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RE: Couple of criticisms - 1/26/2011 11:54:06 PM   
gradenko2k

 

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It really depends on how we decide to define "function well in the line" or "function reasonably well"

I mean, we know for a fact that trying to run a division attached to STAVKA is going to result in lowered supply, lowered MPs and lowered combat performance due to failed rolls and checks.

At the same time, all of these effects might still not be enough to cause a player to lose if he's playing as the Soviets against a Normal Axis AI, so when smirfy says that the difficulty level of the game is irrelevant, it becomes a little difficult on our part to carry on the discussion.

Is there a C+C system in place? Yes
Are there quantifiable disadvantages to mismanaging your C+C? Yes
If you give yourself a large enough advantage, or penalize the AI enough, is it possible to win without paying much attention to the C+C system? YES


(in reply to squatter)
Post #: 121
RE: Couple of criticisms - 1/26/2011 11:59:03 PM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
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quote:

ORIGINAL: LiquidSky



I used to play my younger sister chess, when she was learning the game, without having my queen on the board. I would win most games, even without it. Now...you can blame the game of chess and say well...there must be a problem with the rules for me to be able to win without having my queen on the board. Or you can blame the fact I am playing against my sister. HQ's do have a function, but that function doesnt have to be used by you. If you win anyways, well, hurrah!

Play against a human, leave your HQ's at home, and then come back and tell us how 'useless' they are.


In Chess the Queen is well a Queen. In War in the East an HQ is a pawn thats were the game falls down

(in reply to LiquidSky)
Post #: 122
RE: Couple of criticisms - 1/27/2011 12:14:55 AM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
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quote:

ORIGINAL: gradenko_2000

It really depends on how we decide to define "function well in the line" or "function reasonably well"

I mean, we know for a fact that trying to run a division attached to STAVKA is going to result in lowered supply, lowered MPs and lowered combat performance due to failed rolls and checks.

At the same time, all of these effects might still not be enough to cause a player to lose if he's playing as the Soviets against a Normal Axis AI, so when smirfy says that the difficulty level of the game is irrelevant, it becomes a little difficult on our part to carry on the discussion.

Is there a C+C system in place? Yes
Are there quantifiable disadvantages to mismanaging your C+C? Yes
If you give yourself a large enough advantage, or penalize the AI enough, is it possible to win without paying much attention to the C+C system? YES




I honestly dont think the concept of difficulty level being irrevelant when an HQ is 230 miles away from its combat troops is too hard to understand.



(in reply to gradenko2k)
Post #: 123
RE: Couple of criticisms - 1/27/2011 1:03:46 AM   
39battalion


Posts: 247
Joined: 7/27/2004
From: Adelaide, South Australia
Status: offline

quote:

ORIGINAL: madgamer2


quote:

ORIGINAL: timmyab

quote:

ORIGINAL: janh
As for the supply and C&C discussion taking place here -- if it were not a general mechanics problem, why not add optional parameters in the game menu that to adjust them for PBEM and AI if this adds to the game experience?

Interesting point I hadn't considered.It may be that C&C is never properly implemented in computer war games because it's feared that the AI couldn't begin to cope with it, which I'm certain it wouldn't.Perhaps, with almost everybody online these days, and human opponents relatively easy to find, it's time for game developers to forget about AI altogether until someone works out how to put the "I" into it


What you say makes sense for the multitudes who flock to PBEM games and this is the future. What about those of us who still like to play against the AI? I guess I am a simple minded old fart when it comes to computer design but is it that hard to create an AI that has to use the C&C rules. If you not in supply as a human vs. the computer you suffer the out of supply consequences. At least that is what I thought till this thread tells me you can play against the computer as a Russian and win using only Rail head Supply.
Correct me if I am wrong but it would appear that the Russian human player can ignore the C&C rules. How about no in command then no or little supply. I have seen it coming for a long time that game design is turning to PBEM as being more important than human vs. AI. I had hopes for this game as it is an East front game and There was a lot of work to create an AI that would at the highest levels at least give you a run for your money, I to am of the opinion that because of rules like the Blizzard beating the Russian with a human German and a computer Russian would be very hard, although the Blizzard rules are the same regardless of the difficulty level, Right
I can even understand a game in which the computer AI did not use C&C the same way the human has to but for a human to be able to do what has been described here in this thread makes me very sad. it should not be possible so I only hope it can be corrected.

Madgamer2






+ 10

(in reply to madgamer2)
Post #: 124
RE: Couple of criticisms - 1/27/2011 1:25:57 AM   
jomni


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C&C is still useful in the game as it potentially gives more benefits to Soviets.
In the "Madness thread", the OP complained about his Panzer Div taking too many casualties vs. a Soviet Infantry Div.
But in the report it was shown that the Soviet Div had Arty support from higher command and the Axis had none. 
So I think proper setup of C&C enabled the Soviet player to foil the Axis player's plans (maybe not for a Normal game but for Hard, Challenging, and PBEM).

_____________________________


(in reply to 39battalion)
Post #: 125
RE: Couple of criticisms - 1/27/2011 2:34:16 AM   
stuman


Posts: 3907
Joined: 9/14/2008
From: Elvis' Hometown
Status: offline

quote:

ORIGINAL: TulliusDetritus

quote:

ORIGINAL: 39battalion


This is a depressing thread.

If Smirfy is correct he deserves a medal for finding a fatal flaw.

However if he is correct it essentially means the game is broken for the Soviet player, at least against the AI.

Very sad for a game that was receiving so many early accolades.




Humm, I haven't seen anyone playing PBEM (me included) complaining. Au contraire, we all are very happy

So someone captured Berlin in 1943 vs the AI? So? I've been playing vs WitP AI since 2004. A game MUCH more complex than this one. I had a lot of fun. The recipe? Simply DO NOT SAVAGE THE AI, play historically, it's just easy If you want to try dirty little tricks, find a human being. You will break the AI = game over = you will be unhappy


+1

_____________________________

" Gentlemen, you can't fight in here! This is the War Room. " President Muffley


(in reply to TulliusDetritus)
Post #: 126
RE: Couple of criticisms - 1/27/2011 2:53:02 AM   
madgamer2

 

Posts: 1235
Joined: 11/24/2004
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quote:

ORIGINAL: Flaviusx

Smirfy, if you put everything under STAVKA, it will overload, and you'll blow a lot of leadership rolls and admin rolls. Just sayin'. Now, If you're content to shove counters around and have 25-30 mp mobile corps, then no worries, and that's probably going to work out just fine in an AI situation.

I feel most of your frustration is the inevitable consequence of disillusionment with the solo game. At some point you're going to hit this and that's the point where you should probably start hunting for a human opponent.


Just about EVERY war game Matrix sells says "outstanding AI for single play" or some other such thing. Now we also know and have ever sense WitP at lest if not earlier that the depth of play was beginning to out strip the ability to create an AI that can play a decent game. I guess its hard to understand that there are some of us who want to play a single player game. I now see that it looks like to play another human you have to use a server no less. If I had wanted to play a PBEM I would have preferred the non server email game.
The last game I played that had a good AI was the game that this one comes from. You can even get it free but It is different than the original version. The free version looks like they started a revision and sort of quite in the middle. It sure would be nice if there were rules for that game.
No I can see the single player game is on its way out, and this old guy will miss it. I can be happy playing the computer German against a difficult level but unless some options are created for the winter rules for those of us who want a non historical game. What if winter had been earlier or later, but that has been over discussed and I do not think Matrix will change things.

Madgamer2





_____________________________

If your not part of the solution
You are part of the problem

(in reply to Flaviusx)
Post #: 127
RE: Couple of criticisms - 1/27/2011 9:50:48 AM   
squatter

 

Posts: 1033
Joined: 6/24/2006
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If you had read my post with a little less haste, you would have noticed I was talking about playing PBEM.

Yes we do know for a fact that values are lowered when run from STAVKA, but the very simple point that Smirfy is making that many dont seem to be engaging with despite his many reiterations, is that the lowering involved is arguably not low enough.

(in reply to gradenko2k)
Post #: 128
RE: Couple of criticisms - 1/27/2011 10:44:43 AM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
I don't think enough hard evidence has been presented either way. If Smirfy wants to help the test team and developers by playing a game with all his forces attached to Stavka, playing the AI on challenging or hard then that is up to him. When he posts a victory screen showing a decisive victory, then he may have a case, and I will be the first to pat him on the back.

_____________________________

It's only a Game


(in reply to squatter)
Post #: 129
RE: Couple of criticisms - 1/27/2011 11:05:40 AM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
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quote:

ORIGINAL: squatter

If you had read my post with a little less haste, you would have noticed I was talking about playing PBEM.

Yes we do know for a fact that values are lowered when run from STAVKA, but the very simple point that Smirfy is making that many dont seem to be engaging with despite his many reiterations, is that the lowering involved is arguably not low enough.


Sloppiness with C&C will not fly in PBEM. At all. Period. It requires a much tighter focus and a smart human will stress your command situation in ways the AI never can or will. This is the part that Smirfy doesn't get and never will get if he insists on sticking on solo play. You cannot ignore all those little leadership checks and support unit interventions. They add up and matter. Nor can you park your HQs 230 miles in the rear and hope to get much out of your mobile units in terms of MPs if and when they strike forward.

The stuff I can do with the Sovs in aggressive defensive/offensive tacticts in 1941 depends on the soft factors. Counter pushing alone will not do it. (I am still trying to convince Pieter that leaders matter, sheesh.)

< Message edited by Flaviusx -- 1/27/2011 11:14:32 AM >


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Post #: 130
RE: Couple of criticisms - 1/27/2011 11:16:22 AM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline

quote:

ORIGINAL: BigAnorak

I don't think enough hard evidence has been presented either way. If Smirfy wants to help the test team and developers by playing a game with all his forces attached to Stavka, playing the AI on challenging or hard then that is up to him. When he posts a victory screen showing a decisive victory, then he may have a case, and I will be the first to pat him on the back.


I think I could do this on challenging, Bob, tbh. On hard, I absolutely would need to do all the usual stuff with C&C, though.

_____________________________

WitE Alpha Tester

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Post #: 131
RE: Couple of criticisms - 1/27/2011 11:36:05 AM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
Yes, but you don't just shove counters!

_____________________________

It's only a Game


(in reply to Flaviusx)
Post #: 132
RE: Couple of criticisms - 1/27/2011 5:52:56 PM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
Status: offline
quote:

ORIGINAL: BigAnorak

I don't think enough hard evidence has been presented either way. If Smirfy wants to help the test team and developers by playing a game with all his forces attached to Stavka, playing the AI on challenging or hard then that is up to him. When he posts a victory screen showing a decisive victory, then he may have a case, and I will be the first to pat him on the back.


Here is some hard evidence the non divisional units to run 2 American Corps stationed in reserve where I live during WWII this is not including the actual Corps HQs themselves concerned with planning

"Non-Divisional Units
Infantry
507th Parachute Infantry

508th Parachute Infantry

3d Battalion (less Companies I and K), 156 Infantry

1st Ranger Battalion(13)

Armor, Tank Destroyer or Cavalry
6th Cavalry(14)

6th Cavalry Band
Headquarters and Headquarters Troop, 6th Cavalry Group, Mechanized

6th Cavalry Reconnaissance Squadron, Mechanized(15)

28th Cavalry Reconnaissance Squadron, Mechanized(16)

644th Tank Destroyer Battalion (XV Corps)

654th Tank Destroyer Battalion (Light) (Self-Propelled) (XV Corps)

818th Tank Destroyer Battalion (XV Corps)

Field Artillery
3d Field Artillery Observation Battalion (XV Corps)

Coast or Antiaircraft Artillery
209th Coast Artillery (Antiaircraft) (V Corps) [New York National Guard](17)

103d Coast Artillery Battalion (Separate) (Antiaircraft)

(37mm) (V Corps) [Kentucky National Guard]

106th Coast Artillery Battalion (Antiaircraft) (Automatic

Weapons) (V Corps) [Kentucky National Guard]

376th Antiaircraft Artillery Automatic Weapons Battalion (Mobile)(18)

405th Antiaircraft Artillery Gun Battalion (Semi-mobile)(19)

Corps of Engineers
112th Engineers (Combat) (V Corps)(20)

591st Engineer Boat Regiment

107th Engineer Battalion (Combat) [Michigan National Guard]

112th Engineer Battalion (Combat) [Ohio National Guard](21)

397th Engineer Depot Company (V Corps)

427th Engineer Dump Truck Company

457th Engineer Depot Company

467th Engineer Maintenance Company (V Corps)(22)

518th Engineer Company(23)

666th Engineer Topographic Company (XV Corps)

1593d Engineer Utilities Detachment(24)

Engineer Depot E-510

Military Police Corps
713th Military Police Battalion (Zone of Interior)

Advance Detachment, 780th Military Police Battalion (Zone of Interior) (Colored)

205th Military Police Company

234th Military Police Company

252d Military Police Company (Aviation) (Post, Camp or Station)(25)

285th Military Police Company (Post, Camp or Station)

895th Military Police Company (Aviation)

897th Military Police Company (Aviation)

12th Military Police Criminal Investigation Section

Signal Corps
56th Signal Battalion

63d Signal Battalion

92d Signal Battalion

Detachment B, 810th Signal Service Battalion

Installation Platoon 1, Company C, 850th Signal ServiceBattalion

Operation Platoon, 122d Signal Radio Intelligence Company

Section, 1st Platoon, 161st Signal Photographic Company(26)

Detachment E, 162d Signal Photographic Company

166th Signal Photographic Company

187th Signal Repair Company

203d Signal Depot Company (V Corps)

401st Signal Company, Aviation(27)

818th Signal Port Service Company

Detachment B, 827th Signal Depot Company (V Corps)

839th Signal Service Company

576th Signal Construction Operation Platoon

Detachment, 106th Signal Inspection and Maintenance Team

Chemical Corps
Chemical Depot C-910(28)

16th Chemical Maintenance Company

115th Chemical Processing Company

229th Chemical Base Depot Company

Medical Corps
Detachment, 2d General Hospital(29)

2d Evacuation Hospital (V Corps)

5th General Hospital(30)

7th Field Hospital (135-bed)

28th Station Hospital (250-bed)

32d Evacuation Hospital (Semi-mobile)

36th Station Hospital (250-bed)

68th Station Hospital (250-bed)

79th General Hospital (1,000-bed)

160th Station Hospital (250-bed) (V Corps)

44th Hospital Train

Detachment, 4th Medical Supply Depot

Section, 8th Medical Supply Depot

11th Medical Supply Depot (less Base Platoon)

53d Medical Battalion (V Corps)

HHD, 436th Medical Battalion

436th Medical Collecting Company (XV Corps)

861st Medical Service Detachment

6814th Medical Dispensary Section (10-bed)

Ordnance Corps
Ordnance Depot O-601

Ordnance Depot O-602

Ordnance Depot O-621

Ordnance Depot O-688

Company E, 53d Ordnance Regiment(31)

Headquarters and Headquarters Detachment, 22d Ordnance Battalion

Company E, 53d Ordnance Heavy Maintenance Battalion(32)

Elements, 71st Ordnance Battalion (Light Maintenance)(33)

Headquarters and Headquarters Detachment, 254th OrdnanceBattalion

14th Ordnance Company (Medium Maintenance) (V Corps)

47th Ordnance Medium Maintenance Company

53d Ordnance Company (Ammunition)

79th Ordnance Company (Depot)

109th Ordnance Medium Maintenance Company (V Corps) [Minnesota National Guard]

158th Ordnance Tire Repair Company

314th Ordnance Depot Company(34)

346th Ordnance Depot Company

518th Ordnance Heavy Maintenance Company

522d Ordnance Heavy Maintenance Company

552d Ordnance Heavy Maintenance Company

883d Ordnance Heavy Automotive Maintenance Company

994th Ordnance Heavy Automotive Maintenance Company

3422d Ordnance Medium Maintenance Company(35)

3423d Ordnance Medium Maintenance Company(36)

3424th Ordnance Medium Maintenance Company(37)

3440th Ordnance Medium Automotive Maintenance Company

39th Ordnance Bomb Disposal Squad

40th Ordnance Bomb Disposal Squad

67th Ordnance Bomb Disposal Squad

Quartermaster Corps
Quartermaster Depot Q-111(38)

Quartermaster Depot Q-161(39)

28th Quartermaster Regiment (Colored) (less 1st Battalion)

Company E, 53d Quartermaster Regiment(40)

Company K, 467th Quartermaster Truck Regiment(41)

Company I, 467th Quartermaster Truck Regiment(42)

Company L, 467th Quartermaster Truck Regiment(43)

Company B, 513th Quartermaster Truck Regiment(44)

Company I, 513th Quartermaster Truck Regiment(45)

Company L, 519th Quartermaster Truck Regiment(46)

Company M, 519th Quartermaster Truck Regiment(47)

Company K, 520th Quartermaster Truck Regiment(48)

Company A, 60th Quartermaster Battalion

1st Section, 1st Platoon, Company A, 63d QuartermasterBattalion (Laundry)

Elements, 71st Quartermaster Battalion (LightMaintenance) (V Corps)(49)

Headqharters and Headquarters Detachment

Company A, 71st Quartermaster Battalion

Company B, 71st Quartermaster Battalion(50)

Company C, 71st Quartermaster Battalion(51)

Company D, 71st Quartermaster Battalion(52)

1st Platoon, Company D, 94th Quartermaster Battalion (Bakery)

Detachment, Service Company, 109th Quartermaster Regiment

Headquarters and Headquarters Detachment, 152d

Quartermaster Battalion (Mobile)(53)

Company A, 205th Quartermaster Battalion (Gas Supply)(54)

Company D, 214th Quartermaster Gas Supply Battalion(55)

Company A, 301st Quartermaster Battalion (V Corps)

Headquarters and Headquarters Detachment, 307th

Quartermaster Sterilization Battalion

Company A, 307th Quartermaster Sterilization Battalion(56)

Company B, 307th Quartermaster Sterilization Battalion(57)

Company C, 307th Quartermaster Sterilization Battalion(58)

Company D, 307th Quartermaster Sterilization Battalion(59)

361st Quartermaster Battalion [1st Engineer Special Brigade]

Headquarters and Headquarters Detachment, 544th

Quartermaster Service Battalion (Colored)

Company A, 544th Quartermaster Service Battalion (Colored)(60)

Company B, 544th Quartermaster Service Battalion (Colored)(61)

Company C, 544th Quartermaster Service Battalion (Colored)(62)

Company D, 544th Quartermaster Service Battalion (Colored)(63)

Headquarters and Headquarters Detachment, 563d

Quartermaster Battalion (Colored) (XV Corps)

Headquarters and Headquarters Detachment, 579th

Quartermaster Battalion

136th Quartermaster Truck Company [Nebraska National Guard]

194th Quartermaster Gas Supply Company

246th Quartermaster Depot Company (Supply) (V Corps)

268th Quartermaster Bakery Company

294th Quartermaster Salvage Repair Company (Semi-mobile)(64)

302d Quartermaster Railhead Company (Colored)

313th Quartermaster Motor Transport Company

314th Quartermaster Motor Transport Company

552d Quartermaster Railhead Company

553d Quartermaster Railhead Company

608th Quartermaster Graves Registration Company

700th Quartermaster Depot Company

2001st Quartermaster Supply Company (Provisional)

3012th Quartermaster Bakery Company (Mobile) (Special)

3019th Quartermaster Bakery Company (Mobile) (Special)

3028th Quartermaster Bakery Company

3630th Quartermaster Truck Company (Heavy)

3631st Quartermaster Truck Company (Heavy)

3882d Quartermaster Truck Company (Heavy)

3889th Quartermaster Truck Company (Heavy)

3940th Quartermaster Gasoline Supply Company

3991st Quartermaster Truck Company (Colored)

3992d Quartermaster Truck Company (Heavy) (Colored)

4010th Quartermaster Truck Company (Colored)

4049th Quartermaster Truck Company (Colored)

4050th Quartermaster Truck Company (Colored)

4190th Quartermaster Service Company (Colored)

4191st Quartermaster Service Company (Colored)

4192d Quartermaster Service Company (Colored)

4193d Quartermaster Service Company

4234th Quartermaster Sterilization Company

4235th Quartermaster Sterilization Company

4236th Quartermaster Sterilization Company

4237th Quartermaster Sterilization Company

Headquarters, 4556th Quartermaster Service Company

Headquarters, 4557th Quartermaster Service Company

Headquarters, 4558th Quartermaster Service Company

Detachment, 22d Quartermaster Company

2d Platoon, 506th Quartermaster Car Company

Transportation Corps
Northern Ireland Ports

Headquarters, Port Transportation Corps 291(65)

7th Port Headquarters and Headquarters Company

Headquarters and Headquarters Detachment, 500th Port

Battalion(66)

262d Port Company (Colored)

263d Port Company (Colored)

264th Port Company (Colored)

265th Port Company (Colored)

273d Port Company (Colored)

Other
Headquarters and Headquarters Company, 12th Replacement Depot

Headquarters and Headquarters Company, 16th Replacement Depot

Headquarters and Headquarters Detachment, 39th Replacement Battalion

Headquarters and Headquarters Detachment, 47th Replacement Battalion

Headquarters and Headquarters Detachment, 65th Replacement Battalion

Headquarters and Headquarters Detachment, 66th Replacement Battalion

Headquarters and Headquarters Detachment, 67th Replacement Battalion

Headquarters and Headquarters Detachment, 68th Replacement Battalion

Headquarters and Headquarters Detachment, 69th Replacement Battalion

Headquarters and Headquarters Detachment, 84th Replacement Battalion

Headquarters and Headquarters Detachment, 87th Replacement Battalion

Headquarters and Headquarters Detachment, 88th Replacement Battalion

Headquarters and Headquarters Detachment, 89th Replacement Battalion

Headquarters and Headquarters Detachment, 90th Replacement Battalion

Headquarters and Headquarters Detachment, 92d Replacement Battalion

Headquarters and Headquarters Detachment, 93d Replacement Battalion

6817th Headquarters and Headquarters Detachment, Replacement Battalion (Provisional) (Field Force Replacement Depot No. 8)

19th Special Services Company

179th Replacement Company (39th Replacement Battalion)

180th Replacement Company (39th Replacement Battalion)

181st Replacement Company (39th Replacement Battalion)

194th Replacement Company (47th Replacement Battalion)

195th Replacement Company (47th Replacement Battalion)

196th Replacement Company (47th Replacement Battalion)

212th Replacement Company (65th Replacement Battalion)

213th Replacement Company (65th Replacement Battalion)

214th Replacement Company (65th Replacement Battalion)

215th Replacement Company (66th Replacement Battalion)

216th Replacement Company (66th Replacement Battalion)

217th Replacement Company (66th Replacement Battalion)

218th Replacement Company (67th Replacement Battalion)

219th Replacement Company (67th Replacement Battalion)

220th Replacement Company (67th Replacement Battalion)

221st Replacement Company (68th Replacement Battalion)

222d Replacement Company (68th Replacement Battalion)

223d Replacement Company (68th Replacement Battalion)

224th Replacement Company (69th Replacement Battalion)

225th Replacement Company (69th Replacement Battalion)

229th Replacement Company

230th Replacement Company (71st Replacement Battalion)

231st Replacement Company (71st Replacement Battalion)

232d Replacement Company (71st Replacement Battalion)

233d Replacement Company (72d Replacement Battalion)

234th Replacement Company (72d Replacement Battalion)

235th Replacement Company (72d Replacement Battalion)

336th Replacement Company

337th Replacement Company

338th Replacement Company

339th Replacement Company

340th Replacement Company

341st Replacement Company

342d Replacement Company

343d Replacement Company

344th Replacement Company

345th Replacement Company

346th Replacement Company

347th Replacement Company

348th Replacement Company

349th Replacement Company

350th Replacement Company

351st Replacement Company

352d Replacement Company

476th Replacement Company (90th Replacement Battalion)

477th Replacement Company (90th Replacement Battalion)

478th Replacement Company (90th Replacement Battalion)

479th Replacement Company

480th Replacement Company (69th Replacement Battalion)

481st Replacement Company

482d Replacement Company

483d Replacement Company

484th Replacement Company

485th Replacement Company

486th Replacement Company

487th Replacement Company

488th Replacement Company

489th Replacement Company

6843d Replacement Company (Provisional) (Field Force Replacement Depot No. 8)

6844th Replacement Company (Provisional) (Field Force Replacement Depot No. 8)

6845th Replacement Company (Provisional) (Field Force Replacement Depot No. 8)

6846th Replacement Company (Provisional) (Field Force Replacement Depot No. 8)

6847th Replacement Company (Provisional) (Field Force Replacement Depot No. 8)

2d Postal Regulating Section

13th Postal Regulating Section

54th Finance Disbursing Section

55th Finance Disbursing Section

135th Finance Disbursing Section

128th Army Postal Unit

129th Army Postal Unit

131st Army Postal Unit

132d Army Postal Unit

133d Army Postal Unit

139th Army Postal Unit

146th Army Postal Unit

147th Army Postal Unit

153d Army Postal Unit

577th Army Postal Unit

636th Army Postal Unit

813th Army Postal Unit

Base Censor Office No. 1

277th Army Band [National Guard]

Disciplinary Training Center No. 1

Disciplinary Training Center No. 5

Disciplinary Training Center No.

Field Force Replacement Depot No. 5(67)

Field Force Replacement System Depot No. 6(68)

Field Force Replacement System Depot No. 8(69)

Replacement Depot No. 1

General Depot, G-10(70)

Replacement Company E (Guard)

Lisnabreeny Cemetery"


Do you honestly think Stavka or OKH could run things for a day without subordinate HQ's. I'm making a serious point about the depth and believability of this game



< Message edited by Smirfy -- 1/27/2011 5:54:10 PM >

(in reply to karonagames)
Post #: 133
RE: Couple of criticisms - 1/27/2011 6:01:48 PM   
gradenko2k

 

Posts: 935
Joined: 12/27/2010
Status: offline
What's your point? Units whose CNC aren't handled well suffer penalties precisely because they're lacking all that infrastructure.

(in reply to Smirfy)
Post #: 134
RE: Couple of criticisms - 1/27/2011 6:18:50 PM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
Status: offline

quote:

ORIGINAL: gradenko_2000

What's your point? Units whose CNC aren't handled well suffer penalties precisely because they're lacking all that infrastructure.


The point is a unit attached to Stavka or OKH can march 100 odd miles without any loss of combat value. As I have explained that makes a nonsense out of armoured warfare. The point is that I can operated a tank Army 230 miles aways from its HQ I can operate a Tank corps (I aint tried a tank army but I dont see why not) a 500 miles from stavka. What is the point of modeling a T-34 or Tiger the best it can be if it exists in middle earth not the russian front.

(in reply to gradenko2k)
Post #: 135
RE: Couple of criticisms - 1/27/2011 6:40:55 PM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
quote:

The point is a unit attached to Stavka or OKH can march 100 odd miles without any loss of combat value.


Not true, they will suffer march attrition and fatigue, so their combat value will be lower at the end of the move than it was at the beginning. Mechanised units will lose AFVs to march attrition so this will weaken them.

9.5.3. VEHICLE MOVEMENT ATTRITION
A certain percentage of a unit’s organic vehicles will be destroyed and damaged during its
side’s logistics phase based on the number of movement points the unit expended during
the previous turn. If a unit expended 100 percent of its allowed (not base) movement points,
2 percent of the unit’s vehicles will be destroyed, and 18 percent will be damaged. Reduced
expenditure will result in proportionally reduced destruction and damage. For example, if a unit
only expended thirty percent of its MPs, .6 percent of its vehicles would be destroyed and 5.4
percent would be damaged. Movement attrition for a support unit’s organic vehicles will be
based on the movement point expenditure of the unit to which it is attached.

It is when you make these sort of claims, you are making it harder for people to respond to your concerns seriously.

< Message edited by BigAnorak -- 1/27/2011 6:43:27 PM >


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Post #: 136
RE: Couple of criticisms - 1/27/2011 6:43:07 PM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
quote:

What is the point of modeling a T-34 or Tiger the best it can be if it exists in middle earth not the russian front.


I am sorry you feel this way and have got so fixated on such a small part of the game play. C&C on its own will not win or lose you the game. You have to accept a degree of abstraction in every game you play, and WITE is no different. You can use as much hyperbole as you like, but until you provide some substantial in- game data that conclusively proves the point you are trying to make, we as testers cannot take something to the developers for them to fix.

Your "Middle Earth" is other people's East Front heaven. But I fully understand that one man's meat is another man's poison.

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Post #: 137
RE: Couple of criticisms - 1/27/2011 6:49:41 PM   
Flaviusx


Posts: 7750
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From: Southern California
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To emphasize Bob's point, I can lose up to 1k tanks a turn in 1943 as the Soviets, even with semi decent C&C (not perfect, alas), pushing the tank armies hard, due in large part to attrition. A few such turns and even the Red Army has to stop and rest and refit -- a smart German player can husband his own mobile forces and spank the overextended spearheads.

Bob has done some fairly amazing things in this regard.

The AI, alas, is not that amazing at doing backhand blows a la Manstein. This can give you a false sense of security and a feeling that C&C and logistics do not matter very much.



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Post #: 138
RE: Couple of criticisms - 1/27/2011 7:36:54 PM   
timmyab

 

Posts: 2044
Joined: 12/14/2010
From: Bristol, UK
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The point is not so much that you'll be worse off if all your combat units are attached to Stavka, (I'm sure that's true by the way), but that the point is even open to question.If C&C was properly simulated it would be immediately obvious that it was a very bad idea and your entire army would collapse into chaos, which is exactly what would happen in real life.I'm sure it's possible for C&C to be properly simulated but for some reason game designers dont do so.WITE is actually better than most wargames I've played in this respect,(I haven't played that many), but there's still huge room for improvement.

(in reply to Flaviusx)
Post #: 139
RE: Couple of criticisms - 1/27/2011 8:00:25 PM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
Status: offline

quote:

ORIGINAL: BigAnorak

quote:

The point is a unit attached to Stavka or OKH can march 100 odd miles without any loss of combat value.


Not true, they will suffer march attrition and fatigue, so their combat value will be lower at the end of the move than it was at the beginning. Mechanised units will lose AFVs to march attrition so this will weaken them.

9.5.3. VEHICLE MOVEMENT ATTRITION
A certain percentage of a unit’s organic vehicles will be destroyed and damaged during its
side’s logistics phase based on the number of movement points the unit expended during
the previous turn. If a unit expended 100 percent of its allowed (not base) movement points,
2 percent of the unit’s vehicles will be destroyed, and 18 percent will be damaged. Reduced
expenditure will result in proportionally reduced destruction and damage. For example, if a unit
only expended thirty percent of its MPs, .6 percent of its vehicles would be destroyed and 5.4
percent would be damaged. Movement attrition for a support unit’s organic vehicles will be
based on the movement point expenditure of the unit to which it is attached.

It is when you make these sort of claims, you are making it harder for people to respond to your concerns seriously.



Again I continually seem to be misinterepted or misunderstood, I distinctly said march which is something infantry units do and if you even bother to read my posts read back and I gave an example of how that made a nonsense out of armoured warfare. Glad you brought your rule up nowhere does it say attached to Stavka. Now you mention Vehicles I have sealed off enemy thrusts with armoured units traveling long distances attached to Stavka and their loss in combat value has been nearly zero, they might of lost vechiles but the combat utility of the unit was unaffected.

(in reply to karonagames)
Post #: 140
RE: Couple of criticisms - 1/27/2011 8:03:37 PM   
Senno

 

Posts: 489
Joined: 12/27/2010
Status: offline
At least as Axis and vs AI you might be OK counter-shoving when the combat is freewheeling. But when you run into forts you will wish that you had maintained an orderly C&C to get Support Units in the form of pioneers attached to your Corps (at least) or Divisions.

This newest game I left 11th Army alone on their way to Sevastopol. First by XI Corps failed, due to lack of Pioneers. Fortunately I had II Rum Corps (lol) on hand with proper C&C established and they were able to reduce the forts of 2 hexes and kick out the Soviets. Rather embarrassing result for the Germans, lol. So, now Model has been promoted to 11th Army, Support units moved into 11th Army and on down to the rest of the Corps and next turn Sevstopol will fall. Perhaps I should allow II Rum the honors however? =P

(in reply to timmyab)
Post #: 141
RE: Couple of criticisms - 1/27/2011 8:18:37 PM   
LiquidSky


Posts: 2811
Joined: 6/24/2008
Status: offline


Wel, if Smirfy doesn't want to play with all his toys, I have no desire to talk him out of it. However, I did decide to read in the manual what HQ's actually do, so I could guage whether or not they are useful. I was quite suprised to see how many different functions the HQ provide. So the HQ's are not the problem.

The problem is, you can handicap yourself against the AI by doing all kinds of foolish things. You can probably win the game by leaving the entire Luftwaffe in the National Reserve. (against the AI) Or you can choose to play with your HQ's in Germany. Its your game, you play how you want. But if you win, its not because the Luftwaffe was useless, or the HQ's dont do anything or whatever handicap you chose... its because you are playing the AI. But really, dont whine about it here, instead, make an AAR and post your magnificent glories there for people who care to see...


(in reply to Senno)
Post #: 142
RE: Couple of criticisms - 1/27/2011 8:22:11 PM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
Status: offline

quote:

ORIGINAL: Senno

At least as Axis and vs AI you might be OK counter-shoving when the combat is freewheeling. But when you run into forts you will wish that you had maintained an orderly C&C to get Support Units in the form of pioneers attached to your Corps (at least) or Divisions.

This newest game I left 11th Army alone on their way to Sevastopol. First by XI Corps failed, due to lack of Pioneers. Fortunately I had II Rum Corps (lol) on hand with proper C&C established and they were able to reduce the forts of 2 hexes and kick out the Soviets. Rather embarrassing result for the Germans, lol. So, now Model has been promoted to 11th Army, Support units moved into 11th Army and on down to the rest of the Corps and next turn Sevstopol will fall. Perhaps I should allow II Rum the honors however? =P


Yup this is one of the good songs on the Album. 10/10 for support unit operation and how it dovetails with leadership. Now if there was a few more features as good you would be talking a classic

(in reply to Senno)
Post #: 143
RE: Couple of criticisms - 1/27/2011 8:23:21 PM   
Great_Ajax


Posts: 4774
Joined: 10/28/2002
From: Alabama, USA
Status: offline
STAVKA regularly had complete armies under its direct control several hundreds of miles away. 7th Army guarding the Svir River against the Finns was under direct STAVKA control and did not fall under any Front command for the entire war. Reserve armies positioned behind the lines were normally placed under STAVKA control. Several Tank Armies at Kursk were initially under STAVKA control for months until they were commited. Somehow, these armies were supplied, led, and prepared for combat operations

Trey.



quote:

ORIGINAL: Smirfy


quote:

ORIGINAL: gradenko_2000

What's your point? Units whose CNC aren't handled well suffer penalties precisely because they're lacking all that infrastructure.


The point is a unit attached to Stavka or OKH can march 100 odd miles without any loss of combat value. As I have explained that makes a nonsense out of armoured warfare. The point is that I can operated a tank Army 230 miles aways from its HQ I can operate a Tank corps (I aint tried a tank army but I dont see why not) a 500 miles from stavka. What is the point of modeling a T-34 or Tiger the best it can be if it exists in middle earth not the russian front.



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WiTE Scenario Designer
WitW Scenario/Data Team Lead
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(in reply to Smirfy)
Post #: 144
RE: Couple of criticisms - 1/27/2011 8:37:21 PM   
Senno

 

Posts: 489
Joined: 12/27/2010
Status: offline

quote:

ORIGINAL: Smirfy


quote:

ORIGINAL: Senno

At least as Axis and vs AI you might be OK counter-shoving when the combat is freewheeling. But when you run into forts you will wish that you had maintained an orderly C&C to get Support Units in the form of pioneers attached to your Corps (at least) or Divisions.

This newest game I left 11th Army alone on their way to Sevastopol. First by XI Corps failed, due to lack of Pioneers. Fortunately I had II Rum Corps (lol) on hand with proper C&C established and they were able to reduce the forts of 2 hexes and kick out the Soviets. Rather embarrassing result for the Germans, lol. So, now Model has been promoted to 11th Army, Support units moved into 11th Army and on down to the rest of the Corps and next turn Sevstopol will fall. Perhaps I should allow II Rum the honors however? =P


Yup this is one of the good songs on the Album. 10/10 for support unit operation and how it dovetails with leadership. Now if there was a few more features as good you would be talking a classic


Well, maintaining the theme, I think I detect a slight "change of tune".

(in reply to Smirfy)
Post #: 145
RE: Couple of criticisms - 1/27/2011 8:41:30 PM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
Status: offline

quote:

ORIGINAL: el hefe

STAVKA regularly had complete armies under its direct control several hundreds of miles away. 7th Army guarding the Svir River against the Finns was under direct STAVKA control and did not fall under any Front command for the entire war. Reserve armies positioned behind the lines were normally placed under STAVKA control. Several Tank Armies at Kursk were initially under STAVKA control for months until they were commited. Somehow, these armies were supplied, led, and prepared for combat operations

Trey.



[Trey.


Are those armies marching one hundred miles to engage the enemy? Nope. Are they are sitting in reserve ready to be released to a front? yes. Would they go into combat attached to Stavka, nope. Is it a case of just like Hitler in France Stalin was keeping them on a tight rein. As for the 7th I imagine if it was directly attached to Stavka and in a combat zone it was for very very specific reasons.

(in reply to Great_Ajax)
Post #: 146
RE: Couple of criticisms - 1/27/2011 8:53:22 PM   
Great_Ajax


Posts: 4774
Joined: 10/28/2002
From: Alabama, USA
Status: offline
See my last post. 7th Army which was engaged in defensive operations against the Finns along the Svir River was under STAVKA control for the entire war. It was not assigned to a front.

Trey


quote:

ORIGINAL: Smirfy


quote:

ORIGINAL: el hefe

STAVKA regularly had complete armies under its direct control several hundreds of miles away. 7th Army guarding the Svir River against the Finns was under direct STAVKA control and did not fall under any Front command for the entire war. Reserve armies positioned behind the lines were normally placed under STAVKA control. Several Tank Armies at Kursk were initially under STAVKA control for months until they were commited. Somehow, these armies were supplied, led, and prepared for combat operations

Trey.



[Trey.


Are those armies marching one hundred miles to engage the enemy? Nope. Are they are sitting in reserve ready to be released to a front? yes. Would they go into combat attached to Stavka, nope. Is it a case of just like Hitler in France Stalin was keeping them on a tight rein. As for the 7th I imagine if it was directly attached to Stavka and in a combat zone it was for very very specific reasons.



_____________________________

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WitW Scenario/Data Team Lead
WitE 2.0 Scenario Designer

(in reply to Smirfy)
Post #: 147
RE: Couple of criticisms - 1/27/2011 9:04:34 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
Not even going to touch this thread.

(in reply to Great_Ajax)
Post #: 148
RE: Couple of criticisms - 1/27/2011 9:05:02 PM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
quote:

their loss in combat value has been nearly zero,


Well that is different to "no loss in combat value". Was there no increase in fatigue after their 100 mile march? It is usually 3-4 points per hex.

9.4.1. GROUND ELEMENT FATIGUE
Fatigue impacts the Combat Value of a ground element and this is reflected in the CV value
shown for a unit in the game. The CV of a ground element is reduced by 1/3 of the fatigue level.
Thus, an element that has a fatigue of 60 will have its basic CV value reduced by 20 percent
when calculating the CV of the unit. Fatigue also impacts movement point allowance (14.1.2).

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(in reply to Great_Ajax)
Post #: 149
RE: Couple of criticisms - 1/27/2011 9:05:17 PM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
Status: offline

quote:

ORIGINAL: Senno


quote:

ORIGINAL: Smirfy


quote:

ORIGINAL: Senno

At least as Axis and vs AI you might be OK counter-shoving when the combat is freewheeling. But when you run into forts you will wish that you had maintained an orderly C&C to get Support Units in the form of pioneers attached to your Corps (at least) or Divisions.

This newest game I left 11th Army alone on their way to Sevastopol. First by XI Corps failed, due to lack of Pioneers. Fortunately I had II Rum Corps (lol) on hand with proper C&C established and they were able to reduce the forts of 2 hexes and kick out the Soviets. Rather embarrassing result for the Germans, lol. So, now Model has been promoted to 11th Army, Support units moved into 11th Army and on down to the rest of the Corps and next turn Sevstopol will fall. Perhaps I should allow II Rum the honors however? =P


Yup this is one of the good songs on the Album. 10/10 for support unit operation and how it dovetails with leadership. Now if there was a few more features as good you would be talking a classic


Well, maintaining the theme, I think I detect a slight "change of tune".




I have no difficulty complimenting the game on what it does well, it just does not do enough well to justify A/ The hype B/ The price. Like I have said before I was Beta in a few game before so I understand a bit about the process and the personality. Alot of people invest time and effort into making a game the best they can, they dont try and do a bad job so they can be understantibly a bit defensive. Now Ive seen a few things right and wrong with the game and pointed that out in equal measure but sometimes critcism does more harm than good and I have hit this wall before and got the same deaf ears so there comes a point were banging on is pointless as you have generated antipathy. I hope people can step back and think this stuff through because in beta I have seen these sort of problems before and it is not good.

(in reply to Senno)
Post #: 150
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