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Schorsch
19.12.10, 16:08
Welche SI-Strategen sind denn bis jetzt im Besitz des Spieles?

Alith Anar
19.12.10, 20:32
Meinereiner

the general
19.12.10, 20:43
Ich muss leider zähneknirschend vorerst darauf verzichten, da ich mich ned schon wieder finanziell übernehmen will.
Aber ich hab das Teil auf meine "Musthave"-Liste gesetzt.

herzliche grüsse

Hohenlohe...:smoke:

Ist eigentlich auch ein Musthave bei mir, aber der Preis ist mir für das Gebotene dann doch zu teuer. Finde den Preis im übrigen sehr dreist. :eek:

Schorsch
19.12.10, 20:55
Ist eigentlich auch ein Musthave bei mir, aber der Preis ist mir für das Gebotene dann doch zu teuer. Finde den Preis im übrigen sehr dreist. :eek:

Dafür bekommt man aber auch ein Spiel das zum Releasetag soweit ist, das man nicht nach Patches schreien muss :D

SPORTPAPST
19.12.10, 21:24
Dafür bekommt man aber auch ein Spiel das zum Releasetag soweit ist, das man nicht nach Patches schreien muss :D

Mhm weiss ich nicht, spiele grad die große Kampagne, seitdem hat der Russe es bisher geschafft, keinen einzigen Angriff zustarten. ( 3 Züge)

Frage zu zum Rundenwechsel ?

Sobald ich meinen Zug abgeschlossen habe und die Ki ihren abgeschlossen hat.
Habe ich immer starke Verluste, obwohl kein einziger Angriff auf meine Truppen gestartet wurde. Auch erkauft sich der Russe diesen Erfolg mit keinerlei Verlusten...

Was genau wird da simuliert ?

- Partisanenüberfälle ?
- Feuerüberfälle ?
- Hinterhalte ?
- Minen ?
- eine stehende HKL ?

Hab natürlich schon im Manual geblättert, aber dazu noch nix gefunden.

Schorsch
19.12.10, 21:42
Mhm weiss ich nicht, spiele grad die große Kampagne, seitdem hat der Russe es bisher geschafft, keinen einzigen Angriff zustarten. ( 3 Züge)

Frage zu zum Rundenwechsel ?

Sobald ich meinen Zug abgeschlossen habe und die Ki ihren abgeschlossen hat.
Habe ich immer starke Verluste, obwohl kein einziger Angriff auf meine Truppen gestartet wurde. Auch erkauft sich der Russe diesen Erfolg mit keinerlei Verlusten...

Was genau wird da simuliert ?

- Partisanenüberfälle ?
- Feuerüberfälle ?
- Hinterhalte ?
- Minen ?
- eine stehende HKL ?

Hab natürlich schon im Manual geblättert, aber dazu noch nix gefunden.

Solange er sich noch zurückzieht und seine Truppen noch so schwach sind wird der Russ keinen Angriff wagen. Starte mal ne GC auf der russischen Seite und schau dir das Elend an. Damit würdest du auch nur verteidigen wollen ;)

Die Verlusste sind Attrition (Zermürbung? oder sowas) kommt davon wenn man seine Truppen so hart rannimmt :D

SPORTPAPST
19.12.10, 23:31
Solange er sich noch zurückzieht und seine Truppen noch so schwach sind wird der Russ keinen Angriff wagen. Starte mal ne GC auf der russischen Seite und schau dir das Elend an. Damit würdest du auch nur verteidigen wollen ;)

Die Verlusste sind Attrition (Zermürbung? oder sowas) kommt davon wenn man seine Truppen so hart rannimmt :D

Hast recht, der Russe scheint ne ziemliches Handicap zum Anfang zuhaben.
Aber an der Südfront könnte er ja mal angreifen, das sind sie wessentlich besser vorbereitet.

Die Attrition oder Zermürbung ?, sind für 70 % meiner verluste verantwortlich.
(Verluste ohne eigentlichen Kampf, was doch sehr bitter ist)

Alith Anar
19.12.10, 23:44
@Sportpapst

Mein hier im Forum gelesen zu haben, das die ersten 3 Runden gescriptet sind ...

Monty
24.12.10, 09:19
Und schon wieder ein neues Update :-)
http://www.matrixgames.com/forums/tm.asp?m=2663701

Ulug
24.12.10, 13:47
Jetzt ist auch bei uns endlich die neue Matrix-Lieferung eingetroffen... Weihnachten muss verschoben werden, für heute abend haben wir alle Termine abgesagt... :D

Thomasius
26.12.10, 20:25
Heißt das jetzt das WitE ab jetzt bei Spieltraum verfügbar ist? Ich kann es bis jetzt dort nicht finden.

Mortimer
26.12.10, 23:18
Heißt das jetzt das WitE ab jetzt bei Spieltraum verfügbar ist? Ich kann es bis jetzt dort nicht finden.

Würde ich so interpretieren. Der Shop ist wahrscheinlich einfach noch nicht aktualisiert. Fragt am besten per Mail beim werten Ulug nach...

Hohenlohe
26.12.10, 23:51
Würde ich so interpretieren. Der Shop ist wahrscheinlich einfach noch nicht aktualisiert. Fragt am besten per Mail beim werten Ulug nach...

Falls der gute Thomasiusonair am Montag ned arbeiten muss, kann er ja den guten Ulug einfach ab etwa 10h morgens im Laden anrufen, ob schon was geht...Ausserdem hatten die an den Tagen vor Weihnachten sicherlich mehr um die Ohren als nur Verkaufen, da etliche dort wohl auch Familie haben...
Nur mal meine Meinung. Zudem bemüht sich der Ulug eh schon montag früh darum, wie ich mir denken kann.

Also einfach etwas in Geduld üben...

Hohenlohe...:smoke:

Ulug
27.12.10, 10:33
:mad:Grmmmpfl...:mad: wieso ist das nicht sichtbar? Eigentlich ist es seit Freitag im Shop, aber offensichtlich wirklich nicht zu sehen... notfalls einfach ne Mail schreiben, ich kümmere mich darum.

Edit: Problem behoben: der Shop ist bei mehr als 4000 Artikeln in die Knie gegangen... Wer ahnt denn sowas...

Snake
10.02.11, 18:52
Mein Gott.....was für ein Spiel!!!!!!!!!!
Nachdem ich mich sehr lange nicht getraut habe das Spiel anzufangen, nahm ich mir den AAR 'Road to Leningrad' vom werten Krupinski als 'Vorlage' und spielte einfach drau los!

Das Spiel ist ja echt der Hammer! Ohne vom Handbuch auch nur 30 Seiten gelesen zu haben, macht es echt Freude! Natürlich blicke ich erst ca. 30% (wenn überhaupt!) durch, aber dieses Spiel macht wirklich süchtig. Ich kann es wirklich nur empfehlen!

Da ich jetzt beim RtL-Scenario hoffnungslos vor Leningrad festhänge warte ich mal auf den Beta Patch 3.......und dann geht es gleich in 'vollen'!:D

Nochmals vielen Dank, werter Krupinski! Euer AAR war eine gelungene Anleitung, was man alles machen kann! Meine Stimme für die Wahl im Januar habt Ihr sicher!

Krupinski
10.02.11, 18:59
Mein Gott.....was für ein Spiel!!!!!!!!!!
Nachdem ich mich sehr lange nicht getraut habe das Spiel anzufangen, nahm ich mir den AAR 'Road to Leningrad' vom werten Krupinski als 'Vorlage' und spielte einfach drau los!

Das Spiel ist ja echt der Hammer! Ohne vom Handbuch auch nur 30 Seiten gelesen zu haben, macht es echt Freude! Natürlich blicke ich erst ca. 30% (wenn überhaupt!) durch, aber dieses Spiel macht wirklich süchtig. Ich kann es wirklich nur empfehlen!

Da ich jetzt beim RtL-Scenario hoffnungslos vor Leningrad festhänge warte ich mal auf den Beta Patch 3.......und dann geht es gleich in 'vollen'!:D

Nochmals vielen Dank, werter Krupinski! Euer AAR war eine gelungene Anleitung, was man alles machen kann! Meine Stimme für die Wahl im Januar habt Ihr sicher!

Willkommen im Osten, werter Snake! Habt Dank für Eure netten Worte. :)

Snake
11.02.11, 14:09
Hurra....er ist da!!

Der neue Beta 3 Patch:

http://www.matrixgames.com/forums/tm.asp?m=2722936

Mortimer
11.02.11, 20:16
Mein Gott.....was für ein Spiel!!!!!!!!!!
Nachdem ich mich sehr lange nicht getraut habe das Spiel anzufangen, nahm ich mir den AAR 'Road to Leningrad' vom werten Krupinski als 'Vorlage' und spielte einfach drau los!

Das Spiel ist ja echt der Hammer! Ohne vom Handbuch auch nur 30 Seiten gelesen zu haben, macht es echt Freude! Natürlich blicke ich erst ca. 30% (wenn überhaupt!) durch, aber dieses Spiel macht wirklich süchtig. Ich kann es wirklich nur empfehlen!

Da ich jetzt beim RtL-Scenario hoffnungslos vor Leningrad festhänge warte ich mal auf den Beta Patch 3.......und dann geht es gleich in 'vollen'!:D

Nochmals vielen Dank, werter Krupinski! Euer AAR war eine gelungene Anleitung, was man alles machen kann! Meine Stimme für die Wahl im Januar habt Ihr sicher!

Willkommen auf dem Gipfelpunkt des Wargaming, lieber Snake! :gluck:

X_MasterDave_X
11.02.11, 23:18
Was genau macht denn dieses Spiel so viel besser, als alles was davor kam?

So mal kurz zusammengefasst.

BadRon
12.02.11, 03:00
Inzwischen gibt es auch schon einen Beta 4 :cool:

elbe1
12.02.11, 08:37
da ist ein dicker Bug in der V1.03 Beta 3 !!:rot:

V1.03 Beta 4 – February 11, 2011


New Features and Rule Changes

1) Reduced the effectiveness of city bombing on factories.

Bug Fixes

1) Fixed a bug that caused some German and Soviet Human player attacks on turn one of the 41-45 Campaign to have their attacking CV values dramatically increased.
2) Fixed a bug causing the Soviet Gun Brigade to be listed as a choice to be created prior to its correct May 42 availability date.

:smoke:

Mortimer
12.02.11, 13:21
Was genau macht denn dieses Spiel so viel besser, als alles was davor kam?

So mal kurz zusammengefasst.

Der Einfachheit halber verweise ich auf meinen Review, der einen Überblick über das Spielsystem bietet:

http://www.gamershall.de/index.php?p=articles&area=1&action=displayarticle&id=84&name=gary-grigsby-s-war-in-the-eastthe-german-soviet-war-1941-1945

Thomasius
12.02.11, 18:57
Was genau macht denn dieses Spiel so viel besser, als alles was davor kam?

So mal kurz zusammengefasst.


Das lässt sich für mich sehr einfach sagen: Ich habe noch kein Spiel erlebt, dass mir das Gefühl und die damaligen Probleme des Krieges so gut abbildet.

zB: Ich spiele derzeit die 41er Kampagne und bin mitte August angekommen. Einerseits hat man das Gefühl die Russen sind geschlagen und andererseits macht sich der Nachschubmangel immer mehr bemerkbar. Ich stehe 150 km vor Moskau und zwischen mir und Moskau stehen nur schwache russische Verbände. Trotzdem lässt es meine Nachschubsituation nicht zu in naher Zukunft Moskau zu nehmen. Manchmal denkt man, gib meinen Truppen 4 Wochen an Nachschub was man braucht und ich stehe im Oktober im Ural.
Es ist eben wie es damals war man scheitert weniger am Gegner als am fehlenden Nachschub.

Motimers Einschätzung auf Gamershall ist gut. Ich würde zwar manches noch ausführlicher machen, zB: der Unterschied zwischen dem schwachen Angriff aus der Bewegung und dem vorbereiteten Angriff ist nicht nur der höhere Verbrauch an Bewegungspunkten. Langfristig wirkt sich der ehöhte Verbrauch an Munition aus, der leichte Angriff verbraucht 5% des Sollbestandes, der vorbereitete Angriff verbraucht 50% des Sollbestandes an Munition. Wenn Truppen schlecht versorgt sind bekommen sie kaum bis keinen Munitionsnachschub und dementsprechend muss man es sich 3mal überlegen einen organisierten Angriff durchzuführen.

SPORTPAPST
14.02.11, 11:44
Keine angst das mit den schwachen kräften gibt sich ;)

X_MasterDave_X
14.02.11, 15:16
Wie lange spielt man an einer Partie so?

Wäre es vorstellbar so einen Detailgrad im HoI3 Maßstab zu spielen? Oder wäre man dann Jahre beschäftigt?

BadRon
14.02.11, 19:31
Hm, seit dem neuen Patch scheint sich die KI stärker zu wehren:

Turn 1 und der Russe bombt meine Flugplätze und bombardiert meine Divisionen mit Artillerie! :eek:

Hat die KI bisher nie gemacht, sehr seltsam :???:

Mortimer
14.02.11, 19:34
Wie lange spielt man an einer Partie so?

Wäre es vorstellbar so einen Detailgrad im HoI3 Maßstab zu spielen? Oder wäre man dann Jahre beschäftigt?

Ich habe zwar das Feldzugspiel bisher mehr oder weniger nur angetestet, aber schon bei den Einzelszenarien sitze ich im Schnitt über eine Stunde an einem Zug. Es kommt darauf an, wieviel Mikromanagement man betreiben und in welchem Grad man die Fülle der gebotenen Informationen wahrnehmen will...

SPORTPAPST
14.02.11, 20:47
Wie lange spielt man an einer Partie so?

Wäre es vorstellbar so einen Detailgrad im HoI3 Maßstab zu spielen? Oder wäre man dann Jahre beschäftigt?

Ich brauche im schnitt 3 bis 8 stunden pro Runde...

Wenn man Wite mit einem Produktions und Forschungsystem ausrüsten würde und noch global spielen könnte, wäre es ein Meilenstein im Genre.

X_MasterDave_X
14.02.11, 22:13
Ich verstehe. Damit würde das Spiel dann 1:1 spielbar sein. Sprich eine partie dauert 6 Jahre. :D

Aber selbst bei Mortimer wären es 240 Stunden. Heftig. Wobei....der Restkrieg sind dann ja auch nur zusätzliche 100 Stunden.


Na gut....ich dachte schon man ist mit HoI3 ein Masochist wenn man alles selbst spielt. Aber bei diesen Matrixtiteln.....ist man ja für Monate beschäftigt. Das geht mir dann doch ein ganz klein wenig zu weit, für meinen Geschmack.

Mortimer
14.02.11, 22:48
Ich verstehe. Damit würde das Spiel dann 1:1 spielbar sein. Sprich eine partie dauert 6 Jahre. :D

Aber selbst bei Mortimer wären es 240 Stunden. Heftig. Wobei....der Restkrieg sind dann ja auch nur zusätzliche 100 Stunden.



Ein Vorteil von WitE gegenüber WitP (um ein naheliegendes Beispiel zu nehmen) ist es aber gerade, daß es eine schöne Auswahl an kleineren und mittleren Szenarien gibt, die meist nur einen einzelnen Frontabschnitt bzw. eine einzelne Operation zeigen (zwischen 3 und 24 Zügen, wenn ich es richtig im Kopf habe). Da hat man auch einiges zu tun, aber das läßt sich in absehbarer Zeit absolvieren...

Sportpapst geht in seiner Rechnung wahrscheinlich von einem Feldzugspiel aus. Die große Kampagne 1941-45 hat maximal 224 Runden. Der Zeitauwand hängt wie gesagt von der persönlichen Spielweise ab. Ich würde hier von ca. 3 bis 4 Stunden pro Runde ausgehen.

X_MasterDave_X
14.02.11, 22:56
Jau...das nenne ich wirklich episch. So gerne ich sowas spielen würde.....aber als berufstätiger Vater fehlt da schlicht die Zeit und Muße. Ich brauche schon Wochen für eine HoI3 Partie.

Odo
15.02.11, 00:18
Also ich dürfte weniger als 100 stunden für die große Kampagne gebraucht haben.

Am Anfang benötigt man durchaus bis zu 5 Stunden für die 1. Runde, da man sich erstmal alles ganz genau anschauen will und alles unheimlich faszinierend ist. Später dann geht es aber deutlich flotter von der Hand, in den Wintermonaten ist man manchmal nach 10 min schon fertig :D. Die GC 41 habe ich nach 67 Runden gewonnen.

Geht also durchaus schneller. Allerdings ein Zeitfresser ist es auf jeden Fall.

SPORTPAPST
18.02.11, 17:10
Also ich dürfte weniger als 100 stunden für die große Kampagne gebraucht haben.

Am Anfang benötigt man durchaus bis zu 5 Stunden für die 1. Runde, da man sich erstmal alles ganz genau anschauen will und alles unheimlich faszinierend ist. Später dann geht es aber deutlich flotter von der Hand, in den Wintermonaten ist man manchmal nach 10 min schon fertig :D. Die GC 41 habe ich nach 67 Runden gewonnen.

Geht also durchaus schneller. Allerdings ein Zeitfresser ist es auf jeden Fall.

In 10 minuten hab ich noch nicht eine einzige einheit bewegt, die brauch ich allein schon für aufklärung mit Flugzeugen, um Lücken in der Front zufinden.
Und dann wird der Kessel angerichtet...;)

Odo
20.02.11, 17:34
Naja, ich sprach ja von Wintermonaten.
Bei Blizzard klär ich kaum auf und richte auch keine Kessel an ;-)

banfield78
21.04.11, 12:39
laut amazon gibt es das spiel ab juni auch auf deutsch

klick mich (http://www.amazon.de/gp/product/B004S93TW0/ref=s9_simh_gw_p63_d0_i1?pf_rd_m=A1IDDPBG1NC5TQ&pf_rd_s=center-2&pf_rd_r=055TTH2MHYDZEBV7DGN4&pf_rd_t=101&pf_rd_p=463375173&pf_rd_i=301128)

Monty
01.07.11, 09:16
Netter AAR
http://www.7idgaming.de/showthread.php?32-AAR-Campaign-1941-45-Unternehmen-Barbarossa&

Thomasius
01.07.11, 11:44
Der AAR wurde vor 4 Moanten begonnen, also etwa mit 1.03. Seit dem hat sich viel geändert wodurch seine Aussagefähigkeit stark herabgesetzt wurde.
Trotzdem Schade das er im März 42 scheinbar nicht weiter gemacht hat. Mich hätte interessiert ob er im Sommer 42 eine starke Offensive schafft.

PS.: Was mich wundert ist wie er scheinbar ohne Nachschubprobleme auch ab Runde 4/5 weiter vorrückt und angreift. Mir ist das so nie gelungen weil die Truppen einfach kaum Nachschub bekommen. Wie weit er von seinen intakten Eisenbahnfeldern entfernt ist merkt man besonders als der Schlamm beginnt und er bemerkt das seine Truppen alle überhaupt keinen Nachschub mehr bekommen weil die Entfernung zu groß ist.

Monty
01.07.11, 11:57
PS.: Was mich wundert ist wie er scheinbar ohne Nachschubprobleme auch ab Runde 4/5 weiter vorrückt und angreift. Mir ist das so nie gelungen weil die Truppen einfach kaum Nachschub bekommen. Wie weit er von seinen intakten Eisenbahnfeldern entfernt ist merkt man besonders als der Schlamm beginnt und er bemerkt das seine Truppen alle überhaupt keinen Nachschub mehr bekommen weil die Entfernung zu groß ist
Das Lufttransportsystem wurde etwas abgeändert. Es ist nun eine bessere Versorgung durch Tante Ju und Co möglich. Vor jedem Zug, einfach mit Bombern und Transportern Nachschub einfliegen. Mit den Transportstaffen kann man das gar mehrmals, auch gezielt, machen. Im Transportmenü gibt´s da gar ne neue Funktion, die gezielt, die Einheit im Hex auswählen lässt.

Thomasius
01.07.11, 12:27
Das Lufttransportsystem wurde etwas abgeändert. Es ist nun eine bessere Versorgung durch Tante Ju und Co möglich. Vor jedem Zug, einfach mit Bombern und Transportern Nachschub einfliegen. Mit den Transportstaffen kann man das gar mehrmals, auch gezielt, machen. Im Transportmenü gibt´s da gar ne neue Funktion, die gezielt, die Einheit im Hex auswählen lässt.

Ich weiß, aber das reicht nicht aus um ganze Armeen zu versorgen.

Generalissimo
01.07.11, 20:01
Jau...das nenne ich wirklich episch. So gerne ich sowas spielen würde.....aber als berufstätiger Vater fehlt da schlicht die Zeit und Muße. Ich brauche schon Wochen für eine HoI3 Partie.

Werter Master,

ich kenne euro Probleme. Jedoch ist WITE wesentlich besser für "Causal Gamer" geeignet, als WITP oder gar AE.

Man kann vieles halbautomatisch laufen lassen und da die Runden jeweils 1 Woche simulieren, kommt man auch gut vorran.

Mortimer
14.07.11, 15:22
Der neue Patch 1.04.xx ist endlich da:

http://www.matrixgames.com/news/825/Gary.Grigsbys.War.in.the.East.Gets.a.Major.Update

Monty
29.07.11, 12:44
10.000.000 Millionen Rotarmisten :

http://www.matrixgames.com/forums/upfiles/37384/4173C535B0284AD09727BB07A3313DE1.jpg

Generalissimo
29.07.11, 13:40
Ja, in dem Spiel hat der Russe im Jahr 42 alles falsch gemacht, was man falsch machen kann.

Er hat verbissen eine viel zu lange Front gehalten, ohne Reserven hinter der Front zu haben.

Die oftmals geäusserte Meinung ist, dass man als Russe einige Hexes hinter der Front, wo feindliche schnelle Truppen durch Aufklärer gesichtet wurden, einige Armeen mit kampfstarke Divisionen bereithält, um Einkesselungen effektiv zu sprengen.

Monty
29.07.11, 13:44
Aber 10 Mio Mann zu verlieren ist schon heftig. Aber die Angriffsfähigkeit der Deutschen 1942 soll ja verstärkt werden. Es ist nahezu kein deutscher Spieler in der Lage, 1942 offensiv anzutreten, da die russische Seite dann wegen des harten Winters der Wehrmacht und eigenen Neuaufstellungen viel zu stark ist.

Monty
17.08.11, 17:58
1.04.39 – August 12, 2011


Bug Fixes


1) Fixed a bug where "Virtual" division units in Rifle or Cavalry Corps can get duplicated numbers when promoted to Guards.
2) Fixed a bug where some Soviet leader can't get assigned to Army HQ due to low ratings.
3) Improved the handling of server error messages during Multiplayer games.
4) Fixed a bug that allowed a player to exploit the undo key when moving soviet factories.
5) Fixed a bug that did not allow HQ build up to take place when the HQ was exactly 20MP from the railhead.
6) When building new Soviet units in 1944-45, all available unit types do not fit into "Pick Unit Type" screen. Fixed this by adding a scroll list.
7) Fixed an AI crash bug in limited map scenarios.
8) Eliminated some poorly executed Axis AI planned withdrawals in 1943.


OB, Device and AC File Changes

1) In Device file added Device 622 – 210mm M35 Howitzer;
2) In Ground Element file added Element 208 – 210mm Howitzer; Element 211 – CV33 Flame Tank; Element 212 – L6/40 Flame Tank;
3) In TOE(OB) File added OB 483 – 41 Ital. Machine Gun Battalion; OB 484 – 41b Ital. Heavy Howitzer Battalion (renamed 41 Ital. Heavy Howitzer Battalion to 41a); OB 485 – 41 Ital. Flame Tank Company.
4) New TOEs with Panthers fit in.
5) Changed the Hungarian Hetzer (0274) from a tank destroyer to an assault gun in the hope that the Hungarians will actually use it. Fixed missing Symbols for the Hungarian Hetzer, the Slovakian Marder III (0336), and the Soviet 107mm mortar (0729).
6) Removed the upgrade path of the MG34 to the MG42 in the hope that this change might relieve somewhat the machine gun usage problem.
7) Updated Max imported values for some missing axis minor aircraft. Note: I now remember that these values were probably never entered since they were added later when I was working on the 1944 Campaign. Some of the Rumanian aircraft figures did not include German aircraft on loan so some of these figures have been bumped up. Some of the Hungarian numbers were adjusted as well.
8) Fixed a couple of missing links between the imported aircraft and its original model


Scenario Changes

1) Rebuilt some Rumanian airbases so they use Rumanian AA guns instead of German ones
2) Rebuilt Rumanian MG Battalions so that they have Rumanian 81mm Mortars instead of German ones.
3) Rebuilt Finnish Army HQs to fix wrong nationality in their support squads.
4) Removed Italian Autotransportable Corps as there is no evidence to show it existed in the Balkans in the summer of 1941. 133rd Littorio Armored Division reassigned to 2nd Italian Army.
5) 133rd Italian Littorio Armored Division now withdraws from the Balkans on 15 November 1941 to prepare for its commitment to North Africa.
6) Removed Italian 26th 'Assietta' Infantry Division as it withdraws in July 1941 to Sicily.
7) Removed Italian 20th 'Friuli' Infantry Division as the division never occupied Yugoslavia and was used to prepare for the assault on Malta.
8) Removed Italian 24th 'Pinerolo' Infantry Division as the division was sent to garrison Larissa, Greece in May 1941.
9) Italian 2nd 'Ferro' Celere Division set to withdraw on 15 May 1942 as it is reduced to a cadre only as its units are sent to North Africa.
10) Removed Italian 131st 'Centauro' Armored Division as this division was reduced to regimental strength by June 1941. Its remaining elements were sent piecemeal to North Africa.
11) Revised Italian Expeditionary Corps (CSIR).

a. Added CIV Italian MG Battalion (using new Italian OB)
b. Added II Italian Anti-Tank Battalion
c. Added Italian 65th CCNN Legion
d. Renamed 'V Ital. Construction Battalion' to 'IV Ital. Construction Battalion'
e. Renamed 'CSIR Ital. Assault Engineer Battalion' to 'XV Ital. Assault Engineer Battalion'
f. Renamed I-III/CSIR Ital. Medium Howitzer Battalions to the LX-LXII Ital. Medium Howitzer Battalion
g. Removed IV/CSIR Heavy Howitzer Battalion
h. Renamed 43rd and 45th Ital. AA Batteries to 95th and 97th Ital. AA Batteries.
i. Added IV and XIX Ital. AA Gun Battalions
j. Motorized the MG, AT, AA, and Art Battalions


12) M.C.A. Ital. Ski Battalion now arrives as a reinforcement for the Expeditionary Ital. Corps on 19 Feb 1942
13) 8th Italian Army (ARMIR) Changes

a. Arrives under Army Group South instead of Ital. Southeast Army Group
b. Added Croatian Legion (uses CCNN Legion OB)
c. Added CIX Ital. Machine Gun Battalion
d. Motorized the artillery and Anti-Air assets
e. 'LXXII Ital. Heavy Howitzer Battalion' renamed to 'L Ital. Heavy Howitzer Battalion'
f. '21st Ital. Heavy Howitzer Battalion' renamed to 'XXXII Ital. Heavy Howitzer Battalion'
g. '22nd Ital. Heavy Howitzer Battalion' renamed to 'LXXIII Ital. Heavy Howitzer Battalion' (uses new Italian OB)
h. Removed 61st Italian Heavy Howitzer Battalion
i. Added XXXVII Ital. AA Gun Battalion
j. Added I-III/3rd Ital. Light Howitzer Battalions


14) II Italian Corps Changes

a. Added II Italian Machine Gun Battalion
b. Added CII Ital. Machine Gun Battalion
c. Added XXXII Ital. Anti-Tank Battalion
d. Renamed 'II Ital. Construction Battalion' to 'XV Ital. Construction Battalion'
e. Added 4th and 5th Italian Flamethrower Tank Companies (uses new Italian OB)
f. Renamed the I-IV/2nd Ital. Medium Howitzer Battalions to the III Medium Howitzer, XXIII Medium Howitzer, CIII Heavy Howitzer, and CXXIII Battalions. Motorized these units.
g. Renamed the 35th and 37th Ital. AA Batteries to the 52nd and 54th Ital. AA Batteries


15) XXXV Italian Corps Changes

a. Renamed 'IV/CSIR Ital. Heavy Howitzer Battalion' to 'CXXIV Ital. Heavy Howitzer Battalion' to arrive on 18 June 1942.
b. Revised 1942 scenarios to incorporate the CSIR changes in 1941


16) Alpini Italian Corps Changes

a. Motorized the four howitzer battalions and two AA Light Batteries


17) Added 3rd VVS OAG Airbase at Sevastopol with 33 aircraft
18) Raised German pilot quality to 85 in 1942
19) 1942 Soviet Air Force is adjusted. A few PVO Fighter Divisions have been pulled from the Air Armies and placed in regional air commands where they belong. Number and types of aircraft have been adjusted as follows: VVS (Air Force) strength has been cut by about 1,200 aircraft. RGVK Reserves and PVO aircraft have increased to result in a net decrease in Soviet air strength of 944 aircraft. Source of new VVS strength can be found at http://ilpilot.narod.ru/vvs_tsifra/gl_3/3.106.html (http://ilpilot.narod.ru/vvs_tsifra/gl_3/3.106.html)
20) A handful of leader changes
21) Corrected the initial factory size for the Panther D in the 1943 Scenarios.
22) Almost all Axis minor squadrons now use the 'Staffel' organization. Hungarian Air Groups now use the "Squadron" organization instead of "Group". Finland uses a variety of air organizations.

Generalissimo
24.08.11, 15:28
Los werter Monty. Wir wollen sehen, ob wir noch einige Rotarmisten ensacken können, bevor der Schlamm sich in unsere Steifel frisst.:)

Wir spiele gerade gegen den "Stonewall Monty" und das ist ein sehr interessantes Spiel.

Ich kann euch nur raten:

Falls Ihr die Achse spielt, entfernt euch um Gottes Willen nicht zu sehr von der Eisenbahn, auch wenn es verlockend ist und euch die Steppe offensteht! Gerade die Runden 3-4 sollten dazu dienen, mit den schnellen Truppen eher Bewegungen in der Nord-Süd Achse durchzuführen statt tiefe Vorstösse.

Monty
24.08.11, 17:06
Los werter Monty. Wir wollen sehen, ob wir noch einige Rotarmisten einsacken können, bevor der Schlamm sich in unsere Stiefel frisst.
Wir spielen gerade gegen den "Stonewall Monty" und das ist ein sehr interessantes Spiel.
Schreibt lieber, Nieten Monty. Ich habe gerade von einem Australier eine Lehrstunde in 17 Zügen bekommen. Das war richtig bitter. :D

Thomasius
24.08.11, 17:26
als Russe? oder als Deutscher?

Monty
24.08.11, 17:44
Als Russe..

Monty
25.08.11, 16:46
Na, das sind ja einige gravierende Änderungen die da anstehen :
Here's what's been done so far on 1.05 (and there's more in to come):


• New Features and Rule Changes

1) New Rule - Air groups in the national reserve may now be disbanded.
2) New Rule - Unit counters no longer show SS/Elite/LW/Guards status (coloring) if their detection level is lower than 5.
3) New Rule - Air recon will not increase an enemy air base’s detection level above 5.
4) New Rule - Static units no longer lose their static status when they are retreated or routed.
5) New Rule - Units may not enter static mode in 1941.
6) New Rule – Ports are now unusable for naval transport on the turn they are captured.
7) New Rule – Admin and Initiative checks are twice as hard to make for isolated units.
8) New Rule – NKVD Border Regiments never get replacements.
9) New Rule – NKVD Border Regiments check for disbanding each friendly logistics phase starting in July 1941. The chance the unit will be disbanded is as follows:
July 1941 – 100% - %TOE of the unit
August 1941 – 80%
September 1941 and later – 95%
10) New Rule – Air supply. Isolated air units may be changed to beach/air supply status (same as old beachhead status) under certain conditions. If a player flies in supplies to an air base in a pocket, the supplies will immediately be distributed amongst all of the isolated units that can trace to the air base. If the amount received during the turn at some point equals 5% or more of the total needs of the unit, then the unit will be immediately set to beach/air supply status (it will display in orange instead of red when toggle unsupplied units is toggled on). The total needs are the supply+fuel+ammo needs listed for the unit. So a division with total needs of 1100 tons of s/f/a have at least 55 tons flown in and delivered to the unit, it will have its supply status changed from isolated to beach/air supply status. This will last until the next friendly logistics phase. Units with beach/air supply will always pay penalties for being short of ammo, so there is a disadvantage in combat to be in beach/air supply (but it's better than being isolated where there are additional penalties). The air base must be in a clear or light woods hex. When in Beach/Air supply, the unit detail screen will show the information: Air Head Supply 400 / 20 (5%) which indicates the total amount of supplies+fuel+ammo the unit needs, the amount it has received via air resupply, and the total percentage of needs that has been met. When in Air Transport mode, the player can left click on an air base and then bring up that unit’s detail screen to see a full list of all isolated unit that can trace to the air base, the total need of each unit, and the amount of supplies that have been sent to the unit. On the right side of that screen is a line that reads Air Supply Range: 10. By clicking on this line, the player may enter a different number from 1 to 10. Only units within the state range in hexes of the air base will be sent supplies that are airlifted to this air base. Air base units may be moved before supplies are delivered to it, but once it receives supplies for isolated units, it will not be able to move and then receive additional supplies for isolated units. Units that are merged or divided track the amount of air head supplies received, so they can lose their supplied status if no longer over the 5% threshold.
11) Changes to Production Rules
a. Changed Soviet Manpower multiplier in 1942 to 40 (from 45).
b. Changed Soviet Armaments multipliers in 1942-1945 to 130 (from 200).
c. Items produced in Poland and Czech cities now added to the "built" German stats.
12) Changes to Morale Rules
a. The following units receive bonuses to their National Morale: All Cavalry, Mountain Airborne and Air Landing units, and Axis Allied motorized units +5, German Motorized Units +10, Soviet Motorized Units (from Sept 1942-August 1943) +5, Soviet Motorized Units (Sept 1943-end of war) +10.
b. Soviet National Morale has been changed to 50 in June 1941. One point is subtracted each month after this in 1941 (so it is 44 in Dec 41). In 1942 it is set to 40, with one point being added each month starting in September 1942 (so 44 in Dec 42). This continues in 1943 and 1944 until the Soviet National Morale reaches its maximum of 60 in April 1944.
c. Build morale now equals national morale in all cases (there is no separate build morale table anymore.
d. Changed rule so that the morale gain from refit when under 50 morale is only gained when the unit in refit is at least 10 hexes from a supplied enemy unit (similar to the current gain if less than morale 50 and 10 or more hexes from enemy unit).
e. If an element’s experience is less than half of the unit’s morale, then the automatic +1 gain in experience each turn becomes +3.
13) Changes to Fortification Rules
a. Requirement to build up to Fort Level 5 - Only will be built in port hexes that have a fort unit. Once built, the fort unit is not needed to keep the level 4 fort. Not possible in a swamp hex.
b. Requirement to build up to Fort Level 4 - Must have a fort unit in the hex. Once built, the fort unit is not needed to keep the level 4 fort. Not possible in swamp hex.
c. Requirement to build up to Fort Level 3 - Must be adjacent to an enemy hex, be an urban or city hex, or be in or adjacent to a fort unit. Once the level 3 is reached, the condition does not have to continue to be met to keep the level 3 fort.
d. Fort levels that have reached their maximum fort level for the hex may continue to build up to 10% towards the next fort level.
e. Building forts in mud now uses a .25 modifier (instead of .33).
f. Doubled the rate of fort decay.
g. Increased decay rate of low level forts, based on the weather.
Extra decay percentage:
Fort Weather
Level clear snow mud/blizzard
0 20 40 80
1 12 14 48
2 4 8 16
g. Added supply cost for fort construction as follows:
fort 0->1 1 tons per fort point (no cost for isolated units, construction rate is halved)
fort 1->2 2 tons per fort point (no cost for isolated units, construction rate is halved)
fort 2->3 20 tons per fort points
fort 3->4 200 tons per fort points
fort 4->5 2000 tons per fort points
*note each fort point represents 2% toward the next fort level
14) Changes to Naval Movement Rules
a. Amphibious landings are not allowed west of x coordinate 76 (Rumania) until 1944.
b. Added Naval/Amphibious movement capacity limits as follows:
Axis
Lake Ladoga – 3000
Baltic Sea – 10000
Black Sea – 4000
Sea of Azov – 1000
Soviet
Lake Ladoga – 4000
Baltic Sea – 8000 (decreases by 1000 each year)
Black Sea – 10000 (decreases by 1500 each year)
Sea of Azov – 4000 (decreases by 500 each year)
Caspian Sea – 5000
Black Sea Amphibious Movement – 2500 (decreases by 100 each year)
Sea of Azov Amphibious Movement – 1000 (decreases by 100 each year
c. Amphibious movement cost per hex is x4 before 1943 and x3 from 1943-45 (reduces the range of an amphibious assault).
d. Set shading for valid naval destinations during naval movement. This doesn’t mean the current unit can reach the hex, just that it is a valid hex for the appropriate type of naval movement. Yellow shading indicates an enemy hex; green shading indicates a friendly hex.
e. Decreased “retreat losses” caused by the transport sunk event during interdiction attacks on naval/amphibiously moving units.
15) Rule change – Ice levels no longer go up by 4 during a blizzard in all areas. The amount of increase is dependent on the weather zone as follows:
Europe Zone +1
South Soviet Zone +2
Central Soviet Zone +3
North Soviet Zone +4
16) Rule change – Major rivers are not considered frozen until the ice level is at least 8 (used to be 5). At ice levels 5-7, the extra cost due to icing is 8 when moving into an EZOC, and 4 when not moving into an EZOC.
17) Rule change – Lowered the disabled return rate for the Soviets to ½ percent (from 1%).
18) Rule change – Entrained units may not move via naval or amphibious movement.
19) Interface change – The production filter ON now shows active elements that are built by the “on demand” production system (so not just AFVs and aircraft).
20) New Message – Added logistics event messages for the automatic disbanding of Soviet Corps HQ’s and NKVD Regiments.
21) Formula change – Units in beachhead/Air head supply will not suffer more than a 33% reduction in CV due to supply shortages (used to be it could be up to a 75% reduction in CV).

• Bug Fixes

1) Fixed a bug causing escorts for air transport missions to too often not fly during blizzard weather.
2) Fixed a bug where partisan units could construct forts for the Axis.
3) Fixed a bug where brigades landing amphibiously were improperly taking control of adjacent hexes.
4) Fixed a bug where battle sites were active if hidden behind the battle report window.
5) Fixed a bug where depleted units can be located next to an enemy unit at the completion of the logistics phase.
6) Fixed a bug where Motorized units were being shown as available to move amphibiously.
7) Fixed a bug with Guards promotion of Soviet Armies.
8) Fixed a display bug that occurs when exiting the city information window.

• Data and Scenario Changes

1) Fixed Unit ID 333 - Fin. Commando Battalion used Hungarian Support Squads
2) Changed the ending date for the SS Motorized Brigade (OB 283) from 9/43 to 9/44 to correct typo.

Thomasius
25.08.11, 17:55
Die erfinden ja Quasi da spiel neu, da bleibt ja kein Stein auf dem anderen.

elbe1
27.08.11, 09:57
so was ich hab ich auch noch nicht erlebt eine Regel Änderung nach der andern

und wo der Zug hingeht wissen nicht mal die Entwickler


Our games are no stranger to skeptical looks and strongly worded opinions. We seem to bring out the passion in wargamers (at least the grognards), and will hopefully continue to do so.

Your list of problems is long, which argues that we can't deal with everything on your list at once as there would be too many moving parts (and of course we don't agree with all your points and as you say many of the items were intentionally designed a certain way). I will say that the way that morale recovery is being done now, that German Motorized units can have their morale recover to as high as 90 (although it's not likely to go that high, and for infantry it could theoretically recover to 85 -- originally German units wouldn't recover past 75, although at some point recently tthat was changed to 85, but I'm not sure exactly when that was done). Only time and testing will show us whether this provides enough recovery after the first winter. As for the first winter, the lower Soviet recovery rate of disabled troops will help keep their army size down for the first winter, along with the lower manpower rate in early 42. Of course there are so many changes that we can't say yet exactly how things will work out, but we think the changes go a long way to improving 1942.


:smoke:

elbe1
09.09.11, 05:16
es ist soweit

es gibt zwei neue Patches einmal 1.04.40 und einmal v1.05.18

wobei der v1.05.18 ein Experiment ist !


Change List
V1.05.18 – September 6, 2011


New Features and Rule Changes

1) Default Change – Changed some of the air doctrine default values.
2) New Rule - Air groups in the national reserve may now be disbanded.
3) New Rule - Unit counters no longer show SS/Elite/LW/Guards status (coloring) if their detection level is lower than 5.
4) New Rule - Air recon will not increase an enemy air base’s detection level above 5.
5) New Rule - Static units no longer lose their static status when they are retreated or routed.
6) New Rule - Units may not enter static mode in 1941.
7) New Rule – Ports are now unusable for naval transport on the turn they are captured.
8) New Rule – Admin and Initiative checks are twice as hard to make for isolated units.
9) New Rule –Soviet aircraft reliability decreases in 1942-1943 (the reliability rating is treated as higher than shown due to the quality drop resulting from factory evacuations).
10) New Rule – The reliability of old (out of production) aircraft decreased (reliability rating is treated as higher than shown).
11) New Rule – NKVD Border Regiments never get replacements.
12) New Rule – NKVD Border Regiments check for disbanding each friendly logistics phase starting in July 1941. The chance the unit will be disbanded is as follows:

July 1941 – 100% - %TOE of the unit
August 1941 – 80%
September 1941 and later – 95%
13) New Rule – Airhead supply. Isolated air units may be changed to beach/air supply status (same as old beachhead status) under certain conditions. If a player flies in supplies to an air base in a pocket, the supplies will immediately be distributed amongst all of the isolated units that can trace to the air base. If the amount received during the turn at some point equals 5% or more of the total needs of the unit, then the unit will be immediately set to beach/air supply status (it will display in orange instead of red when toggle unsupplied units is toggled on). The total needs are the supply+fuel+ammo needs listed for the unit. So a division with total needs of 1100 tons of s/f/a have at least 55 tons flown in and delivered to the unit, it will have its supply status changed from isolated to beach/air supply status. This will last until the next friendly logistics phase. Units with beach/air supply will always pay penalties for being short of ammo, so there is a disadvantage in combat to be in beach/air supply (but it's better than being isolated where there are additional penalties). The air base must be in a clear or light woods hex. When in Beach/Air supply, the unit detail screen will show the information: Air Head Supply 400 / 20 (5%) which indicates the total amount of supplies+fuel+ammo the unit needs, the amount it has received via air resupply, and the total percentage of needs that has been met. When in Air Transport mode, the player can left click on an air base and then bring up that unit’s detail screen to see a full list of all isolated unit that can trace to the air base, the total need of each unit, and the amount of supplies that have been sent to the unit. On the right side of that screen is a line that reads Air Supply Range: 10. By clicking on this line, the player may enter a different number from 1 to 10. Only units within the state range in hexes of the air base will be sent supplies that are airlifted to this air base. Air base units may be moved before supplies are delivered to it, but once it receives supplies for isolated units, it will not be able to move and then receive additional supplies for isolated units. Units that are merged or divided track the amount of air head supplies received, so they can lose their supplied status if no longer over the 5% threshold. The Soviet player may not fly airhead supply on the first turn of any scenario starting in June 1941.
14) New Rule – Hiwis (Hilfswilliger - "auxiliary volunteers") – Rules have been added to account for the soldiers and civilians that served as support personnel for German units during WWII (known as Hiwis).

a) Hiwis are generated from captured men. 8% of captured manpower will go into a Hiwi pool. Also, captured manpower centers in the Soviet Union produce 10 men for each captured point (theater production limits and damage to manpower centers apply).
b) Hiwis can be added to German unit’s Support and Labor Squads starting from 1942.
c) Hiwis can't be added to High Command HQs.
d) Hiwis can't be more than 70% of current labor ground element TOE, 30% of current support element TOE, or 10% of current support element TOE of an SS Elite unit TOE.
e) If the parent element is targeted and is destroyed there is a maximum 60% chance that a Hiwis squad will be destroyed instead (the less percentage of the element made up with Hiwis, the smaller the chance that a Hiwi squad will be destroyed).
f) Hiwis elements provide the same amount of support and engineer values as a normal support squad.
g) Upon loading a save from an earlier version of the game, when the first German logistics phase executes with the new version, the game will generate Hiwis based on the existing captured men and manpower centers (a onetime adjustment).
h) Interface changes - The number of Hiwis in a unit is show on the unit’s detailed information display. The number of Hiwi elements is shown in parenthesis next to the ground element type. So the entry Support (Hiwi 2) indicates that 2 of the support squads in the unit are Hiwi squads). The production screen has an entry for Hiwis, showing how many men are in the Hiwi pool. Hiwis are included in the total German manpower shown on the Order of Battle screen.
i) Hiwi’s can be set in the editor by using the editor functions on the CR screen. It allows the scenario designer to substitute Hiwi’s for normal support and labor elements. The Hiwi pool can also be set on the production screen.
15) New Rule – Added a chance that some fighters will be allocated to fly fighter sweeps along with any airstrikes that are ordered. They will fly as part of the original airstrike and combat with this fighter sweep will be resolved with the original airstrike (i.e. it will seem like one mission is being flown, but in reality there are two distinct actions taking place, the bombing raid and the fighter sweep). The higher the escort setting, the greater the chance that a fighter sweep will be flown.
16) New Rule – Added a chance that aircraft can be damaged or destroyed when an air group is transferred from one base to another, or whenever an air base moves (aircraft routinely flew to their new air base location, and could suffer operational losses during the flights).
17) New Rule - Damaged aircraft which were not repaired during the logistics phase can be written off (destroyed). Older aircraft with low durability and low reliability have a greater chance of being written off.
18) Changes to Production Rules

a. Changed Soviet Manpower multiplier in 1942 to 40 (from 45).
b. Changed Soviet Armaments multipliers in 1942-1945 to 130 (from 200).
c. Items produced in Poland and Czech cities now added to the "built" German stats.
19) Changes to Morale Rules

a. The following units receive bonuses to their National Morale: All Cavalry, Mountain Airborne and Air Landing units, and Axis Allied motorized units +5, German Motorized Units +10, Soviet Motorized Units (from Sept 1942-August 1943) +5, Soviet Motorized Units (Sept 1943-end of war) +10.
b. Soviet National Morale has been changed to 50 in June 1941. One point is subtracted each month after this in 1941 (so it is 44 in Dec 41). In 1942 it is set to 40, with one point being added each month starting in September 1942 (so 44 in Dec 42). This continues in 1943 and 1944 until the Soviet National Morale reaches its maximum of 60 in April 1944.
c. Build morale now equals national morale in all cases (there is no separate build morale table anymore.
d. Changed rule so that the morale gain from refit when under 50 morale is only gained when the unit in refit is at least 10 hexes from a supplied enemy unit (similar to the current gain if less than morale 50 and 10 or more hexes from enemy unit).
e. If an element’s experience is less than half of the unit’s morale, then the automatic +1 gain in experience each turn becomes +3.
f. Shock Armies provide their +5 bonus for non-guards units which don’t already have a specialty bonus. Guards Armies provide their +5 bonus for Guards units which don’t already have a specialty bonus.
20) Changes to Fortification Rules

a. Requirement to build up to Fort Level 5 - Only will be built in port hexes that have a fort unit. Once built, the fort unit is not needed to keep the level 5 fort. Not possible in a swamp hex.
b. Requirement to build up to Fort Level 4 - Must have a fort unit in the hex. Once built, the fort unit is not needed to keep the level 4 fort. Not possible in swamp hex.
c. Requirement to build up to Fort Level 3 - Must be adjacent to an enemy hex, be an urban or city hex, or be in or adjacent to a fort unit. Once the level 3 is reached, the condition does not have to continue to be met to keep the level 3 fort.
d. Fort levels that have reached their maximum fort level for the hex may continue to build up to 10% towards the next fort level.
e. Building forts in mud now uses a .25 modifier (instead of .33).
f. Level 4 and 5 forts do not decay.
g. There is no fort decay on turn 1 of any scenario.
h. Doubled the rate of fort decay.
i. Increased decay rate of low level forts, based on the weather.

Extra decay percentage:
Fort Weather
Level clear snow mud/blizzard
0 20 40 80
1 12 14 48
2 4 8 16
j. Added supply cost for fort construction as follows:

fort 0->1 1 tons per fort point (no cost for isolated units, construction rate is halved)
fort 1->2 2 tons per fort point (no cost for isolated units, construction rate is halved)
fort 2->3 20 tons per fort points
fort 3->4 200 tons per fort points
fort 4->5 2000 tons per fort points
*note each fort point represents 2% toward the next fort level
21) Changes to Naval Movement Rules

a. Amphibious landings are not allowed west of x coordinate 76 (Rumania) until 1944.
b. Added Naval/Amphibious movement capacity limits as follows:

Axis
Lake Ladoga – 3000
Baltic Sea – 10000
Black Sea – 4000
Sea of Azov – 1000
Soviet
Lake Ladoga – 4000
Baltic Sea – 8000 (decreases by 1000 each year)
Black Sea – 10000 (decreases by 1500 each year)
Sea of Azov – 4000 (decreases by 500 each year)
Caspian Sea – 5000
Black Sea Amphibious Movement – 2500 (decreases by 100 each year)
Sea of Azov Amphibious Movement – 1000 (decreases by 100 each year)
c. Amphibious movement cost per hex is x4 before 1943 and x3 from 1943-45 (reduces the range of an amphibious assault).
d. Set shading for valid naval destinations during naval movement. This doesn’t mean the current unit can reach the hex, just that it is a valid hex for the appropriate type of naval movement. Yellow shading indicates an enemy hex; green shading indicates a friendly hex.
e. Decreased “retreat losses” caused by the transport sunk event during interdiction attacks on naval/amphibiously moving units.

22) Rule Change – Ice levels no longer go up by 4 during a blizzard in all areas. The amount of increase is dependent on the weather zone as follows:

Europe Zone +1
South Soviet Zone +2
Central Soviet Zone +3
North Soviet Zone +4
23) Rule Change – Major rivers are not considered frozen until the ice level is at least 8 (used to be 5). At ice levels 5-7, the extra cost due to icing is 8 when moving into an EZOC, and 4 when not moving into an EZOC.
24) Rule Change – Lowered the disabled return rate for the Soviets to ½ percent (from 1%).
25) Rule Change – Entrained units may not move via naval or amphibious movement.
26) Rule Change – Changed the formula that determines when a unit is unready. Now, Morale+TOE must be less than 90 for a unit to be unready (used to be less than 100).
27) Rule Change - Removed extra training flights if the aircraft in play was reaching a high value.
28) Rule Change - Made modifications to the routine which frees the slots for new aircraft to be built. Now it will first disband old airframes (inactive) in reserve and then active aircraft. If an air group reaches 0 aircraft, it will disband the air group.
29) Rule Change – The Soviet attack doctrine discussed in section 15.8 of the manual now only applies from June 1941 to February 1942 (inclusive).
30) Rule change – Creating a Soviet Fortified Regions now costs 8 APs between July 1941 and October 1941 (inclusive). It is still 16 APs in June 1941.
31) Rule Change – Further decreased the amount of Soviet CAP that flies on June 22, 1941.
32) Rule Change – Germany will export 1000 armaments points in a turn to each Axis nation instead of 10000 points.
33) Interface Change – The production filter ON now shows active elements that are built by the “on demand” production system (so not just AFVs and aircraft).
34) New Feature – Added a disband function on the CR air group tab.
35) New Interface – Added additional data to the battle sites report. When a battle site is clicked on, the play may click on Show Details to see additional information about the battle. Also added the names of the HQ commanding any aircraft in a battle.
36) New Message – Added logistics event messages for the automatic disbanding of Soviet Corps HQ’s and NKVD Regiments.
37) Formula Change – Units in beachhead/Air head supply will not suffer more than a 33% reduction in CV due to supply shortages (used to be it could be up to a 75% reduction in CV).
38) Formula Change – Adjusted strike creation formulas so that human created airstrikes in which specific air groups are chosen for the mission will not as a rule fly less aircraft than computer created airstrikes.
39) Formula Change - Increased effectiveness of flak, especially when defending airbases and cities/ports.
40) Formula Change – Made it less likely that air strikes will be formed with over 100 fighters or over 100 bombers.
41) Formula change – Increased the amount of CAP that flies in defense of Airfield or City attacks. Also, greatly increased the chance that air groups not in the target hex will fly CAP (in the past the chance was very low).
42) Formula change – Increased the impact of pilot fatigue.
43) Formula Change – The altitude that airstrikes are assumed to be flying at has been changed to better reflect likely altitudes for different types of airstrikes. There is also more variety at which the airstrikes will fly.
44) Formula Change - Modified the replacement of the air groups. Replacements first go to the newest airframes. Once the aircraft count exceeds 15000, the replacements for air groups with old airframes decreases as the total plane count rises.
45) Formula Change – When calculating supply/fuel/ammo needs, all units will have a minimum need of 1 for each of these items.
46) Editor Change – The set fort level function in the editor will create forts with 10% construction towards the next fort level.

Bug Fixes

1) Fixed a bug causing escorts for air transport missions to too often not fly during blizzard weather.
2) Fixed a bug where partisan units could construct forts for the Axis.
3) Fixed a bug where brigades landing amphibiously were improperly taking control of adjacent hexes.
4) Fixed a bug where battle sites were active if hidden behind the battle report window.
5) Fixed a bug where depleted units can be located next to an enemy unit at the completion of the logistics phase.
6) Fixed a bug where Motorized units were being shown as available to move amphibiously.
7) Fixed a bug with Guards promotion of Soviet Armies.
8) Fixed a display bug that occurs when exiting the city information window.
9) Fixed a bug where the production filter didn't correctly show active artillery equipment.
10) Fixed a bug where ground elements and aircraft were being exported to Axis Allied nations that had surrendered.

Data and Scenario Changes

1) Fixed Unit ID 333 - Fin. Commando Battalion used Hungarian Support Squads
2) Changed the ending date for the SS Motorized Brigade (OB 283) from 9/43 to 9/44 to correct typo.
3) Corrected data for 40mm 41M L/51 Gun.
4) Re-classified the SdKfz-221 Armored Car as a Light Armored Car.
:smoke:

Generalissimo
09.09.11, 08:26
Der kommende grosse Patch wertet die Achse etwas auf, indem die russische Armament+ Manpower Walze etwas entschärft wird. Momentan hören die meisten Spiele 1942 auf, weil der deutsche Spieler einfach nicht mehr gegen diese übertriebene Massen ankommt. Ferner soll es die 1=1 regel bei russische Angriffe ab Anfang 1942 (nach dem ersten Blizzard) nicht mehr geben. Eine sinnvolle Sache, wie wir finden.

Thomasius
09.09.11, 08:27
14) New Rule – Hiwis (Hilfswilliger - "auxiliary volunteers") – Rules have been added to account for the soldiers and civilians that served as support personnel for German units during WWII (known as Hiwis).

a) Hiwis are generated from captured men. 8% of captured manpower will go into a Hiwi pool. Also, captured manpower centers in the Soviet Union produce 10 men for each captured point (theater production limits and damage to manpower centers apply).
b) Hiwis can be added to German unit’s Support and Labor Squads starting from 1942.
c) Hiwis can't be added to High Command HQs.
d) Hiwis can't be more than 70% of current labor ground element TOE, 30% of current support element TOE, or 10% of current support element TOE of an SS Elite unit TOE.
e) If the parent element is targeted and is destroyed there is a maximum 60% chance that a Hiwis squad will be destroyed instead (the less percentage of the element made up with Hiwis, the smaller the chance that a Hiwi squad will be destroyed).
f) Hiwis elements provide the same amount of support and engineer values as a normal support squad.
g) Upon loading a save from an earlier version of the game, when the first German logistics phase executes with the new version, the game will generate Hiwis based on the existing captured men and manpower centers (a onetime adjustment).
h) Interface changes - The number of Hiwis in a unit is show on the unit’s detailed information display. The number of Hiwi elements is shown in parenthesis next to the ground element type. So the entry Support (Hiwi 2) indicates that 2 of the support squads in the unit are Hiwi squads). The production screen has an entry for Hiwis, showing how many men are in the Hiwi pool. Hiwis are included in the total German manpower shown on the Order of Battle screen.
i) Hiwi’s can be set in the editor by using the editor functions on the CR screen. It allows the scenario designer to substitute Hiwi’s for normal support and labor elements. The Hiwi pool can also be set on the production screen.

Das ist ja heftig "nach luft schnappt", da bekommt man als Deutscher ja Xmal 100.000 zusätzliche Manpower. Das dürfte es dem deutschen Spieler doch um einiges einfacher machen ab 1942 noch etwas zu reißen. Damit werden auch Gefangene noch wichtiger als bisher.

Templer
09.09.11, 09:34
Die erfinden ja Quasi da spiel neu, da bleibt ja kein Stein auf dem anderen.

Fantastisch!

Die Verantwortlichen tun etwas für ihr Geld – oder für unser Geld – wie man will.

Eine solche Produktliebe und ein solches Engagement haben wir bis heute noch nicht erlebt.

Gary Grigsby's War in the East wurde als Spiel released und entwickelt sich immer mehr zur Subkultur und zur "ernsthaften Angelegenheit".

Also, uns gefällt's! :)

Arminius
09.09.11, 09:35
Da wird langsam ein neues Handbuch fällig, oder?

Monty
09.09.11, 10:06
Gary Grigsby's War in the East wurde als Spiel released und entwickelt sich immer mehr zur Subkultur und zur "ernsthaften Angelegenheit".
Das ist Spiel ist ungemein spannend. Leider wird es total verkannt. Dem einem gefällt die Luftwaffenoptionen nicht, der andere meint, es ist nicht ausgewogen. Das Spiel eröffnet sich erst nach Wochen, insbesondere wenn man auf einen so starken Gegner wie Generalissimo trifft. Der kennt fast alle Kniffe, scheinbar kennt Monty, aber immer einen mehr. :D

Thomasius
09.09.11, 11:03
Fantastisch!

Die Verantwortlichen tun etwas für ihr Geld – oder für unser Geld – wie man will.

Eine solche Produktliebe und ein solches Engagement haben wir bis heute noch nicht erlebt.

Also uns gefällt's! :)
Da habt ihr recht. :)
Wenn es ein Paradoxspiel wäre, dann wäre nach Patch 1.03 Schluss gewesen und die Änderungen und neuen Ideen aus 1.04/1.05 usw würde man uns als Addon andrehen.

Generalissimo
09.09.11, 12:54
Danke für die Blumen, werter Monty. Ihr seid aber auch ein würdiger Gegenspieler und habt uns mit runtergelassene Hose bei Odessa erwischt.:) Und jetzt pfeifen meine Truppen aus dem letzten Loch mitten im Blizzard.

Es ist wirklich wohltuend, wie schnell Matrix reagiert und auf die Kunden hört.:prost:

Krupinski
09.09.11, 17:02
es ist soweit

es gibt zwei neue Patches einmal 1.04.40 und einmal v1.05.18

wobei der v1.05.18 ein Experiment ist !


:smoke:

Gibt es schon Einsatzberichte bzw. Feedback aus unseren Reihen zu dem Experiment?

Templer
10.09.11, 00:20
Da habt ihr recht. :)
Wenn es ein Paradoxspiel wäre, dann wäre nach Patch 1.03 Schluss gewesen und die Änderungen und neuen Ideen aus 1.04/1.05 usw würde man uns als Addon andrehen.

Wir können uns nicht helfen, doch werden wir das Gefühl nicht los, das von Seiten der Entwickler, bereits lange vor Veröffentlichung des Spieles, eine längere Betreuung und Versorgung ihres Produktes beabsichtigt war.

So kommt uns unter anderen beim betrachten der vielen, vor allem optisch eher spartanischen, farb- u. schnörkellosen (was uns jedoch nicht stört –Nein, eher im Gegenteil), Info-Bildschirme (wenn man diese so nennen will), hier als gutes Beispiel der Bildschirm zur Einstellung der Luftdoktrin, der Verdacht auf, dass hier ganz bewusst, auf eine Option der Verbesserung, Vervollständigung, Verschönerung, Veredlung, gesetzt wurde.

Wäre dem so, wäre Gary Grigsby's War in the East so etwas wie Open Source.
Ein völlig neues Konzept für Spiele, dass bei einem hochwertigen Produkt in fähigen Händen, ein hoch interessantes, und wir meinen fruchtbares Konzept wäre.

Wie auch immer, wir sind begeistert. :)

Snake
10.09.11, 01:04
Wir können uns nicht helfen, doch werden wir das Gefühl nicht los, das von Seiten der Entwickler, bereits lange vor Veröffentlichung des Spieles, eine längere Betreuung und Versorgung ihres Produktes beabsichtigt war.

So kommt uns unter anderen beim betrachten der vielen, vor allem optisch eher spartanischen, farb- u. schnörkellosen (was uns jedoch nicht stört –Nein, eher im Gegenteil), Info-Bildschirme (wenn man diese so nennen will), hier als gutes Beispiel der Bildschirm zur Einstellung der Luftdoktrin, der Verdacht auf, dass hier ganz bewusst, auf eine Option der Verbesserung, Vervollständigung, Verschönerung, Veredlung, gesetzt wurde.....

Auch wenn dieser 'Verdacht' (imho) durchaus berechtigt erscheint, so glaube ich das nicht!
Ich denke eher, dass bei Matrix 'vernünftige' Menschen als Chef's fungieren, die erkannt haben, dass, wenn man ein gutes Spiel kontinuierlich 'verbessert', man auch nach Jahren noch seinen Preis verlangen kann.

Ich selber finde das klasse!.....und werde mich auch nie beschweren, warum Matrix auch nach Jahren immer noch so einen 'hohen' Preis für 'alte' Spiele verlangt!

:prost:auf WitE und WitP!:prost:

elbe1
10.09.11, 09:00
Gibt es schon Einsatzberichte bzw. Feedback aus unseren Reihen zu dem Experiment?

nicht das ich wüste !

die meisten Regel und Formeländerungen wirken ja erst später in GC !
und um den vollen Effekt zu haben muss man ja auch ein GC neu starten
um die neuen Bedingungen Miteinpreisen nur so könnte Mann was zu balancing sagen !

wenn ich bedenke wie lange ich für ein Zug brauche könnten schon ein paar Wochen ins Land gehen um eine aussage zu machen

die Test werden meines Wissens ki vs ki gemacht (Script vs Script)
:smoke:

elbe1
17.09.11, 09:02
neuer beta Patch


Hello All,

We have a new version of the 1.05 Public Beta in the Members Club. This includes Scenario, Editor, and OB changes, in addition to a few bug fixes.

Please remember this is a beta, any feedback is appreciated.

Change List
V1.05.23 – September 15, 2011


New Features and Rule Changes

1)Interface Change – Restricted mouse clicking on the jump map during the AI turn resolution.
2)Editor Change - Added ability to lock scenario data.
3)Editor Change - Added ability to update particular generic data inside scenario data.
4)Editor Change - Delayed units can be displayed on the CR screen in the editor.
5)Editor Change - Added tools to display and setup sub-unit links in the editor.
6)Editor Change – Changed Adjust unit function name to Set Motorized Flag. Now it only sets the motorization flag based on the formation type.
7)Editor Change - Removed editor functions "SET ALL UNIT MPs" and "RESUPPLY ALL UNITS". These should be done in the CR screen.
8)Editor Change - Added method to delete victory city from victory points screen in editor.

Bug Fixes

1)Fixed a bug where divided units can’t be merged if the parent unit was set with a different order in the editor.
2)Fixed a bug where ownership of hexes could be impacted by improper tracing over water hexes.
3)Fixed a bug where support units attached to construction HQ (FBD/NKPS) were incorrectly treated by some routines as off map (inactive) units.
4)Fixed a bug where FBD/NKPS HQ units were being treated as Support units.
5)Fixed a bug with automatic night airstrikes where all possible air units were being assigned automatically to any nigh airstrike.
6)Fixed a bug on the CR screen involving air group filters.
7)Fixed a bug where the AI was moving air groups in/out of delayed (off map) air bases.
8)Fixed a bug when building/assigning new support units where units were being built when not intended.
9)Fixed a bug that was limiting defensive ground support missions and another causing too many aircraft to be assigned to ground support missions.

Data and Scenario Changes

OB and Leader File Changes

1)Added 42 German Cavalry Regiment (410) and 42 Cossack Regiment (449). Note that the German Cavalry Regiment is how these units were ultimately equipped; they would not have been that well equipped initially.
2)Added Kurt Waeger and Erich von dem Bach-Zelewski to the German leader list.

Scenario Changes

1)Duplicate 628th Karl Siege Battalion removed
2)Removed XXXIV Corps' withdrawal date from 1941 Campaign
3)Removed Army Group E from play
4)27th Panzer Division is reduced to the strength of kampfgruppe upon arrival
5)Some minor leader changes. HQs will only have leaders if the HQ arrives within six months of the scenario start. This is to prevent leaders from being pulled out of the available leader pool.
6)Added Soviet fortified regions in 1941 to ports with high fortification levels.
7) Converted German support and labor squads into Hiwi squads to all scenarios after 1941 at the rate of 25% (Support) and 40% (labor)
8)Morale adjustments across all scenarios to keep them in line with the adjusted morale rule changes
9)1942 Campaign morale changes. Soviet regular units dropped about 5 morale points to an average of 50 while Guards units were dropped about 10-20 points to an average of 50. German units unchanged.
10)1943 Morale changes. Decreased German average morale to 70 (was 75). Decreased Average Soviet morale to 50 (was 55). Decreased Average Guards Soviet morale to 55 (was 60). Soviet and German motorized units (and motorized Guards) stayed about the same.
11)1944 Morale Changes. German average morale increased to 67 (was 60). Increased German motorized morale to 77 (was 60). Soviet morale reduced to 60 (was 65). Soviet motorized morale reduced to 70 (was 75). Soviet Guards morale reduced to 65 (was 70).
12)9th Army and 4th Panzer Army supplies increased up to 150% in 1943 Campaign
13)Adjusted the II and III Luftwaffe Field Corps withdrawal dates
14)Ran Pavel's Fort fix
15)Various minor unit adjustments for all scenarios (proper OBs for unit arrivals)
16)Additional units added to German OOB.

600th Russian Infantry Division
650th Russian Infantry Division
North Cavalry Brigade
Middle Cavalry Brigade
1st Cossack Cavalry Division
287th Arab Motorized Brigade
Steinbauer Georgian Infantry Regiment
Freikorps Denmark Infantry Regiment
French Volunteer Infantry Regiment
Netherlands SS Infantry Regiment
17)Implemented Jyri's massive works into the 1943 Campaign
18)Gen. Waegner now commands XXVII Corps in all 41 Scenarios
19)SS Gen. Bach-Zelewski now commands the X SS Corps


Changes in 1.05.18

_____________________________

Andrew Loveridge

Production Assistant
:zzz:

Monty
17.09.11, 09:37
2)Added Kurt Waeger and Erich von dem Bach-Zelewski to the German leader list.

Bach-Zelewski ? Oh Gott. :(

Templer
09.10.11, 12:55
Bach-Zelewski ? Oh Gott. :(

I. Nachhilfe

Werter Monty,

schenkt uns bitte etwas Nachhilfe.
Was ist denn an Bach-Zelewski (uns unbekannt) auszusetzen? :???:

II. Deutsches Handbuch

Seit einiger Zeit gibt es die Möglichkeit sich aus dem Internet das deutsche Handbuch auf dem PC zu holen.

Wir haben das getan und hierraus, auch wenn unser Englisch nicht das schlechteste ist, noch die eine oder andere Information gefunden. :)

Wir regen unsere Generalskollegen an, sich zu überlegen, ob sie nicht auch zusätzlich das deutsche Handbuch downloaden wollen. ;)

Monty
09.10.11, 13:03
schenkt uns bitte etwas Nachhilfe.
Was ist denn an Bach-Zelewski (uns Unbekannt) auszusetzen?
Das war nie ein militärischer Führer, das war ein Schlächter. Habe mal ein Buch über ihn gelesen, den Chef der Bandenkampfverbände. Guter Freund von Dirlewanger.

elbe1
28.10.11, 06:15
neuer beta Patch


V1.05.37 – October 27, 2011


New Features and Rule Changes

1) New Rule – The air doctrine settings for city/airfield/ground unit attack are now locked
for the turn after any one of these missions is launched. These settings will be unlocked at
the beginning each turn until the first one of these missions is flown.
2) Rule Change – For a city to be considered controlled for purposes of causing the
surrender of an Axis Allied country, the Soviet player must be able to trace a supply path
of no more than 30 MPs from that city to a rail (if the city is a capital city, the supply path
may be up to 100 MPs).
3) Rule Change - Restricted support unit auto assignment for frozen HQs and frozen support
units.
4) Rule Change - Units which are more than 20 MP away from their HQ but are within 1 hex
of the HQ will receive supply from the HQ unit.
5) Rule change - Mountain units when in a mountain hex use the foot mountain movement
costs to trace path to HQ or to the rail. The path to the rail for a Mountain unit located in
mountain hex without rail is equal to the one which is smaller:
a) foot path to HQ + off rail value of the hex the HQ is located.
b) normal off rail value
6) Rule Change – The NDVD regiments on the Finnish border will no longer be disbanded
while they are still frozen.
7) AI Change – Improvements to AI attacks against river/fort defenses, and also
improvements to the early 1941 German AI.
8) Formula Change – Optimized the air command HQ selection routines.
9) Editor Change – The armaments/vehicles/manpower national pools may now be set on the
production screen in the editor.
10) Editor Change – Now allows the setting(clearing) of the foreign equipment in national
pools (ex. German planes in the Rumanian pool).

Bug Fixes

1) Fixed a bug where partisans can attack inactive areas in limited map scenarios.
2) Fixed a bug causing air losses during transport missions to sometimes be reported
incorrectly.
3) Fixed a bug that could cause Hungary to surrender whenever any Hungarian city was
Soviet controlled.
4) Fixed a bug where the CR air group reserve function wasn’t completely clearing the link
between the air group moved and the air base.
5) Fixed a bug where the function which checks the ammo usage for the planes when
calculating required support wasn’t checking for the delay/NR flag.
6) Fixed a bug where HQ information was not displayed on the battle report.
7) Fixed a bug where the air command HQ may not have been displayed correctly.
8) Fixed a bug with incorrect movement path calculations.
9) Fixed a bug where Guards units can get duplicate names upon their conversion to Guards.
10) Fixed a bug causing the hex overlay to be misaligned when at the max zoom in level.
11) Fixed a bug where units could lose withdrawal information when using cut/copy/paste
functions in the editor.

Data and Scenario Changes

1) Fixed the 41 BM Howitzer Regiment (OB 196) to move BM from prefix to suffix.
2) Made a few leader changes.
3) Removed elite status from a few outstanding units of the Axis minor countries.
4) Adjusted the starting manpower and armament pools at scenario start to be more
consistent
5) Removed static status from all units in the 43 and 44 Campaign. Replaced with a rolling
unfreeze of the line.
6) Removed a few duplicate units.
regel 6 wieder umdenken
:smoke:

KIWI
28.10.11, 09:39
@werter Templer,
dann sagt uns auch bitte wo :???: :D
Wir :opa: Alten müssen doch mit der Nase darauf gestoßen werden ;)

Sehen gerade bei amazon das Spiel für EUR 42,99 und dann ist das Spiel noch in
Sprache: Deutsch, Deutsch, Deutsch :D
Wir werden uns das Spiel aber nicht holen, da hierfür die Wertung zu schlecht ist :teufel: ;)
2 von 5 Sternen bei amazon, u.a.

langweilig,...Nur was für Hardcore-Fans...NUR Einheiten verschieben und Statistiken lesen! Habe echt mehr erwartet!!...

Viper77
28.10.11, 10:01
Deutsch aber nicht Patchkomatibel

Esslingen
12.08.13, 11:58
Ich habe heute dies hier gefunden:

http://www.matrixgames.com/forums/tm.asp?m=3382051


Thanks for all the feedback provided on the forum over the past 6 weeks regarding the state of play in WitE. As usual, it’s hard to sort out exactly what’s changed about the game, and how these changes are impacting 2 player and AI games (often they are impacted very differently by changes in the game, be they design changes or bug fixes). As we’ve previously stated, our primary focus now is on War in the West, and making major changes to WitE is not going to happen. Any changes to WitE are risky to make at this point (they can cause more bugs and or alter gameplay in ways that make things worse not better). Big changes have to wait for the next Eastern Front product that will use the War in Europe map we’ve developed for WitW (what has been called WitE 2.0 for lack of a better name).

Given the changes that came with 1.07, we did think it was appropriate to revisit the game and see if there were some relatively simple/safe changes that could be made. We put out a version to testers early this week with some changes that move things in the right direction. I expect that this version (or one with 1 or 2 other changes) will go out to the public within the next 1-3 weeks. In the process of exploring possible changes, we found a few items that had not been documented in the past so we’ve included this info in the readme notes. We had a fix in for one other bug (some combat units getting credit for 2 wins instead of 1) that unfortunately got wiped out by another change, but hopefully we’ll get that fixed in the near future.

As you would expect, the big (although fairly simple) changes were in the morale area. We agreed with the observations that units with low national morale were reaching 50 morale too easily when units were left in the rear training. Coincidentally we had been noticing the same thing with the Italians in WitW. We’ve put a cap on this now so that units won’t exceed their NM from this kind of training. There is still a way for units to reach a morale of 40 even if they have a lower NM (one of the old undocumented rules). We also lowered the chance of the die(nm/10) morale gain (the rule first fixed in 1.07). The net effect should be slightly lower Soviet morale in 1941, with the biggest impact on Soviet units toward the end of 41 and 42 when their national morale is low. During this period, Soviet rifle brigades will be worth more (as they should) as they have a minimum NM of 50 while the rifle divisions will have an NM of 45. Initial tests are showing the results we’re looking for. Taken together we believe the changes improve the game in 41 and 42.

Something we found while we were doing this work was that there were some undocumented bonuses given as soon as morale help was set above 100. This was a surprise to all of us, and we decided to move these bonuses to only kick in when morale help was set to 110 or higher. We still think when playing against the AI, experienced players should play at Challenging level or harder. By moving this major bonus to the 110 level, players should be able to use the levels from 101 to 109 to slightly modify the balance in a 2 player game if they wish.

In addition to the code changes, there were several data file changes made to try to improve various issues that have been brought up, including changes in the scenario files to weaken the Super Lvov Pocket strategy (we considered limiting rail movement through Hungary under certain conditions, but elected for a safer data change instead). Below is a complete list of the changes made in the version we now have in test.


V1.07.09– August 9, 2013

• New Features and Rule Changes

1. Rule Change (section 9.1.1) – Possible morale gains for a unit being at least 10 hexes from an enemy unit (in refit or not) will now only happen if the unit’s morale is below its national morale, or 50, whichever is lowest. Note it is possible to receive up to 0-2 morale points from this when not in refit mode, and 0-4 points when in refit mode (this has not changed).
2. Rule Change (section 8.4.3) – The air group unit commitment system will only allow the transfer of recon air groups to Wehrmacht airbases.
3. Rule Change/Errata (section 3.3.2) – There was an undocumented +1 morale bonus from victories whenever the morale help level was set >100. Similarly, there was one less loss of morale due to a lost combat when the morale help was set >100. These have now been changed so that these bonuses only apply when the morale help level is set >109. We have also fixed a bug that could cause a unit with morale help level >100 to potentially gain one morale point from a lost battle.
4. Formula Change (section 9.1.1) – Reduced the chance that a unit below its national morale will receive the die(10% of national morale) increase in morale. The chance is now 10% (was 15%).
5. Rule Errata (section 9.1.1) – Units that are below 40 automatically gain one morale point in the logistics phase.
6. Rule Errata (section 9.1.3) – The Finnish National Morale is 70 for the entire war.
7. Rule Errata (section 15) – There are a maximum number of units that may participate in a combat. The absolute maximum is 40 units per side (including HQs, on-map and support units). The system will try to include all on-map units if possible, but as the number of units gets large (over 25-30), there is a chance that some support units will be left out of the battle even before reaching the 40 unit maximum.

• Bug Fixes

1. Fixed a bug that was causing the number of victories and defeats to be credited to leaders to only work for 3 levels of command (causing OKH and Stavka not to be properly credited in all cases).
2. Fixed a bug that could prevent some Fighter-Bomber air groups from upgrading.

• Data and Scenario Changes

Data Files
1. 37mm Anti-tank Gun (67) – Added upgrade path to 75mm Anti-tank Gun (69) and changed Last Month from 12 to 10. 75mm gun begins production in November, 1941.
2. Changed the upgrade dates of WitE German infantry and pioneer squads and Slovakian infantry squads.
3. Added the missing accuracy modifier to the Slovakian (322) and Hungarian (358) 50mm anti-tank guns and added a German-made 75mm anti-tank gun for the Rumanians.
4. Changed the domestic Rumanian 75mm anti-tank gun start to a more accurate date of 3/44 and added a German-made 75mm anti-tank gun for the Rumanians.
5. Corrected production period of 39M Csaba Armored Car (288) armored car.
6. Maultier (174) – Renamed to SdKfz-4 Panzerwerfer.
7. SdKfz-250/9 – Added this vehicle as an armored car type in WitE (no picture/no symbol) and as a Recon Halftrack (new ground type 73) in WitW. It’s an upgrade from the SdKfz-222 armored car and needs 3 factories (initial size 1) in WitW; it uses the SdKfz-222’s orphan factories in WitE.
8. Fixed spelling of leader von Edelsheim, Maximilian. Changed Leader 1189: Demidov, Aleksandr from Ground only to Air only.
9. Fixed an error in the 42c SS Motorized Division (OB 463) that had its 75mm infantry guns entered twice.
10. 42a Guards Tank Corps (OB 404) – Added missing upgrade path to 42b Guards Tank Corps (OB 402).
11. 43 Assault Engineer-Sapper Brigade (OB 446) – Added missing upgrade path to 44 Assault Engineer-Sapper Brigade (OB 486).
12. 44 Airlanding Division (OB 133) – Renamed to 44b Airlanding Division (WitW only change).
13. 41b Infantry Division (OB 338) – Corrected upgrade path from 41 Jager Division (OB 32) to 42 Jager Division (OB 335).

Scenario Files
1. Some minor changes to arrivals including strength and experience were made to the Stalingrad to Berlin Campaign and the Winter 1942-43 scenario based on Matrix forum feedback.
2. In all campaigns and scenarios starting June 22, 1941, moved 2 Rumanian units back from the border near Chernovtsy. This allows Soviet units to use the rail next to the border on turn 2 if it is not cut by German units from the north. This was done to reduce the effectiveness of the German Super Lvov Pocket strategy. Also reduced the fort level of Hanko to 3.

Esslingen
15.08.13, 16:42
It's still in test and hasn't been released to the public.

ETA if all goes well is late next week. There were a few more changes made this week. Here's the current list of changes since 1.07.08 (items new this week are in bold). No other changes are planned, but we need to test to make sure we haven't created new bugs with these changes. We could not change 1st Panzer Group to report to AGA in the various late 1942 scenarios as there is something altering the data.


V1.07.10– August 12, 2013

• New Features and Rule Changes

1. Rule Change (section 9.1.1) – Possible morale gains for a unit being at least 10 hexes from an enemy unit (in refit or not) will now only happen if the unit’s morale is below its national morale, or 50, whichever is lowest. Note it is possible to receive up to 0-2 morale points from this when not in refit mode, and 0-4 points when in refit mode (this has not changed).
2. Rule Change (section 8.4.3) – The air group unit commitment system will only allow the transfer of recon air groups to Wehrmacht airbases.
3. Rule Change/Errata (section 3.3.2) – There was an undocumented +1 morale bonus from victories whenever the morale help level was set >100. Similarly, there was one less loss of morale due to a lost combat when the morale help was set >100. These have now been changed so that these bonuses only apply when the morale help level is set >109. We have also fixed a bug that could cause a unit with morale help level >100 to potentially gain one morale point from a lost battle.
4. Rule Change (section 23.3.1)– If the Rumanian front areas is still frozen, Axis movement into Hungary is no longer allowed on turn 2 of scenarios starting on June 22, 1941. More accurately, movement is not allowed in the area both south of hex row 86 and west of column 45. This has always been true for turn 1, but has been extended to turn 2 as described above. The Axis AI may ignore this rule in order to defend its territory.
5. Formula Change (section 9.1.1) – Reduced the chance that a unit below its national morale will receive the die(10% of national morale) increase in morale. The chance is now 10% (was 15%).
6. Rule Errata (section 9.1.1) – Units that are below 40 automatically gain one morale point in the logistics phase.
7. Rule Errata (section 9.1.3) – The Finnish National Morale is 70 for the entire war.
8. Rule Errata (section 15) – There are a maximum number of units that may participate in a combat. The absolute maximum is 40 units per side (including HQs, on-map and support units). The system will try to include all on-map units if possible, but as the number of units gets large (over 25-30), there is a chance that some support units will be left out of the battle even before reaching the 40 unit maximum.

• Bug Fixes

1. Fixed a bug that was causing the number of victories and defeats to be credited to leaders to only work for 3 levels of command (causing OKH and Stavka not to be properly credited in all cases).
2. Fixed a bug that could prevent some Fighter-Bomber air groups from upgrading.
3. Fixed a bug where combat units with an attached support unit could get credit for 2 victories or defeats from one battle.

• Data and Scenario Changes

Data Files
1. 37mm Anti-tank Gun (67) – Added upgrade path to 75mm Anti-tank Gun (69) and changed Last Month from 12 to 10. 75mm Anti-tank Gun (69) – Introduction date changed to 2/42.
2. Changed the upgrade dates of WitE German infantry and pioneer squads and Slovakian infantry squads.
3. Added the missing accuracy modifier to the Slovakian (322) and Hungarian (358) 50mm anti-tank guns and added a German-made 75mm anti-tank gun for the Rumanians.
4. Changed the domestic Rumanian 75mm anti-tank gun start to a more accurate date of 3/44 and added a German-made 75mm anti-tank gun for the Rumanians.
5. Corrected production period of 39M Csaba Armored Car (288) armored car.
6. Maultier (174) – Renamed to SdKfz-4 Panzerwerfer.
7. SdKfz-250/9 – Added this vehicle as an armored car type in WitE (no picture/no symbol) and as a Recon Halftrack (new ground type 73) in WitW. It’s an upgrade from the SdKfz-222 armored car and needs 3 factories (initial size 1) in WitW; it uses the SdKfz-222’s orphan factories in WitE.
8. Fixed spelling of leader von Edelsheim, Maximilian. Changed Leader 1189: Demidov, Aleksandr from Ground only to Air only.
9. Fixed an error in the 42c SS Motorized Division (OB 463) that had its 75mm infantry guns entered twice.
10. 42a Guards Tank Corps (OB 404) – Added missing upgrade path to 42b Guards Tank Corps (OB 402).
11. 43 Assault Engineer-Sapper Brigade (OB 446) – Added missing upgrade path to 44 Assault Engineer-Sapper Brigade (OB 486).
12. 44 Airlanding Division (OB 133) – Renamed to 44b Airlanding Division (WitW only change).
13. 41b Infantry Division (OB 338) – Corrected upgrade path from 41 Jager Division (OB 32) to 42 Jager Division (OB 335).
14. 42 Rum. Armored Division (OB 75) – changed 75mm Anti-tank gun from Rumanian produced to (246) to imported German (360).
15. 42 Rum. Infantry Division (OB 77) – changed 75mm Anti-tank gun from Rumanian produced to (246) to imported German (360).
16. 43 Rum. Infantry Division (OB 136) – changed 75mm Anti-tank gun from Rumanian produced to (246) to imported German (360).
17. Hungarian 75mm Anti-tank Gun (291) – decreased accuracy from 350 to 250.
18. Rumanian 75mm Anti-tank Gun (360) – corrected gun crew rifles from Hungarian (141) to Rumanian (142).


Scenario Files
1. Some minor changes to arrivals including strength and experience were made to the Stalingrad to Berlin Campaign and the Winter 1942-43 scenario based on Matrix forum feedback.
2. In all campaigns and scenarios starting June 22, 1941, moved 2 Rumanian units back from the border near Chernovtsy. This allows Soviet units to use the rail next to the border on turn 2 if it is not cut by German units from the north. This was done to reduce the effectiveness of the German Super Lvov Pocket strategy. Also reduced the fort level of Hanko to 3.