Campaign - 3 July 43 to 3 Aug 45 (109 turns)
1944 Campaign (May Start) – 11 May 44 to 1 Aug 45 (64 turns)
1944 Campaign (D-Day Start) – 30 May 44 to 6 Aug 45 (62 turns)
Air Campaign – 1 May 44 to 28 May 44 (4 turns)
Operation Husky – 3 July 44 to 20 August 45 (7 turns)
Salerno to Rome 43-44 – 9 Sept 43 to 28 June 44 (42 turns/multiplayer only)
Battleground Italy – 10 July 43 to 4 May 45 (95 turns)
Breakout and Pursuit – 25 July 44 to 9 Oct 44 (11 turns)
Westwall – 17 Sept 44 to 10 Dec 44 (12 turns)
Bulge to the Rhine – 16 Dec 44 to 10 Mar 45 (12 turns)


We do plan on additional products in the line in the west that will include in the nearer term France 40, Poland 39, North Africa late 42-43. Eventually perhaps other Med/North Africa operations.


Does the 1932 Campaign allow for Operation Round Up or Sledgehammer, or are those considered already off the table?




RedLancer -> RE: Basic Info on War in the West 43-45 (10/15/2014 3:24:24 PM)


quote:

ORIGINAL: Seminole
Does the 1932 Campaign allow for Operation Round Up or Sledgehammer, or are those considered already off the table?


I take it you mean the 43 Campaign - if so then yes you can invade France early if you want to.




warshipbuilder -> RE: Basic info on War in the West 43-45 (10/15/2014 6:59:40 PM)

quote:

After that we plan on War in the West 40 (which will include Norway, France, England and the Med, and add a new detailed naval system) and War in the West 41-42 which will focus on the Med. War in the West 43-45 will have campaigns that start in the summer of 43 and the summer of 44, as well as shorter scenarios. We have an alpha map for all of Europe (including the Soviet Union to east of the Urals), North Africa and the Middle East). We plan to use this map to eventually produce a WitE 2.0 which would fit in with the War in the West products and allow us to fill in a complete War in Europe.



Given that, are there any plans to do a complete 1940-45 strategic/tactical bombing campaign game? BTR is ok, but it falls short in a lot of areas and leaves a lot to be desired.




Stelteck -> RE: Basic info on War in the West 43-45 (10/15/2014 7:40:40 PM)

Carefull, in war in the east there is already so much token and units to move and managed... I'am not sûre increasing the number (in a complete war in Europe game for example) could bring a lot of sales....




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