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Does WITW Favor the Germans?

 
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Does WITW Favor the Germans? - 2/24/2015 5:13:00 PM   
DicedT

 

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I've played the Germans in the beta, and I've played the Allies and Germans in the full release. I've come to the conclusion that I think some of us suspect but won't say aloud: WITW favors the Germans.

Do you know the biggest lesson of WITW? It's that the successful Allied invasions were miracles. Not the application of immense resources that overcame a skillful but thinly spread opponent, but absolutely miraculous amphibious assaults in Italy and France that only succeeded because the Germans did not concentrate the entire Luftwaffe bomber force to interdict the sea lanes...or that the Germans didn't bring over all their mountain divisions and half their panzer divisions from the Eastern Front...or that they didn't rail an entire panzer army and the necessary supplies to the invasion site in two weeks.

All of this may be true; Salerno was a near-defeat that took the counterattacking panzers to the water's edge. But the fact is that not once did the Germans repulse a major Allied landing, which in WITW is a result that's 50-50 at best. No one likes rules that keep them from implementing a brilliant strategy. But if you don't hamstring the Soviets in June 1941, WITE becomes ahistorical. If the Germans can freely mass their aircraft and tanks against an Allied landing, that's not historical either. And you end up with Allied players having to resort to bogus strategies like invading a small slice of Holland to build airfields. If that had been Eisenhower's plan for liberating Europe, he would have been replaced in a heartbeat.

So I'll propose a few solutions:

* The naval-air interdiction mission is a fascinating system that's broken. Pelton destroyed my landings with it, and I just did the same to another experienced player. The Germans can muster close to a thousand bombers, concentrate them on the numerous airfields in Italy and France, and totally seal off the beachheads. Losses aren't a problem; the Luftwaffe gets nearly a hundred bombers a turn, and they only need to fly intensively for a few turns while the beachhead is destroyed or contained. The other problem is that the beachheads can easily be isolated by interdiction. One solution is to increase shipping and supply losses, but make it fairly hard to totally isolate the beachheads.

* As some of us warned back in the beta, the East Front box is a problem. In '43, the Germans can take all the mountain divisions, several panzer divisions and heavy tank battalions, and Luftwaffe fighters and bombers (a huge plus for naval-air interdiction) without jeopardizing their Eastern situation. The Allies have enough problems without Grossdeutschland leading the counterattack on the beaches.

* One reason the Germans never destroyed a landing was because they were afraid the Allies would land elsewhere. That uncertainty is somewhat modeled by the garrison rules, but only somewhat. The Germans know that the Allies have six amphibious TFs, so they calculate how much capacity the Allies have used and how long it will take to recycle before the next invasion. Modeling Hitler's paranoia and indecision like personally restricting the panzers on D-Day, or Allied deception operations like Fortitude, is tough. But without them, the game becomes ahistorically tough for the Allies.

* As some have pointed out, the VP penalty for Allied casualties is crazy. In WITW, attrition actually favors the Germans.

If the rest of you have solutions, let's hear them. But right now, much as I love playing the Allies, it's a losing proposition.

Michael

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RE: Does WITW Favor the Germans? - 2/24/2015 5:21:04 PM   
JocMeister

 

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Amen brother!

The devs need to admit to themselves the game suffer from some fundamental problems and deal with them. Otherwise this game will soon be forgotten and with that any hopes of generating any decent sales for the followup Western Front games planned in this series. If this one ends up with a bad reputation no one is going to buy next one...

I agree with all your points although I know too little of the effects of the EF box to have an opinion on that.

Interdiction needs to be fixed. Its so abstract people don´t even know what is happening where. I lost 4 Troop ships and 18 Cargo ships last turn. I don´t even know where? Or to what? Its a poor design and I realize its probably just thrown in there as a placeholder until the naval module is done. But the current system is almost an insult.

The VP system is probably the worst one I have ever came in to contact with. I cannot for the life of me come up with a single positive thing to say about it.

I badly want to the love this game but I simply cannot. I know this isn´t the most constructive criticism but I´ve already given that in numerous other places here on the forum.



< Message edited by JocMeister -- 2/24/2015 6:46:56 PM >

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RE: Does WITW Favor the Germans? - 2/24/2015 6:22:18 PM   
Seminole


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quote:

amphibious assaults in Italy and France that only succeeded because the Germans did not concentrate the entire Luftwaffe bomber force to interdict the sea lanes...


I don't know how you keep players from focusing their air force to the relevant theater, and I have hard time blaming a German player for not just leaving a Ju 88 squadron uselessly stationed in Denmark. I'm sure that was the historical location of that squadron at the time, but it serves no purpose in the game. It begs to be made relevant.

The naval interdiction capability of the He 111s and Ju 88s seem extraordinary in the little I've played (as both sides).

This is just a single Ju 88 squadron running unopposed naval interdiction. Loadout is 28x50kg bombs, twice a day (24 planes) for a week against a single hex (size 0).





fun fact: putting the mine loadout on a Wellington results in lower naval interdiction values than loading 7x500lbs bombs.

< Message edited by Seminole -- 2/24/2015 7:22:41 PM >

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RE: Does WITW Favor the Germans? - 2/24/2015 6:24:33 PM   
Seminole


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quote:

The VP system is probably the worst one I have ever came in to contact with. I cannot for the life of me come up with a single positive thing to say about it.


Have you played anything but the 43-45 campaign?
The VP system is different in the various scenarios.

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RE: Does WITW Favor the Germans? - 2/24/2015 6:44:56 PM   
Smirfy

 

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The problem with the abstract naval model is its no lose for the Axis there is just the arbitary go to jail you just landed on the transport <insert number here> sunk square. You just lost 100 aircraft operationally patrolling that turn for no purpose. That German Panzer Grenadier Divsion surrounded in Taranto showing 50% port damage was miraculously allowed to load onto ships all its men and equipment under 1000 guns of the 8th Army and total air supremacy and sail past 2 naval taskforces to safety for the loss of what exactly?

Then there is the tactical air model that is designed round the month long Normandy campign and nothing else. Ground support causes more damage to yourself than the opposition.



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RE: Does WITW Favor the Germans? - 2/24/2015 6:47:06 PM   
Helpless


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quote:

This is just a single Ju 88 squadron running unopposed naval interdiction. Loadout is 28x50kg bombs, twice a day (24 planes) for a week against a single hex (size 0).


Is this 1.00.21?

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RE: Does WITW Favor the Germans? - 2/24/2015 6:53:27 PM   
marion61

 

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I posted a similar bug on the beta forum Pavel about strange german naval interdiction. .23 beta, and it's an AI game so I have saves.

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RE: Does WITW Favor the Germans? - 2/24/2015 7:00:15 PM   
carlkay58

 

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A few comments from someone who also got tossed back into the sea by Pelton in our game:

1. The Allies spent the whole war worried that the next invasion would fail. This meant they went for overkill before they would commit. They were super-cautious and made sure they had air superiority over the entire invasion area. WitW feeds into this paranoia very well and models the Allied problems and concerns.

2. The Axis historically were always afraid of the 'Hail Mary' invasion. This is relieved in the game when you know where all of the Allied naval units are. So how do the Allies bring 'the fear' into the game? By always keeping some naval units in reserve - at least two but probably three. This means the Axis is always having to worry that there may be an invasion coming. Based from North Africa ports or western British ports the naval units will not be found by Axis recon very easily and both places have large ports that enable fast invasion prep. The same applies to the Allied airborne units - don't keep them where the Axis can easily spot them - or better yet - let them see them massing at airbases in the rear . . .

3. Naval Interdiction is being changed. Getting above a 6 is hard to do now (I am play testing version 23 at the moment), which means that the Axis and Allies will not be fighting to put up 9s just to keep the sea neutral. (I personally think the JU88s are over rated in this regard.)

4. VPs will be adjusted as more games finish and more results come in. This is always the hardest thing to tune in the game. These things take time and a large database of games, players, and strategies before they can get into place.

5. The EF Box will probably be adjusted in the future. Although the initial results showed that the Axis were losing too many replacements to the EF when it was used, the latest is showing that the effect of drawing two or so armies worth of troops from the EF during 43 is having little or no effect - while historically the Axis were having enough problems in 43 holding back the Soviets with what they had let alone what losing two armies would have done. Once again, these tweaks and changes can only come after some time and results.



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RE: Does WITW Favor the Germans? - 2/24/2015 7:01:02 PM   
Q-Ball


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I haven't seen the full LW treatment in 1.0021, but certainly in earlier versions, LW Naval Interdiction was FIERCE. In my game vs. Smokingdave, it took max preparation and effort to keep the beaches open, including basing 1000s of planes on expanded airbases on Corsica/Sardinia, and flying 100s of planes from England to assist. It took 2000 planes on Naval Interdiction in a mutli-layered 6-hex box just to keep supplies flowing through contested waters. Nasty! We'll see what it looks like in a new invasion

Otherwise, I am playing 2 games, both sides, and WA isn't doing badly. One think Meklore is doing to me is greasing 300 tanks per turn via rocket-equipped planes. I actually had him stopped in the initial France landing nicely, destroying 2 Allied Para Divisions, but Allied Jabos are killing my units. I wonder if others are using Allied FBs in this way, on UNIT mission. It's bad!

As far as EF Box, I agree it's a balance issue. I would recommend a dual HR: Allies must invade in Med in 1943, and EF Box is OFF. I think that's a good compromise on both sides.



< Message edited by Q-Ball -- 2/24/2015 8:02:53 PM >


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RE: Does WITW Favor the Germans? - 2/24/2015 7:25:15 PM   
DicedT

 

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quote:

ORIGINAL: carlkay58

1. The Allies spent the whole war worried that the next invasion would fail. This meant they went for overkill before they would commit. They were super-cautious and made sure they had air superiority over the entire invasion area. WitW feeds into this paranoia very well and models the Allied problems and concerns.

Correct, except how do you achieve that overkill when the Germans can mass 700+ bombers against your beachhead and get 100+ bombers each turn from the factories?

2. The Axis historically were always afraid of the 'Hail Mary' invasion. This is relieved in the game when you know where all of the Allied naval units are. So how do the Allies bring 'the fear' into the game? By always keeping some naval units in reserve - at least two but probably three. This means the Axis is always having to worry that there may be an invasion coming. Based from North Africa ports or western British ports the naval units will not be found by Axis recon very easily and both places have large ports that enable fast invasion prep. The same applies to the Allied airborne units - don't keep them where the Axis can easily spot them - or better yet - let them see them massing at airbases in the rear . . .

Have you tried holding three of your six amphib TFs in reserve? Have you tried invading with just three TFs when your opponent is throwing eight panzer and parachute divisions against your beachhead? Perhaps the problem is that WITW might be underestimating Alled amphib capability. But right now, landing in Italy without 4+ TFs is suicide against a determined German counterattack.


3. Naval Interdiction is being changed. Getting above a 6 is hard to do now (I am play testing version 23 at the moment), which means that the Axis and Allies will not be fighting to put up 9s just to keep the sea neutral. (I personally think the JU88s are over rated in this regard.)

This will help, but perhaps a better solution to have garrison requirements for the Luftwaffe? Historically, they would have left bombers in Denmark, Norway and France.

5. The EF Box will probably be adjusted in the future. Although the initial results showed that the Axis were losing too many replacements to the EF when it was used, the latest is showing that the effect of drawing two or so armies worth of troops from the EF during 43 is having little or no effect - while historically the Axis were having enough problems in 43 holding back the Soviets with what they had let alone what losing two armies would have done. Once again, these tweaks and changes can only come after some time and results.

If the Germans shouldn't be able to draw much from the EF Box without causing a collapse, then why have the EF Box at all? The more I think about it, the more harm than good the concept does.




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RE: Does WITW Favor the Germans? - 2/24/2015 7:33:18 PM   
LiquidSky


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In my game with Pelton, I retrained all the Hurricane squadrons into bombers. They would turn a 10=30 Panzer div into a 0=0 with 3 days of bombing. And they Typhoons would gut another one.

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RE: Does WITW Favor the Germans? - 2/24/2015 7:35:42 PM   
Smirfy

 

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The German railway network was a basketcase in game they have too much capacity.

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RE: Does WITW Favor the Germans? - 2/24/2015 7:40:07 PM   
Smirfy

 

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quote:

ORIGINAL: LiquidSky



In my game with Pelton, I retrained all the Hurricane squadrons into bombers. They would turn a 10=30 Panzer div into a 0=0 with 3 days of bombing. And they Typhoons would gut another one.


So put your bomber trained FB's on unit attack?

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RE: Does WITW Favor the Germans? - 2/24/2015 7:42:02 PM   
Flaviusx


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At this stage, I would say WITW allows for certain gimmicks by the Germans and also certain gimmicks by the Allies and it is anybody's guess as to which gimmicks are better.

But I note that Liquidsky figured out Pelton's gimmicks and handed his head on a platter.

Q-ball's proposed House Rule seems to me about right.

< Message edited by Flaviusx -- 2/24/2015 8:43:40 PM >


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RE: Does WITW Favor the Germans? - 2/24/2015 7:42:53 PM   
whoofe

 

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vs AI on normal, I have built up +130 VPs on the eve of invading France. i dont think the VP system is broken, but it may be susceptible to jerking around by skilled players, there is no doubt some balance issues that can still be addressed

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RE: Does WITW Favor the Germans? - 2/24/2015 7:43:28 PM   
decourcy2

 

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I have said this before, but my problem with VP's is garrison VP's. Eisenhower "Well Brooke, we might as well surrender... while we fought in Italy the Germans kept their garrison zones extra guarded and we lost 200 VP's. We can't get past those garrison VP's.

Why does over garrisoning have anything to do with the Allies winning or losing? If you tell me it is a balance thing, i say bullshit.
A. Germans don't need help.
B. I am playing a historical game not a sandbox. I hope.

Next, the German generals are vastly overrated. I have just finished reading two books on the Normandy campaign, one a bit biography style, one more technical. I read these because i had just played a 4 player Battle for Normandy board game with some friends. I was the British. Lots of fun, insanely huge map.
Anyway, what i came across reading these is that historians do not view the German generals in the west in a positive light. Yet, in this game you can randomly click on the German general list, get some dude you have never heard of, and he will probably still be better than any Allied generals except Patton, Bradley and Montgomery. I have started the downgrading of the insane German general stats in my mod, but this needs some formal support as well.

I am going to give a history lesson that maybe many of you already know but maybe some don't. After the war the ETHINTs started. European theater interrogations, which largely led into Nuremburg. America already wanted to rearm Germany as an ally against the Soviet Union so we did everything we could to propagandize that Hitler was evil but the German people were just deluded and not really complicit. Also that Hitler was insane.

So the German generals found that they could pull a Sepp Dietrich and say 'Sieg Heil! I will say until i die that Hitler was the best thing that ever happened to Germany!' Ack! Splorch!.

Or they could choose to say 'Oh, yeah, that Hitler guy was nutso, all our defeats were due to him because German generals are perfect, we would never make those bonehead mistakes he did. And you know i totally supported von Stauffenburg, gee, too bad he missed. I totally am on your side. Democracy rules!'

The ones who said the second thing largely went on to become the officers of the new West German army.
I still run into otherwise educated people that blame not stopping before winter in front of Moscow in '41 on Hitler even though every historian knows it was von Bock and Halder that ordered and later Kluge who made those decisions.

So it is very easy to fall into the trap of overrating the German generals.

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RE: Does WITW Favor the Germans? - 2/24/2015 7:46:01 PM   
NotOneStepBack


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Typhoons and hurricanes are one of the few ways to stop axis armor.

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RE: Does WITW Favor the Germans? - 2/24/2015 7:51:09 PM   
loki100


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quote:

ORIGINAL: Q-Ball

.. but Allied Jabos are killing my units. I wonder if others are using Allied FBs in this way, on UNIT mission. It's bad!



agree with this, lots of typhoons with rockets on unit interdiction and bye bye nasty unit standing in your way. Shifted a nasty Pzr brigade in good terrain vs smokindave this way. Still think overall the 'interdiction' mission does more good but if you have a clear target, just set up a massive set of raids on one hex.

I've sort of given up on the VP system and am just enjoying the game. I take the current VP structure as reflecting stuff out of my control and I'll do things because I think they are the best choice, not because they generate VPs.

I think its too early to say about balance. Its clear that you really need to work on a major naval landing for it to have any chance. Whether it is still too difficult after that, its too early to say. It doesn't help that Pelton AARs are dominating the evidence base - he is so committed to finding all sorts of cheese and rules abuse that those are not necessarily indicative of how most people play. Also, as in WiTE, his approach is vulnerable to someone coming up with an even cheesier response ... and so on. Sigh


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RE: Does WITW Favor the Germans? - 2/24/2015 7:54:11 PM   
Smirfy

 

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Well I just destroyed 9 tanks on Unit attack and lost 51 fighter bombers to flak, like I said you do more damage to *yourself* than the enemy.

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RE: Does WITW Favor the Germans? - 2/24/2015 9:14:59 PM   
Aurelian

 

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quote:

ORIGINAL: Q-Ball

As far as EF Box, I agree it's a balance issue. I would recommend a dual HR: Allies must invade in Med in 1943, and EF Box is OFF. I think that's a good compromise on both sides.




So I invade with *one* Amphib, and send the other 5 to England.... :)


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RE: Does WITW Favor the Germans? - 2/24/2015 9:20:45 PM   
Belphegor


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Interesting discussion, I'm going to stay on the theory side a bit. The question, for example, about massing the Luftwaffe shouldn't necessarily be should they from a recreation of historical events point of view, (could the Germans have done it, and would they, and should we let it happen in a game ... is the game historical or historical when it starts but allows exploration of other options) but to my mind whether massing that many bombers in one area should tax the logistics system more than it does? Perhaps the Allies could have done it, but could Germany have done it?

ie. are we asking for the correct component to be fixed?

And if they could then great; please focus on the my point that we must fix the disease not the symptom. Stay out of the weeds.


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RE: Does WITW Favor the Germans? - 2/24/2015 9:22:27 PM   
marion61

 

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I know this may not help the discussion, and I'm in no way a great player, but out of all the invasions I've attempted in mp, only one failed, and it failed because it was a diversion on top of a mistake that was compounded by myself. It's all about the preparation and not tipping your hand early. Use your air force to make them think your invading somewhere else. The Allies have a huge advantage of where to invade and the axis can't be everywhere. If you prep your air the turn your invasion goes off, you won't see many units get near your beaches unless you invade against heavy defenses. I've done that too, and with the proper air, the axis cannot take naval from you. Naval is about distance, not numbers. Don't invade so far from air cover that the axis only need one plane for every 3 or 4 or yours. It's about sorties, and the shorter distance you fly the more you get. I read aar's and the thing I see the most is allies advancing to where the axis are strong. Go around that crap, you can't afford to lose the vp's fighting crap you can isolate. If he builds in Cassino, invade near Piombino, or above Rome. Totally negates his line there. Set more than one naval ad when your invading. I use Coastal, 15th, and Tactical.

Axis units are tough, and one for one they will kick most allied units around, but that's a fair representation. The VP's could use a tweaking, but I don't see anything that's biased about them. They were probably put in place to push the player into certain actions, which it does. But let's leave the vp question out for now. The allies have a huge learning curve, granted, but not insurmountable. They have to process a huge amount of info each turn, but that's just the nature of the game. Honestly the axis side is a little monotonous because a turn takes 20min maybe, while an allied turn can be 3 hours long when in an invasion.

Honestly I'd much rather play the allies than the axis. More to do, and even with the EF box on, I'm ashore on Calais against massive defenses. It's not undoable, but you have to prepare.

Ask NOSB what I did to his airfields before I invaded him north of Rome. He recovered, but had little air opposition. THAT'S RECON! There's no reason you can't shoot up his airbases in Italy before you invade, while taking out ports and railyards. Keeps the riffraff out of the air over your beaches. The air game is so versatile.

< Message edited by meklore61 -- 2/24/2015 10:25:53 PM >

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RE: Does WITW Favor the Germans? - 2/24/2015 10:26:23 PM   
LiquidSky


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Most of the time, I don't even bother flying Naval Interdiction missions. I just let the coastal airforce sit on AUTO and I end up with 9's down to 7's over much of the North Sea, or all around Sicily and up the coast of Italy. The Axis can't match it. All he can do is hope to match it so that the waters end up contested. Even then: So what. He is attriting his bombers to kill some cargo ships. The troop ships you can protect (mostly) by moving them in hops.

Also....Naval Interdiction = Naval Recon. That is very important in that it helps you intercept his bombers. Put Spitfires in the invasion airfields. Don't bother putting them on Superiority...let them do their magic. They will protect your sealanes for you.

Use your para divisions to land adjacent to your invasion hexes (inland). They provide useful interdiction, and will give you some space to move inland with your units. Also any invasion against a defended hex will lose an odd-shift for every unit you can get adjacent to it.

Keep concentrated in the early stages of your invasion...don't rush around and spread out taking territory....the Germans are coming, and they will smack you around. They won't be able to smack 3 fresh divisions sitting in a hex with lots of support. It took the allies weeks to break out of most (all?) invasions.

As Meky said above...if the Germans mass their bombers in one area...give them a taste of the 8th. If you lose 1000 bombers to destroy 1000 of his, you will have won an astounding victory.







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RE: Does WITW Favor the Germans? - 2/24/2015 11:20:09 PM   
Smirfy

 

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I enjoy your guys understanding of the game but naval interdiction is simply broke. Dunno how one JU88 is magically superior to a Squadron of Beaufighters or an entire Allied Fleet thats meant to have the FAA onboard or Malta! Moving your units in short hops because the mechanic is borked is getting tedious. My lucks out I just lose ships. It just takes the piss out of the rest of the game. I can forgive the nonsense German General stats because something has to simulate the National Socialist fanaticism that the Generals displayed for instance in Normandy and elsewhere knowing if they got into mobile warfare they were screwed. But I cant forgive the Axis are able to pole vault every logistical and orginizational problem they faced.


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RE: Does WITW Favor the Germans? - 2/24/2015 11:33:28 PM   
Seminole


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quote:

ORIGINAL: Helpless
Is this 1.00.21?


That was prodution: .11

I have just tried the same thing with the public beta .21 and the center value is cut to 4-5 range instead of 9.

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RE: Does WITW Favor the Germans? - 2/24/2015 11:38:51 PM   
marion61

 

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It's not they are superior bombers, cause they're not, it's because of the ordinance they can carry. 450mm Torpedoes and mines most axis bombers can carry. Allied bombers carry mostly just bombs and not mines and torpedoes. A plane laying mines can deny ships an area until it's cleared, and most times I see allied aar's where their planes are traveling twice as far to reach a naval ad. Axis bombers just don't have to travel as far is why it is so easy to get naval control. Allies have to cover all the beaches, and the axis just have to isolate hexes, or just a few at a time, wipe those out, rinse and repeat. Load your wellington's and stirling's and other planes that will carry mines. That's the best counter, and use AS, because it works. I shoot down more bomber's coming to the area than in it. I know where he has to fly from, so put the AS out 6-10 hexes and let him fly thru it each turn. Those naval patrols will wither away.

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RE: Does WITW Favor the Germans? - 2/25/2015 12:21:08 AM   
Fallschirmjager


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The game seems balanced in terms of unit and device stats. Many of the old flame wars from the WitP days don't happen here. I generally feel like I am playing with real Allied capabilities and real German capabilities.

The biggest failing of this game is that the VP system is utterly broken. I have seen Joel say that a VP rework is not in the cards. That worries me. As is, I am having loads of fun with the game, but most of that is due to the fact that I am crap at the game. In a few months I will want to have a serious go with the game and then the frustration will mount.

The developers already have my money so I guess it does not matter. But in the past they have responded well to adjusting the game post launch. But the comments about the VP system are worrisome.
The system is completely and utterly broken.
The game severely punishes you for every move you make. Invade, lose points. Bomb war industry instead of useless U-Boats or V-Weapons, lose points. Move units by sea, lose points. Make an airborne invasion, lose points.

The development team either has pride in their design and will not admit that it does not work, or the design is to the point where it cannot change.

This game is rather good. But as of now, it has no long term potential due to the current set up.
As the Allied player, I am terrified to do anything in game since it ultimately ends up costing me loads of VPs.

The game design locks you into a series of an automated decision process which by you must abide. If you ignore it, you lose loads of VPs. If you follow it, you still lose a lot of VPs due to units losses.

The bombing campaign right now is almost a joke. You have to spend entire months bombing U-Boats and V-Weapons while ignoring actual war industry.`

I feel like the game thinks it has a great set of objectives that it tries to simulate while ignoring the actual overall Allied objective, and that is winning the war.

As someone said in one of their AARs. There is a lack of immerision in what the game makes you do and it's tangible results.
Bombing U-Boat factories does not help naval interdiction. The war in the Atlantic is not even simulated. Freight flows in on a set table no matter what.
V-Weapons don't actually damage London or Antwerp.
Neither U-Boats or V-Weapons seem like they are tied into the Axis industiral network at all.

12 O'Clock High and Bombing the Reich had such a fantastic approach to the air war. When I bombed something I had a good sense of why I was bombing it and it's impact on the war.
Largely the same development team did both games so it is hard to understand how they forgot so much of what made that game great.


It sounds like I am being super harsh. Despite all that I said, I love this game. More than I thought I would. It gets so much right. Unfortunately one important aspect does not work at all, and that is the system in which the winner is determined.

Right now I see myself having fun against the AI for a while longer since with the AI I can simply ignore the entire VP system and look at the end of the war results and map and determine how I did.

But I don't see myself ever playing a PBEM game. The game is stepped in punishments for actually taking offensive action.
If it was not for the no beach head penalty. You could actually pull out a draw simply by bombing alone and spending every turn bombing U-Boats or V-Weapons.
That fact alone should be an indication that there is a broken system at work.


< Message edited by Fallschirmjager -- 2/25/2015 3:15:16 AM >


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RE: Does WITW Favor the Germans? - 2/25/2015 2:11:37 AM   
Joel Billings


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Interesting thread, thanks for the feedback.

As for the VPs, the Garrison and bombing points reflect real world issues that impact what the player's could do. I don't see how you scrap the garrison rules and the bombing rules without causing all kinds of other gimmicks and distortions. We take points away for casualties, but in the end, the biggest points are for getting to Berlin and ending the war. You can't do that without casualties. I said we are not interested in coming up with an entirely different set of victory conditions. Tweaking the current system to generate a better balanced game is always possible. However, to do that, we need data points, not theory. We'd like to see some games go the distance and show us where the points can be improved. As for gaining extra points from garrisons. I'd be surprised if very large amounts of points are being scored for extra garrisons, but if you're seeing a situation where this is happening, by all means post a note about it with a save game or email it to 2by3@2by3games.com and we'll take a look. As for the balance, I think it's way to early to say what that is, especially given Pavel's recent adjustments for naval interdiction. Also, we had some nasty bugs where beachheads in Italy were not getting supplies when they should have, and this could have impacted some of the failed invasions. All in all, I haven't seen the evidence that the game is unbalanced, but we keep an eye on the AARs so the best way to push for a change is to post an AAR of a game, especially one that goes the distance.

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RE: Does WITW Favor the Germans? - 2/25/2015 2:29:46 AM   
Q-Ball


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Good feedback here, and I will say that we have to be careful to distinguish between game balance, and VP balance. Game Balance = Forces are fighting about right in historical context and player skill level, without crazy exploits. VP Balance = the scorekeeping is on target.

I personally think the Game Balance is not very far off; I think more data is needed, but I don't see it as being egregious either way, particularly if by HR or otherwise Allies have to stick to Med in 1943. I do see the early N. Europe as problematic.

VP Balance I think is a little more off, and for this we really need to play lots of games out. In the meantime, I am not that worried about the score in the games I am playing; I am trying to play to score points, but in the end not measuring the result strictly that way, if that makes sense.....

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RE: Does WITW Favor the Germans? - 2/25/2015 2:46:25 AM   
Fallschirmjager


Posts: 6793
Joined: 3/18/2002
From: Chattanooga, Tennessee
Status: offline
quote:

ORIGINAL: Joel Billings

Interesting thread, thanks for the feedback.

As for the VPs, the Garrison and bombing points reflect real world issues that impact what the player's could do. I don't see how you scrap the garrison rules and the bombing rules without causing all kinds of other gimmicks and distortions. We take points away for casualties, but in the end, the biggest points are for getting to Berlin and ending the war. You can't do that without casualties. I said we are not interested in coming up with an entirely different set of victory conditions. Tweaking the current system to generate a better balanced game is always possible. However, to do that, we need data points, not theory. We'd like to see some games go the distance and show us where the points can be improved. As for gaining extra points from garrisons. I'd be surprised if very large amounts of points are being scored for extra garrisons, but if you're seeing a situation where this is happening, by all means post a note about it with a save game or email it to 2by3@2by3games.com and we'll take a look. As for the balance, I think it's way to early to say what that is, especially given Pavel's recent adjustments for naval interdiction. Also, we had some nasty bugs where beachheads in Italy were not getting supplies when they should have, and this could have impacted some of the failed invasions. All in all, I haven't seen the evidence that the game is unbalanced, but we keep an eye on the AARs so the best way to push for a change is to post an AAR of a game, especially one that goes the distance.



I don't have many suggestions since my play time is still low. But I do have some nebulous ideas forming.

First, I like the idea of losing men meaning something.
But I think the VP hit is rather severe. I think a better system was something that was in WitP
You gained points by destroying the enemy and they gained points by destroying you.

That seems to make sense. If you plan out an invasion and an attack well, you are going to lose men, but you are going to destroy the enemy.
I understand the decision behind the design. Human lives meant a lot to the western allies and huge losses did not sit well politically.
But for all the talk about the allied armies being a rapier instead of a hammer. They turned out to be a pretty dull rapier and ended up being a hammer. The winter of 43 in Italy, Normandy, the Bulge, Breaking into the West Wall, Tunisia.
All of the big operations turned into wars of mass attrition and the Allies took huge losses.

I also understand having a component built into the scoring system of the Allies wanting to take territory. But that was always a secondary goal.
Capturing Naples, Rome, Lyon, Paris and Berlin were always attractive prestige and political targets. But by December of 1944 SHEAF and Allied high command realized that taking Berlin was not their goal.
The overall allied strategy was to destroy the Axis to the point where they could no longer make effective war. And they did that they destroying their field armies, their ability to put new soldiers into the field and their ability to arm those soldiers.


Third, I completely understand the decision behind forced bombing of U-Boats and V-Weapons. This was a political reality. But it is not working in game terms.
I will have to do some more thinking on this matter. But the negative VP system simply does not work.
Perhaps something else could be done. Perhaps for not hitting V-Weapons, British and Commonwealth units begin to suffer morale and fatigue penalties since the home front is suffering?
Or perhaps political tension increases and their is an increasing penalty and a turn delay placed on when British and CW troops arrive?
Right now I have to spend so much of my resources with constant bombing that I cannot bomb other aspects of the Axis war machine at anywhere near approaching a historical rate.

And for U-Boats, if you do not bomb them. Then this plays a role in naval interdiction and the battle of the Atlantic is not as decisive as in real life and the flow of supply from America suffers penalties.

These are just some ideas to throw out there, I will have to give it some more thought.

The problem is that while there were political pressure, we have the ability of hindsight and the bombing campaign against U-Boats and V-Weapons was not very effective.
Bombing the factories themselves was not very effective since they began so widely dispersed and dozens of small factories assembled the components. Bombing V-Weapon sites themselves had almost no effect at all.
Bombing U-Boats pens has almost no effect due to how well protected they were and the imprecision of weapons of the day.

The U-Boat war was not won due to bombing. It was won due to technology in escorting, sonar, radar, depth charges and air patrols.
The V-Weapon war was won when the Allies cleared the Channel coast and took away the launch sites by occupation.

This is hard to model in the game.

Again, I feel like I am being overly critical. But I just want this game to succeed and 90% of it does. It just needs a few redesigns and some tweaks.


I have nothing to say about garrison rules because I have yet to actually come up against them. I will try and play a game as the Axis in the next few weeks and see exactly how that aspect works.

Without any knowledge, it seems like instead of having VP penalties for not garrisoning properly that the Partisan penalties should be cranked up.
If you strip areas of garrison troops, then partisans should flare up and have a field day destroying railroads, airfields (and their planes), factories etc
In HOI III, if as a Axis you did not keep troops in your rear areas, partisan troops could actually get to the point where they could actually take over territory and do damage.

In WitP if as as the Japanese or British you do not garrison properly then you lose VPs due to damage.

I think everything in the game should revolve around the Axis trying to maintain it's ability to make war and the Allies attempt to destroy their ability to make war.

Maybe I am just too much a part of the school of Napoleon

< Message edited by Fallschirmjager -- 2/25/2015 3:48:45 AM >


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