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Road to Minsk too slow? - 7/3/2021 11:43:49 PM   
leegle

 

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Gday!

I'm new to WitE2 and this type of complex wargame in general. Played a little Panzer Corps but that's it. Looking for a little help.

I'm stuck on the Road to Minsk scenario. I just can't seem to get the tanks to capture the flags by the second turn fast enough. The north group grabs Minsk in the 1st turn and Borisov and Lepel on the 2nd but I can't get them all the way north. The south group grabs Bobruisk but runs out of steam.

I suspect I'm just not following the optimal route to get to them as quickly as possible. I follow roads and clearings where I can. I break out with infantry and then charge the tanks toward the flags without distractions. AI assist for supply and air.

Any clue as to what I could be doing wrong? Not sure if there is some gameplay mechanic I'm not doing right. Supply is good to the tanks but command strength is orange / red because I don't want the HQs to get too far ahead of the infantry.

Cheers for any help

Lee




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< Message edited by leegle -- 7/3/2021 11:54:05 PM >
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RE: Road to Minsk too slow? - 7/4/2021 1:32:30 AM   
carlkay58

 

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Look at my AAR on Marching East Again where I detail my opening turn for the 41 Campaign as Axis. This should give you some good ideas on gaining penetration depth on turn 1 which will make the eastern objectives much easier to reach on turn 2.

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RE: Road to Minsk too slow? - 7/4/2021 4:32:43 PM   
Repsol

 

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I have played this scenario 3 times but never been able to capture all the objectives...I can take all but ONE...
Is this scenario considdered to be easy...to capture all the objectives or is it ment to be somewhat tricky to achive this ?




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RE: Road to Minsk too slow? - 7/4/2021 4:48:12 PM   
carlkay58

 

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It is meant to teach you how to plan the first two turns in AGC. It is neither hard nor easy - just fast and straight forward. I believe that the objectives are the actual AGC objectives for the first two weeks.

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RE: Road to Minsk too slow? - 7/5/2021 12:19:56 AM   
leegle

 

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Thanks mate, I'll have a look.

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RE: Road to Minsk too slow? - 7/24/2021 3:53:33 AM   
potski

 

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quote:

ORIGINAL: leegle

I'm stuck on the Road to Minsk scenario. I just can't seem to get the tanks to capture the flags by the second turn fast enough. The north group grabs Minsk in the 1st turn and Borisov and Lepel on the 2nd but I can't get them all the way north. The south group grabs Bobruisk but runs out of steam.

I suspect I'm just not following the optimal route to get to them as quickly as possible. I follow roads and clearings where I can. I break out with infantry and then charge the tanks toward the flags without distractions. AI assist for supply and air.


I think it is nearly impossible to capture ALL of the VP points in two turns. But you don't need to, just capture most of them and that gives you a major victory. If you are losing the scenario, then it because the instructions in the scenario are not 100% clear, in my opinion. You MUST capture Minsk on the first turn. This city has so many VPs associated with it and points are given both ET (end of turn) and EG (end of game/scenario) that you need to have those points for yourself and prevent the Soviets from getting any points for it at the end of turn 1. The other locations that are further away don't get so many points and won't cause a problem if the Soviets hold them at end of turn 1 and you capture most during turn 2.

So the main challenge is to get a Panzer Corps to Minsk in a single turn. And I can see you are making two errors:

- You must bring the HQs with the Divisions, otherwise they suffer penalties. I doubt this will stop you capturing the city, but it will make combat more difficult and you can't afford to have any battles that don't go well. The HQs are not fragile like in other games - if enemy units advance into an adjoining hex then they automatically retreat from a battle. They can never directly engage in combat, so they are relatively safe. They can really only be destroyed if they are surrounded in a city. In the open you can protect them simply by placing them in a hex with one of the Panzer or Motorized Divisions. In that case they won't retreat automatically if the hex is attacked, only if the Division is defeated and forced to retreat/rout, then the HQ will retreat. To get them out of the initial forming up area in Eastern Poland there must be a big enough gap in the Soviet lines for them to pass through. Taking the rule above, you cannot move them into any hex that adjoins a Soviet unit, unless that hex is occupied by one of your units. Use the infantry to destroy a big enough gap in the line to get the whole Panzer Group out, Divisions and HQs. You can even bring the Panzer Group HQ out, though the Corps HQs don't need to advance so far that they will go out of range.

- You have 50 movement points for the units in Panzer Groups and the AI will calculate the most efficient route to move all the way to Minsk all in one go, and show the route on the map. This route is further north than you have gone, it passes close to Vilnius. This is not so obvious if you do the movement in smaller stages. Further south there are some marshes which you may have passed through. These take seven MPs just to move one hex, while clear hexes take just one MP per hex in the good weather. Your aim should be to arrive at the defensive line around Minsk with still some 20 MPs available. This means going the absolutely shortest route and avoiding all combat on the way. There are special turn 1 movement rules that allow you to just drive straight past enemy units and ignore them, even though you are passing through their zones of control. That isn't possible on turn 2, nor is it possible once you get well into turn 1. This leaves you with plenty of MPs to fight the battles needed to capture the city on turn 1.

My experience is that only two Divisions are needed to capture Minsk, and I normally use one Panzer and one Motorized. So the other Division in the Corps could be used to follow the route you show and capture the airbase that way and/or clear the Soviet division around Moldechno. But you also have a whole other Motorized Corps with four Divisions, and some of these can get quite far north, nearly to Polotsk. They don't need to capture Polotsk on turn 1, but from positions along the road to Polotsk, they can strike the other northerly VPs in turn 2. As long as you captured and hold Minsk on turn 1, then these are just bonus points, and should bring you towards a major victory. Though to be sure of that you also need to:
- destroy the Soviet airforce
- encircle and destroy as many units as possible around Bialystok

There is a Youtube video covering this which I published on my Youtube channel Cannae Wargaming, which you might find useful.

For such a complex game it is a shame there is no proper tutorial, and this "Introductory" scenario has no clear guidance in game for a beginner on what they need to do, which is why I put together a couple of videos, though they didn't get many views. Strategy Gaming Dojo has plenty of tutorial videos, they are great at covering all of the rules, but they don't cover any of the scenarios and really don't cover gameplay issues like this. All of his streams since cover the Grand Campaign, where the rules are different for VPs, and it is not so critical to capture Minsk on turn 1. And you aren't going to find anything about how to capture Minsk in one turn in the 600 page official manual either, it's even hard to find what the movement rules are, and how they are different on turn 1. Don't worry, I also made the mistakes covered above, and thought it would be useful to have some sort of guide for beginners, so had a go at producing a couple of videos.

(in reply to leegle)
Post #: 6
RE: Road to Minsk too slow? - 7/24/2021 10:47:25 AM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
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quote:

ORIGINAL: potski
....

For such a complex game it is a shame there is no proper tutorial, and this "Introductory" scenario has no clear guidance in game for a beginner on what they need to do, .....


there is a proper tutorial with a detailed walk through

quote:

ORIGINAL: potski
....

All of his streams since cover the Grand Campaign, where the rules are different for VPs, and it is not so critical to capture Minsk on turn 1, .....


actually its equally vital in the campaign which is why its the focus of this scenario so you practice what should be the core goal of AGC in an environment with few long term consequences

< Message edited by loki100 -- 7/24/2021 12:35:28 PM >


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RE: Road to Minsk too slow? - 7/24/2021 8:56:01 PM   
potski

 

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quote:

ORIGINAL: loki100

quote:

ORIGINAL: potski
....

For such a complex game it is a shame there is no proper tutorial, and this "Introductory" scenario has no clear guidance in game for a beginner on what they need to do, .....


there is a proper tutorial with a detailed walk through

quote:

ORIGINAL: potski
....

All of his streams since cover the Grand Campaign, where the rules are different for VPs, and it is not so critical to capture Minsk on turn 1, .....


actually its equally vital in the campaign which is why its the focus of this scenario so you practice what should be the core goal of AGC in an environment with few long term consequences


Where can we find the tutorial?

On capture of Minsk, I was referring to the fact that the GC VP rules encourage you to capture cities earlier than was historically the case, and that is impossible in this case. You would lose only one VP for capturing it on turn 2 compared to turn 1, which is not decisive. While I agree from a long-term strategic point of view you should capture it, it is not going to make or break a campaign. The Introductory Scenario is designed to encourage new players to learn how to capture Minsk on the first turn, this is not actually very clear in the introduction. Nor at all clear to someone who is not familiar with some of the basic game mechanics how they could capture a well defended city so far from the front lines.

I could argue that it is also, perhaps more so, important to capture Riga on turn 1 and establish the port to bring in freight. But I think you don't even get any VPs in the Leningrad scenario for capturing it, and I don't think it is even mentioned in the introduction. The overall phasing of the campaign is not really very clear, especially when you can think you are advancing OK if you are halfway to Leningrad after 8 turns, but in fact you can't hope to cover the other half before the end of the scenario.

(in reply to loki100)
Post #: 8
RE: Road to Minsk too slow? - 7/24/2021 10:32:29 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline

quote:

ORIGINAL: potski


quote:

ORIGINAL: loki100

quote:

ORIGINAL: potski
....

For such a complex game it is a shame there is no proper tutorial, and this "Introductory" scenario has no clear guidance in game for a beginner on what they need to do, .....


there is a proper tutorial with a detailed walk through

quote:

ORIGINAL: potski
....

All of his streams since cover the Grand Campaign, where the rules are different for VPs, and it is not so critical to capture Minsk on turn 1, .....


actually its equally vital in the campaign which is why its the focus of this scenario so you practice what should be the core goal of AGC in an environment with few long term consequences


Where can we find the tutorial?

...


in my version of the manual it starts on p. 74, section headed "starting the introductory scenario"


_____________________________


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Post #: 9
RE: Road to Minsk too slow? - 7/25/2021 4:51:12 AM   
potski

 

Posts: 50
Joined: 7/12/2021
Status: offline

quote:

ORIGINAL: loki100


quote:

ORIGINAL: potski


quote:

ORIGINAL: loki100

quote:

ORIGINAL: potski
....

For such a complex game it is a shame there is no proper tutorial, and this "Introductory" scenario has no clear guidance in game for a beginner on what they need to do, .....


there is a proper tutorial with a detailed walk through

quote:

ORIGINAL: potski
....

All of his streams since cover the Grand Campaign, where the rules are different for VPs, and it is not so critical to capture Minsk on turn 1, .....


actually its equally vital in the campaign which is why its the focus of this scenario so you practice what should be the core goal of AGC in an environment with few long term consequences


Where can we find the tutorial?

...


in my version of the manual it starts on p. 74, section headed "starting the introductory scenario"


Only in GG games are you expected to read a 600 page manual to find the "tutorial". For the price paid there should be a much better way to learn the basics of the game. Especially as referring to the electronic version of the manual while at the same time playing the game, is pretty difficult.

But here is what the manual says on page 22 section 1.1 Tutorials:

quote:


Included with the game are some video tutorials to help
get you started. These can be accessed from the game
launcher menu or can be found in the Manuals Folder.
We recommend players start by watching the video
tutorials
, followed by playing the introductory Velikie Luki
scenario (from the Soviet side). After this it is suggested to
play the Road to Minsk scenario (as the Axis player) and
then some of the smaller scenarios.
Players should focus at first on just moving and
attacking with their on-map units before exploring other
parts of the game. There’s so much to learn in terms of
both the interface and rules that it can be overwhelming,
although much of the detail is not needed to play the game
“out of the box”.
Instead much of that detail can be absorbed in stages as
the player becomes more experienced. The bottom line is
that players shouldn’t feel they need to learn everything in
order to start playing the game.
At its most basic, if you have read the ‘Getting Started’
portion of the game manual and the Players Notes
(Appendix A) and review the various ‘one page guides’, you
should be able to play the game and enjoy yourself.


There are no videos in the folder, just the manual PDFs and some guides in JPG.

(in reply to loki100)
Post #: 10
RE: Road to Minsk too slow? - 7/25/2021 9:24:05 AM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline
quote:

ORIGINAL: potski

...
Only in GG games are you expected to read a 600 page manual to find the "tutorial". For the price paid there should be a much better way to learn the basics of the game. Especially as referring to the electronic version of the manual while at the same time playing the game, is pretty difficult.

But here is what the manual says on page 22 section 1.1 Tutorials:


Included with the game are some video tutorials to help
get you started. .....



well in my version of the manual the tutorial/walk through is signalled on p.2, how to use the scenarios for a graded entry into the game is on p.15 and repeated at the end of the V-L tutorial section.

Yes, we know that and its been discussed and explained several times since release. We intended to do them, ran out of time with all the other pre-release demands and I forgot to remove the reference.

_____________________________


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Post #: 11
RE: Road to Minsk too slow? - 7/27/2021 6:25:29 PM   
potski

 

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Thank you for bringing my attention to those specific pages in the Manual. I agree these are well-written and clear information how to get started in the Velikie Luki scenario. But...

- I use (and many will) the Manual as a reference guide, to look up specific information, rather than reading it start to finish before playing the game. It's 600 pages long, that's a really massive effort to read it before you do anything else.

- The "tutorial" is 90 pages in, and isn't referred to as a tutorial. You will first come to the section referring to the tutorial videos in the folder, which are missing. If you use the find option in your PDF reader you will see that "tutorial" only appears in the whole document four times - in the Contents telling you to go to Section 1.10, and then three times in Section 1.10 itself.

- Section 1.10 should be editted to go out correctly in the next update to omit the reference to the videos. And then 1.10 should refer to Section 3.1 Learning the Game. Plus when it mentions Velikie Luki it should then tell you to go to Section 4.19 for a walkthrough of that scenario.

- Section 4.19 should actually use the word tutorial somewhere prominently within it.

- In the game, it might be better to refer to the scenario as a "tutorial". Since everything in the list is a Scenario, and most of them like "Road to Leningrad" do not include the word "scenario" within their names, then the use of "scenario" in "Introductory Scenario 1 - Velikie Luki" is redundant. Rename the scenario as "Tutorial 1 - Velikie Luki".

- And a little thing, but make it appear first in the list of scenarios, so the message is clearer that this is where you should start.

- Most games have the inbuilt tutorials walk you through a series of steps. The functionality to do that doesn't appear to be present, and developing it is a cost which you way be unwilling to accept. Though at the price of the game, I think most players would expect this sort of thing for a game released in 2021. And I think the lack of it would put off some players who might be more willing to try the game. To "learn" the game we currently have only: read a 600 page manual; or follow the enormous numbers of hours of streams from people like Strategy Gaming Dojo; or some tough try and fail, retry and fail, retry and fail, before spend hours searching online or in the manual trying to work out why you failed. The time and effort of an add-on to your engine that allows scripting of an in-game tutorial might bring dividends in numbers of games sold. Still, I understand you are a small development company. Nevertheless, it isn't all lost...

- Despite being less than perfect, due to the lack of interactivity, you do have Events in scenarios. And there is nothing wrong with both the Overview of the Velikie Luki scenario and the first Event that pops-up to tell the player specifically to refer to Section 4.19 in the Manual. And have some Events which also give some of the most basic advice to beginners, like: Use your forces to surround Velikie Luki, then attack it.

- Going back to the question that was posed, about the "Introductory Scenario 2 - Road to Minsk" then I think this has been poorly tested, and testing should not be by good players who had previously played WITE and/or WITW, die-hard grognards, but by someone who is genuinely a beginner to the game, to address the issue - is it even clear what you are supposed to do? I think you will find that they will say, as the player above said, and as I found and explain in my video, that the scenario is not clear about the fact that Minsk needs to be captured in one turn. English is my first language, for someone where that is not the case, it might be even less obvious. And many who know alot of the history of the Eastern Front, might not know that Minsk was in real life captured so quickly (I had to go and look it up myself to verify that what appeared at first to be such a challenging requirement was indeed historical). This sort of frustration that you keep losing, even when you appear to have fulfilled the objectives, is what puts people off, and these things are just as important in attracting and retaining players as technical bugs. But the fortunate thing is that the Scenario overview text is so easily amended to make the wording more clear, and it would be really easy also to add in an Event to fully explain it. This can be written as a Tutorial Event (and you might put in a simple trigger to the Event system with a toggle off/on to display such Events in the Game Options) which breaks immersion. Or even written with immersion in mind, so that it appears as a command from OKH to the Commander of AGC to use a Motorized Corps from Panzer Group 3 to head towards Vilnius and from there advance to Minsk and capture it on turn 1. So that even without a tutorial toggle, the Event would not seem out of place to an experienced player. This is especially important as 4.19 in the manual covers in some detail Velikie Luki, yet it barely mentions Road to Minsk. And as the Events in Road to Minsk are based on the 1941 GC, but don't have to be exactly the same, then you could omit any of these sort of "tutorial" style events from the GC scenario if you felt they would be out of place once people feel ready to play the GC. Though as you say, Minsk still should be captured on Turn 1 even in the GC.

- Velikie Luki is a good map size for a tutorial, given the number of units, though perhaps it is too long in terms of turns, with too many secondary objectives. Road to Minsk with a whole Army Group, is really far too big. Especially when you realise that you can actually complete it for a Minor Victory by using one Infantry Division (to break a hole in the line near Alytus), one Panzer Division and one Motorised Division. There really isn't a reason to include Smolensk on the map, or to include Panzer Group 2 and the 14th Army, nor even to have two turns, if the primary objective is to capture Minsk on the first turn. The problem is if you spend ages carefully moving the whole AGC forward 5-10 hexes and impose large losses on the Soviets, then find you didn't win, it's not all wasted effort, but certainly feels bad as it takes so long just to play those two turns. Yes, moving and controlling whole Corps, whole Armies etc. is good experience, but this takes away from the very specific point of the scenario as a tutorial for beginners. It can be cut-down.

- And without even spoiling it as it currently exists, perhaps with WITE/WITW players not needing so much of a really basic level of introduction, or just once players have built some experience and want to play a short game for a weekend, rather than replay the whole GC. Leave it exactly alone, ie. just take the "Introductory Scenario 2 - Road to Minsk" and rename it "Road to Minsk", and then copy it to create a new Tutorial version of the scenario, and just remove unimportant elements and add to the Events. This would be really quick to do. Especially as balance is not required at all.

- A series of slightly artificial tutorial scenarios can be set-up in this way, indeed with a little effort you could create scenarios that don't have to be based on anything absolutely historical. Or they can be based on historical situations, but you can have a scenario which has no air units at all, and another which has ground units all locked so that you only use air. Perhaps one which has both no air and starting ground units locked, but takes you through reinforcements arriving on the map or being transferred from the reserves. And another that covers logistics. Sure, these might only take a player 20-30 minutes to do, but that is part of the learning that you get in other games. These are all possible even within the limitations of your existing game engine, and using Events to tell the player what to do, so that is not necessary either to rewrite/expand the Manual, nor to actually produce the videos that are mentioned in the Manual. It would be great if you could produce the videos, or the Community could produce them for you, but as these are outside of the game, and can't easily be watched while playing, then they shouldn't be a replacement for some good in-game assistance to new players to help them get started.

I hope this is not too critical. This is a great game, but it cannot compete with many other strategy games if it does not address these things. Sold as a niche game from your own website for fans of GG games, it will do well. But if you want to release it on Steam and attract new players, then you must get out of the idea that a Manual, even if it is excellently written, is sufficient in 2021. No-one wants even to refer to manuals by opening them and searching for some specific information, never mind read a minimum of 100 pages just to find the "tutorial". And the danger with these sort of PDF Manuals is, as you found, that errors are made, either straight typos, or that the manual is written to include information that changes or is left out as the game goes through the development cycle, and the PDF is not up to date. Having worked as a manager in IT, dealing with training users and introducing new systems, the challenges of knowledge management and keeping technical documentation up-to-date is one that we all find is difficult to get right, and has very adverse consequences on many software projects, where a system could be technically working great, but the users simply don't fully understand how to use it.

(in reply to loki100)
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