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Learning to Live with WITE2 - 10 things that take some ... - 5/28/2021 1:57:23 PM   
karonagames


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There is no doubt WITE2 is, and plays, very differently to WITE1. Here are 10 changes that I have struggled to adjust to. This assessment is based on Playing a 1941 H2H campaign as Axis and achieving a 68 turn decisive victory. A 52 turn defeat in H2H Stalingrad to Berlin, and 2 ongoing 1941 H2H campaigns at T10 and T40 plus various games against the AI.

1:The Map.. The new map projection has added about 4 hexes to the distance between Smolensk and Moscow, and reduced the distance between Kiev and Rostov by 2 hexes, consequently I have found it harder to get to the gates of Moscow, but easier to get Rostov by December. Heavy woods are now a much bigger deal than they were in WITE1.

2: The Victory Conditions: By far the best change/addition to WITE2. However, the new meta of gaining/losing bonus VPs leads to having to make some strange decisions about whether you should capture a city if you don’t believe you can hold it until beyond the historical recapture date. Being able to hold Orel. Kursk, Kharkhov and Stalino through the first winter becomes very important.

3: The Air War AI. The air war AI management clearly needs fine tuning. The increase in operational losses, particularly for the Axis is excessive, and not being able to turn off unescorted transport flights when giving AI full control, leads to excessive losses of transport planes and pilots.

4: Logistics. The new logistics system is clearly a huge improvement compared to WITE1, but the need to be able to boost logistics to enable players to meet the VP deadlines has led to having to make some really tough decisions. HQ buildup in WITE1 clearly didn’t work. It’s replacement in WITE2: “Super Depots”, may be as problematic. Overall I think that the logistics dial needs to be moved up from the famine of freight you get when not using super depots and down from the feast of freight you get when you do use them. This is a tricky problem to be solved.

5: Entrenchment.
The changes to entrenchment make defensive planning much harder than WITE1. I lost the game of Stalingrad to Berlin in 52 turns because it was totally impossible to build strong enough fortified lines on traditional defense lines such as the Dneiper and the Vistula. Can someone please tell me what the new meta is for Axis defense from 1943 onwards, because I don't know how to do it with the current ruleset.

6: Fatigue: I need to do more direct comparisons with WITE1, but my gut is telling me that you gain more, and lose less, fatigue in WITE2 compared to WITE1. I have definitely shown Joel that units in the Reserve TBs do not recover from fatigue at anything like a reasonable rate, but on map too you can sit inactive, neither attacking or being attacked, for months and have a ton of fatigue still sitting around.

7: CV Variance. Again I need to do more direct comparisons with WITE1, but again my gut is telling me average CV Variance from initial CV is much more extreme in WITE2 compared to WITE1. This has always been the aspect of the game that has caused me to ragequit from WITE1, but I have seen that it is not asymmetrical. I can’t imagine how my opponent reacted when Sevastopol’s initial CV of 1200+ got reduced to less than 100, particularly when we are never shown why - other than to be told “oh- you must have missed some die rolls. I think this much RNG is bad for the game. Either the initial CV figure needs to be made more accurate and/or there needs to be less variance.

8: Delay points. Why? It is hard enough to meet VP deadlines without having something else to prevent me gaining hexes. I can understand having a mechanic like this in Ardennes Offensive games where traffic jams had a significant influence, but not in a game with weekly turns and 10 miles per hex.

9: The Weather
. The new Weather system will probably be my rage quit trigger, like CV variance, too much RNG is too much for me. I have experienced 9 turns of rain in row in July and August which has strangled my advance on Leningrad, 14 turns of Blizzard starting in November that prevented Operation Typhoon and being able to create any form of winter defense. In the game I won in 68 turns the Blizzard missed the frontlines in December, so I only had to survive about 6 turns of Blizzard. The extra 8 turns of blizzard in my current game will take much longer to recover from and give a worse 1942 jump off point. In my Stalingrad to Berlin campaign I had 2 turns of heavy mud in 52 turns compared to the 8 turns that are guaranteed in WITE1. The 6 turns difference allowed my opponent to advance about 18 hex rows than he would not have been able to in WITE1.

10: Balance. It may be too early in the games's evolution to form an opinion on balance, but I think that the weather is having too much influence on the balance of the game. Although the weather system in WITE1 was too black and white, every player on each side knew what to expect and what to plan for. I am not saying that there should be no variance from the historical weather patterns, but that the extreme variance I have seen so far is making the difference between winning a game and losing a game, enjoying a game and not enjoying a game. From my Stalingrad to Berlin experience I also have a concern that the Red Army gets much stronger much sooner in WITE2 compared to WITE1, but I do not yet know if this is true of the 1941 campaign game. My gut is telling me that I will lose in 1944 in my current 1941 game based on the number of guards units I am seeing compared to the game I won.


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RE: Learning to Live with WITE2 - 10 things that take s... - 5/28/2021 3:13:42 PM   
Bamilus


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To #8 I think the point is to try and represent the fact that time was spent in taking a hex. This is to try and alleviate some of the impacts of "time travel" or "time warping" where you can blow open a hole in enemy lines and then go through with other units that act like the enemy never existed from day 1. TOAW takes this to the extreme but I think it's a good thing to model. That being said there certainly is an argument for balance but I think from a realism standpoint its a better model than traditional hex and counter where time essentially doesn't exist.

Good post, I think it's well thought out. I didn't play much WITE1 so can't compare but to your other points that relate more to WITE2 in a vacuum I think you make fair arguments.

< Message edited by Bamilus -- 5/28/2021 3:15:27 PM >


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RE: Learning to Live with WITE2 - 10 things that take s... - 5/28/2021 4:00:18 PM   
jlbhung

 

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On 7, my observation is that the significant reduction of CV for units in city fort during combats is largely accounted for by the huge number of elements disrupted. Disrupted elements do not contribute to the final CV. I think the issue maybe defenders in city forts are not accorded sufficient protection from enemy fire power.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/28/2021 4:23:40 PM   
loki100


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quote:

ORIGINAL: jlbhung

On 7, my observation is that the significant reduction of CV for units in city fort during combats is largely accounted for by the huge number of elements disrupted. Disrupted elements do not contribute to the final CV. I think the issue maybe defenders in city forts are not accorded sufficient protection from enemy fire power.


I'm wondering if 'city forts' is another of those game titles that made sense when first introduced but is really rather misleading. I know think of it as a 'city stacking' bonus, it confers nothing else. So it all depends on the underlying terrain, to some extent on fortifications as to the value.

Having said that, there was a bug about resupply to units in a city fort during combat rounds. That has been sorted now so should make them more durable.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/28/2021 11:48:22 PM   
GloriousRuse

 

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WITE1, for all its pioneering in the day, was rife with things that needed to be rendered simplistically due to the constraints of the time. I would say we aren’t “learning to live” with WITE2 so much as having to adapt to overall better modeling of the conflict. Just as importantly, better and more realistic gameplay - the days of “The Endless Blitzkrieg/Deep Battle vs How Much Can I Dig” have given way to a much more nuanced game with both players maintaining a far more active role throughout. Additionally, the game is much less mechanistic - bad news for those looking to create the Uber Strategy, but good news for the game and player base as a whole.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 8:24:20 AM   
rob89

 

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quote:

ORIGINAL: karonagames



5: Entrenchment.
The changes to entrenchment make defensive planning much harder than WITE1. I lost the game of Stalingrad to Berlin in 52 turns because it was totally impossible to build strong enough fortified lines on traditional defense lines such as the Dneiper and the Vistula. Can someone please tell me what the new meta is for Axis defense from 1943 onwards, because I don't know how to do it with the current ruleset.




+1!



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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 10:34:17 AM   
loki100


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quote:

ORIGINAL: rob89


quote:

ORIGINAL: karonagames



5: Entrenchment.
The changes to entrenchment make defensive planning much harder than WITE1. I lost the game of Stalingrad to Berlin in 52 turns because it was totally impossible to build strong enough fortified lines on traditional defense lines such as the Dneiper and the Vistula. Can someone please tell me what the new meta is for Axis defense from 1943 onwards, because I don't know how to do it with the current ruleset.




+1!





well in testing no game got here from a 1941 start (as the axis, we had a few Soviet-axis AI games go to 1945), but it was extensively tested using StB as a start point.

Key is it takes time to build a strong fort line so you need to get going 6+ months before you need it. Important here is the supply demand once you start going from level 2 -3 forts, so depot placement comes into it.

more generally forget all the WiTE1 lore of 'hexes to Berlin' etc, to defend, do it in depth, do it flexibly, keep an eye on the VP situation. In 1943 you can use the Pzrs both for reserve activations and for counter-attacks. By 1944 you need to choose one or the other, so think about the merits of stopping a Soviet attack dead as opposed to being able to hit back.

more widely than in #1, understanding both sides is important. A 1944 Soviet Gds rifle corp with the right SUs and 100 CPP can easily have more than 100 CV. A stack is going to break pretty much anything. So its a case of exhausting that potential and being aware of the very particular Soviet supply challenges once the Red Army hits 6m+


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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 11:48:58 AM   
rob89

 

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quote:

ORIGINAL: loki100

So its a case of exhausting that potential and being aware of the very particular Soviet supply challenges once the Red Army hits 6m+



In the Vistula to Berlin scenario, the Reds have more than 6m men, and they have plenty of supply too...
No shortages, of any types...

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 11:53:36 AM   
Gam3r

 

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quote:

ORIGINAL: karonagames
I can’t imagine how my opponent reacted when Sevastopol’s initial CV of 1200+ got reduced to less than 100, particularly when we are never shown why - other than to be told “oh- you must have missed some die rolls. I think this much RNG is bad for the game. Either the initial CV figure needs to be made more accurate and/or there needs to be less variance.



quote:

ORIGINAL: Joel Billings
https://www.matrixgames.com/forums/tm.asp?m=5017077#
There's a bigger issue though, in that the units in Sevastopol were showing as isolated, when in fact they aren't. We've just fixed a bug in the isolation routine that was causing some units near Leningrad and in Sevastopol to be isolated at times when they shouldn't have been.




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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 11:57:18 AM   
Laits


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quote:

ORIGINAL: GloriousRuse

WITE1, for all its pioneering in the day, was rife with things that needed to be rendered simplistically due to the constraints of the time. I would say we aren’t “learning to live” with WITE2 so much as having to adapt to overall better modeling of the conflict. Just as importantly, better and more realistic gameplay - the days of “The Endless Blitzkrieg/Deep Battle vs How Much Can I Dig” have given way to a much more nuanced game with both players maintaining a far more active role throughout. Additionally, the game is much less mechanistic - bad news for those looking to create the Uber Strategy, but good news for the game and player base as a whole.


I completely agree. This is why WITE2 is much better than WITE1.
Bad old habits take time to disappear, this is why some complain about supposed unbalanced game mechanics.


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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 2:00:57 PM   
wkuh

 

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++1!

But some features could always be improved, of course.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 2:36:13 PM   
jlbhung

 

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quote:

ORIGINAL: loki100


quote:

ORIGINAL: jlbhung

On 7, my observation is that the significant reduction of CV for units in city fort during combats is largely accounted for by the huge number of elements disrupted. Disrupted elements do not contribute to the final CV. I think the issue maybe defenders in city forts are not accorded sufficient protection from enemy fire power.


I'm wondering if 'city forts' is another of those game titles that made sense when first introduced but is really rather misleading. I know think of it as a 'city stacking' bonus, it confers nothing else. So it all depends on the underlying terrain, to some extent on fortifications as to the value.

Having said that, there was a bug about resupply to units in a city fort during combat rounds. That has been sorted now so should make them more durable.


The stacking bonus, the underlying terrain and fortifications apparently are not enough to reproduce the prolong siege of Leningrad, Odessa and Sevastopol at the moment. I still think that city forts should provide additional protection so that defenders can last for a reasonably long period.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 5:04:59 PM   
loki100


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quote:

ORIGINAL: rob89

quote:

ORIGINAL: loki100

So its a case of exhausting that potential and being aware of the very particular Soviet supply challenges once the Red Army hits 6m+



In the Vistula to Berlin scenario, the Reds have more than 6m men, and they have plenty of supply too...
No shortages, of any types...



true, but that is a constructed situation, not one that has evolved out of natural game play. I've completed 2 grand campaigns with the Soviets so (along with M60 who has also managed this) perhaps am a bit more aware of the mid/late war transitions than some others

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 6:51:57 PM   
carlkay58

 

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City forts allow greater stacking in the hex. The key is that this many units require a lot of supplies. If a city fort is maintained in supply it is formidable. If it is isolated, the supplies run out very fast and it is a surrender just waiting to happen.

Both sides have to be careful of where they build the city forts and how long they will fight to hold them. So some keys to city forts:

1) Make sure there is a depot with LOTS of supplies in the hex in case it is cut off.

2) Make sure the leader in the hex (and the HQ SHOULD be in the hex) is a good one.

3) Keep the city fort from being isolated at whatever it costs. If you determine the risk of isolation is high and you won't be able to restore the supply line within one or two turns - then cut your losses and run - do not sit there with 10 divisions waiting to surrender.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 10:25:25 PM   
Hardradi


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Even Moscow a National Supply Source with tons and tons of supplies (is it 2.5 million?) cant hold out very long in winter condition when the Germans are at the end of a bad supply line.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/29/2021 10:50:37 PM   
loki100


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quote:

ORIGINAL: Hardradi

Even Moscow a National Supply Source with tons and tons of supplies (is it 2.5 million?) cant hold out very long in winter condition when the Germans are at the end of a bad supply line.


worth noting that a NSS losses most of its supply bonus if an enemy unit is adjacent (& ceases to be a NSS if it can't trace supply to another). So the Moscow (like Berlin) can become little more than a large normal depot if the Axis put a unit next to it.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/30/2021 6:10:08 AM   
jlbhung

 

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quote:

ORIGINAL: carlkay58

City forts allow greater stacking in the hex. The key is that this many units require a lot of supplies. If a city fort is maintained in supply it is formidable.....


I beg to disagree with the view that a fort is formidable if in supply. The example on the assault on Oranienbaum in Turn 16 of my AAR on the Road to Leningrad suggested otherwise https://www.matrixgames.com/forums/tm.asp?m=5006630&mpage=3&key= .

Oranienbaum was not isolated. It is a heavy wood hex (+2 def bonus) with fort level 5, giving a total defence bonus of +7. The initial CV of the defender was 2487. After combat the CV was drastically decrease to 73.

As set out in my AAR, my estimation is that there was about 88% reduction in the defenders' ready elements after combat. So a simple pro-rata of the CV will be 2487 * (3/8) [reduction of terrain bonus from +7 (heavy wood + level 5 fort) to +2 (heavy wood only)] * (663/5375) [ready elements before and after combat] = 115, which is close to the final of 73. It appears that the major reduction in CV is from combat. The small difference after combat (115 to 73) may be due to poor leadership roll, or simply because higher CV elements were more likely to be damaged/disrupted than those 1-CV elements (such as supports and artillery) in the rear. This is why I suggest for better protection of defenders from attacker fire power.

Historically, Oranienbaum never fell. While the city fort is already a step forward in trying to reproduce the prolong struggle of siege in the Eastern Front, having the un-isolated Oranienabum fell in the first attack seemed to suggest that the current city fort feature may not be sufficient.



< Message edited by jlbhung -- 5/30/2021 6:11:52 AM >

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/30/2021 6:45:15 AM   
Hardradi


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quote:

ORIGINAL: loki100


quote:

ORIGINAL: Hardradi

Even Moscow a National Supply Source with tons and tons of supplies (is it 2.5 million?) cant hold out very long in winter condition when the Germans are at the end of a bad supply line.


worth noting that a NSS losses most of its supply bonus if an enemy unit is adjacent (& ceases to be a NSS if it can't trace supply to another). So the Moscow (like Berlin) can become little more than a large normal depot if the Axis put a unit next to it.


Thanks Loki. Good to know these details.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/30/2021 9:27:18 AM   
loki100


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quote:

ORIGINAL: jlbhung

....

Historically, Oranienbaum never fell. While the city fort is already a step forward in trying to reproduce the prolong struggle of siege in the Eastern Front, having the un-isolated Oranienabum fell in the first attack seemed to suggest that the current city fort feature may not be sufficient.




the city fort is simply a tool for overstacking, so if you only have say 3-4 Rifle Divisions in the hex then yes, it remains vulnerable. To make one of these either a bastion, or a serious committed diversion it has to be stacked to the limit.

Now that raises the issue for the Soviets, can you spare the equivalent of a complete combined arms army for one hex? If you can, its the business, if you can't then all you may do is to escalate your losses.

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RE: Learning to Live with WITE2 - 10 things that take s... - 5/30/2021 9:55:54 AM   
jlbhung

 

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quote:

ORIGINAL: loki100

the city fort is simply a tool for overstacking, so if you only have say 3-4 Rifle Divisions in the hex then yes, it remains vulnerable. ...


I agree with you that only a few divisions in the hex is not useful. However, In my example the Soviet had 8 Rifle Divisions with a total of 62k men in the hex. Est to be somewhere about 7.5k/division after deducting SUs - should not be bad for a typical Soviet Rifle division at that time. The German attacked with 5 Divisions and 1 Regiment with a total of 90k men. Not an overwhelming ratio before battle.

< Message edited by jlbhung -- 5/30/2021 9:57:32 AM >

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RE: Learning to Live with WITE2 - 10 things that take s... - 7/10/2021 8:39:19 PM   
AlbertN

 

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Point 10 is worrysome.
I started experience some rather rainy July '41 and it's ... well not pleasant. I cannot speak yet of other balance personally but by what I see on the AAR forums the Soviets seem on steroids.

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RE: Learning to Live with WITE2 - 10 things that take s... - 7/11/2021 12:52:27 PM   
speedyglides

 

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New weather system is not bad conceptually, but it is true the variation from game to game is extreme, to the point in which some matches can be ruined.

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RE: Learning to Live with WITE2 - 10 things that take s... - 7/11/2021 1:32:53 PM   
GloriousRuse

 

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It’s not so much the Soviets are on steroids as it is that the more intricate systems place a higher demand on the German player at first. Your very first turns of the game require excellent tactical performance followed by very solid work managing everything else. The room for error is slimmer, especially as you are unlikely to get the Hannibal - Varro dynamic. So until you get a player base with some time under their belts, the Germans are going to suffer from high demands meeting low experience.

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