| blastpop |
What is the play time for the scenarios short ones and campaigns?
approximately... |
| Joel Billings |
The short scenarios are as few as 10 turns. |
| Joel Billings |
I suppose the shorter ones can be played in a few hours. |
| Joel Billings |
The campaign game could take a very long time... |
| Joel Billings |
Figure an hour per turn, that's 225 hours |
| blastpop |
has one been completed? |
| Joel Billings |
Could be more, I know some people can take 2-3 hours on some
moves, while some turns go much quicker (mud turns go fast) |
| Joel Billings |
only AI vs AI, in terms of the full campaign |
| blastpop |
thanks |
| Sean_Drummy |
thank you! |
| Joel Billings |
I don't think anyone has started in 41 and played to 45 yet. |
| Sean_Drummy |
Ok, BLurking - please ask your question! |
| BLurking |
How capable is the AI on offense? |
| Joel Billings |
Not as good as it is on defense, to be honest. |
| Joel Billings |
It can do a decent job as the Soviet in the late war. |
| grigbeme |
A lot of work went in to the offensive AI, but an experienced
player would still have to give the AI some help to feel he is being challenged |
| Joel Billings |
The German 41 is tough to do, because their is a lot of difficult
moves needed to trap big pockets. |
| BLurking |
So, smaller scenarios are best in this case - rather than
trying to manage defense/counterattack... |
| Joel Billings |
It will however play good enough, especially with help. |
| BLurking |
THX |
| Sean_Drummy |
Thanks for that! |
| Sean_Drummy |
Ok, boatrigm, do you have a question? |
| boatrigm |
Will there be any video tutorials? |
| Joel Billings |
None planned at the moment. I am putting a video together,
but it's not a tutorial like the WBTS tutorials. |
| boatrigm |
thx |
| Sean_Drummy |
Sure! Alright Champagne, please ask a question. |
| Champagne |
Will the AI be able to command some of my own forces in a
game against the AI? I might want to command only a portion of the front
against the AI and let the AI command the rest of the front. OR, I may not
wish to command the Air Forces and Naval units. |
| Joel Billings |
No, it won't command your units as such... |
| Joel Billings |
However, there are many automated functions you can call on
to make things easier. |
| grigbeme |
The AI will handle most of the air ops for you, the land ops
must be controlled by you. |
| Champagne |
Naval Ops? |
| Joel Billings |
You can turn over some functions, like moving support units
between HQ's over to the AI. |
| Joel Billings |
Naval OPs are abstracted. Their is limited transport movement
and amphibious capability. |
| Sean_Drummy |
Dogancan, please ask a question. |
| Dogancan |
are there any scenarios small enough for rather newbie wargamers
or is this game primariyly for those who have years of experience with wargames?
I really would like to play it but looking at AARs, it seems that the game
is rather intended for a group of Easterfront experts... |
| Dogancan |
that is all |
| Dogancan |
thx |
| Joel Billings |
There are small scenarios that a new player should be able
to handle. |
| Dogancan |
and the tutorial? |
| Joel Billings |
The tutorial scenario is very small, and with the tutorial
guide walkthru you should be able to get started. |
| Dogancan |
ok thanks |
| Sean_Drummy |
dougb1, your turn! |
| Joel Billings |
Trey built the tutorial scenario with a play area of about
6x15 hexes, and only 8 turns, so it's very quick to play. |
| dougb1 |
I'm interested in the design decision to make this a divisional
level game rather than WIR with the corps level manoever units containing
divisions. Was there any thought of using the WIR system initially? |
| Joel Billings |
I'm assuming Gary is going to answer this one. |
| grigbeme |
No, we wanted this game to be different, bigger and better
that the earlier WIR games. |
| Sean_Drummy |
DSWargamer, your turn to ask a question. |
| DSWargamer |
yes |
| DSWargamer |
ok |
| el hefe |
Heh. I think me and DSWargmaer traded some Battlefield Academy
PBEMs |
| Sean_Drummy |
:-) |
| DSWargamer |
how much of the games design will be similar to WitP? |
| Joel Billings |
Not much |
| grigbeme |
Very little! |
| Joel Billings |
There is some air combat that can trace it's roots to Bombing
the Reich, Uncommon Valor and WitP, but really the system is totally different. |
| DSWargamer |
I would also love a video produced to show the game in operation |
| DSWargamer |
over to the next person |
| dukewacoan |
When can I buy it? If that's a no-go question, then AARs seem
to show significant German advances over historical in '41 and Case Blue.
If this is case (and it is hard to avoid due to unavoidable foresight/hindsight)
how to you adjust gameplay to keep the game going long term? |
| Joel Billings |
By the way, I see Jim Martin is here. He labored hard to make
all the nice weapon and leader pics you see in the game. |
| Joel Billings |
I'm not sure what AAR you are referring to, but the game has
changed so many times over the past few months that any one AAR is not a
good judge. |
| grigbeme |
We have worked hard to achieve a historical balance in game
play. We hope that the release version will reflect this. |
| Joel Billings |
We have some games where the Germans do not meet the historical
advance, and then others where they do better, so I would wait to judge
things. |
| dukewacoan |
Thx |
| Joel Billings |
All I know is when Andy takes a side, his side does better
than historical. :} |
| el hefe |
LOL on that one Joel |
| Sabre21 |
harhar |
| Sean_Drummy |
Alright then, gilmer, your turn. |
| gilmer |
Skip me, please, I'm just content to read. Thanks for all
the years of gaming. :) |
| Sean_Drummy |
You got it! |
| Sean_Drummy |
HMSImperator, please ask a question if you'd like. |
| HMSImperator |
Question: How easy will it be to build up the Red Army to
the size it was in 43/44? Reading Glantz describing hundreds of Katyusha/artillery/engineer/other
miscellanious regiments being raised every spring along with all the building
up of tank/rifle corps and such seems like it would leave nothing for replacing
losses/moving stuff around in the OOB in terms of APs. |
| grigbeme |
Our long tests have shown that the Soviets have the resources
to build a hugh army, given the chance. |
| Joel Billings |
Yes, I think our testers have shown that you can build a big
Soviet army. |
| Joel Billings |
It is a challenge, and a big part of the game for the Soviet
player. |
| Joel Billings |
He has limited admin points so he can't do everything. |
| Joel Billings |
You'll have plenty of decisions to make, do you build a mech
corps, switch a leader, or build some new support units. |
| el hefe |
You also have the mud turns when combat is relatively quiet
to help build up as well |
| Sean_Drummy |
Ok then: johnnycanuck1944 - your turn! |
| johnnycanuck1944 |
do all the german and russian leaders in the game have pics?
thanks |
| Joel Billings |
yes, most of them, Jim, can you say how many we have? |
| Joel Billings |
Oh, Jim left, but most leaders have pics |
| Jim_Martin |
Was just checking. Continue and I'll jump in with the answer.
Want to be as accurate as I can be. |
| Joel Billings |
There are some we could not find pics for |
| Joel Billings |
But you can add them later if you find them. |
| johnnycanuck1944 |
ok,thanks |
| Sean_Drummy |
Ok then. |
| Joel Billings |
It's very easy. |
| Sean_Drummy |
joki, please ask a question if you'd like. |
| joki |
how close will this game be to the gameplay/rules of the original
boardgame? |
| Joel Billings |
from a data file point of view, if you have the art, its easy |
| Joel Billings |
not at all like the boardgame |
| Joel Billings |
just big |
| Joel Billings |
that's the only things that's similar |
| Sean_Drummy |
jred - your turn to ask a question. |
| jred |
Thank you for re-doing my favorite game of all time!!!! I
know there is a Kursk scenario but it would be interesting to listen to
Manstein and attack in April/May vs. July. I know there is a scenario editor
but I wouldn't know the positioning of units during April/May 1943. Any
ideas on how I would be able to play this hypothetical scenario? |
| Joel Billings |
convince someone to build it for you :} |
| Joel Billings |
We have a very powerful editor, and hope the large community
will enjoy building new scenarios. |
| Sabre21 |
I'm sure Trey can be bribed |
| el hefe |
I have been thinking of workin on some scenarios like this
sometime in the future. |
| jred |
Great, thx!!! |
| Joel Billings |
We think the basic operational system is very good, and conducive
to smaller scenarios. |
| Joel Billings |
or hypotheticals |
| el hefe |
Letting the player figure out the summer campaign strategy
would be pretty cool |
| Sean_Drummy |
kclcmdr - please ask a question if you'd like. |
| kclcmdr |
Will the campaign game allow us players to play beyond apr
45? |
| Joel Billings |
yes |
| grigbeme |
You can keep going until Septemberr 1945. |
| kclcmdr |
Excellent... Thanks... |
| Sean_Drummy |
malko, if you'd like - please ask a question. |
| malko |
Can you tell us a little bit about any automation mechanisms
that ease the burden on the human player? Especially with regard to the
Grand Campaign? For example, can the Soviet player in 1941 automate industrial
evacuation in any way? Or the use of aerial support? |
| Joel Billings |
The biggest auto feature is auto recon and auto airfield attack. |
| Joel Billings |
That will cut down on your first turn airstrikes. |
| grigbeme |
Air-ground support is automatic. Other air missions can be
turned over to the AI. Supply is mostly automatic. |
| Sean_Drummy |
marco, please ask a question if you wish. |
| marco |
The German player have a real chance to win the game in the
big capaign? or he just have to try to resist the soviet power? And in the
first turns how much will be difficult to stop an experienced german player?
I think playbalance it's essential to make this game succesfull, expecially
if you have to take hours to do a single turn |
| Joel Billings |
Yes, the German has a real chance of winning. |
| grigbeme |
The German player must advance rapidly into Russia and destroy
a lot of Russian divisions to have a chance. |
| el hefe |
The earlier the better for sure |
| Joel Billings |
A very good German player is going to carve up a new Soviet
player, but a new German player will be stopped by a good Soviet player. |
| Joel Billings |
Between two players of equal ability, I think you have a fair
fight. |
| Joel Billings |
I can't tell you how likely it is for the Germans to win a
decisive victory in this case. |
| marco |
thank you guys,a nd good luck for the release |
| Joel Billings |
I'm very interested in seeing how things work out when we
have tons of people playing PBEM. |
| Sean_Drummy |
miller41, your turn! |
| miller41 |
Thanks for all your hard work everyone. Answered my first
question already. Is victory possible over the russians just by inflicting
massive losses without taking moscow, lenningrad ect. Thanks |
| Joel Billings |
If you inflict massive losses, you will take those places.
|
| Joel Billings |
But by massive, it must be more than historical. |
| Joel Billings |
And historical losses were pretty high. |
| miller41 |
fair enough, thanks |
| grigbeme |
The Axis player must overrun much of Russia to win an automatic
victory...He must advance past Gorki!! |
| Sean_Drummy |
mvdh1, please ask a question. |
| mvdh1 |
Hi Guys, after reading the manual chapter on combat units
I'm not sure I fully grasped what is meant by "support squad ground elements"
as opposed to "support units". I know they both move between HQ's and combat
units but what's the difference in combat resolution between the two? |
| Joel Billings |
Every unit has squads of "support". These are your cooks,
truck drivers, etc. |
| Joel Billings |
They are needed for units to run smoothly, but aren't combat
worthy. |
| grigbeme |
Support squads are a collection of medics, mechanics, supply
handlers.. etc. |
| Joel Billings |
support units are battalions and regiments of combat units
(artillery, AT-guns, assault guns) that fight but aren't on the map |
| Joel Billings |
support squads (or elements) don' |
| Joel Billings |
don't move |
| grigbeme |
Support units may be combat elements such as artillery regiments,
SPG battalions, engineer regiments... |
| Sean_Drummy |
Sure, notenome, your turn. |
| notenome |
I logged in mid chat, so Im guessing this must have been asked
a million times, but are we getting a release date? I jumped when I saw
the buy now sign on the matrix website. And if that question is a no go,
I was wondering if for a future project you'd consider a tactical game.
I played the Lost Victories mega campaign for Steel Panthers and really
there's nothing like it on the market, a dynamic tactical campaign, maybe
even with promotions and demotions, who knows. Id think it great if 2by3
did a tactical game like that. |
| Joel Billings |
We don't have any plans for a tactical game anytime soon.
I'm sure Gary would like to do one again someday. Gary has expressed interest
in a grand tactical system with 1 mile hexes, more than a fully tactical
game. |
| Joel Billings |
As for release, that's something Matrix needs to address,
but we're close. |
| Sean_Drummy |
PyleDriver, there's a familiar name! :-) Do you have a question? |
| el hefe |
Heh. Hes a tester |
| Joel Billings |
I call him Mr. 42 |
| Sean_Drummy |
PyleDriver? |
| Joel Billings |
he got typecast as the first tester of the 1942 scenario |
| grigbeme |
Posted a heck of an AAR! |
| PyleDriver |
I was the first tester |
| Joel Billings |
yes he was |
| Joel Billings |
quite a different game now, huh Jon? |
| Sean_Drummy |
rosseau? Would you like to ask a question? |
| rosseau |
Many of us remember War in Russia circa 1983. Did you ever
imagine at that time having this much computer power to play with? And how
much has that really helped, ie, design skill vs raw computing power when
programming a game like this one? |
| PyleDriver |
Still here after all this time |
| grigbeme |
In 1983 it took about 6 months to finish a game...now it takes
4 years. Thats what all of that computer power does for game design...hope
you guys appreciate the end product! |
| Joel Billings |
we couldn't do this kind of game without that computer power |
| Joel Billings |
WitP and WitE were just impossible to do without the computers
of today |
| Sabre21 |
Just think what 10 more years will bring |
| Joel Billings |
Of course we all have 3 million dollar computers on our desk
now. I worked at Amdahl in 79 and they had 3 million dollar computers where
we were talking about Megs of memory. |
| grigbeme |
retirement? |
| Sean_Drummy |
haha |
| Sean_Drummy |
I have more hard drive space on my key chain now than the
entire world did back then. |
| Sabre21 |
You can't retire |
| Sean_Drummy |
RyeM, please ask a question if you'd like. |
| RyeM |
Do ground units have entrenchement capabilities (like in Panzer
General) that would increase thier defence capabilities? |
| Joel Billings |
yes, very much so |
| RyeM |
Thanks. I wish for the release each night before going to
sleep. Thank you gentleman! |
| Joel Billings |
and they can use support construction battalions and city
labor to help dig them faster |
| Joel Billings |
Soviets need to dig deep. |
| RyeM |
The germans too? |
| Joel Billings |
sure |
| Joel Billings |
they actually can dig faster, and they need it later on |
| RyeM |
My question answered. Thanks again! |
| Joel Billings |
I should say, a typical infantry vs rifle division can dig
faster |
| Sean_Drummy |
Slick Wilhelm, fire away! |
| Slick Wilhelm |
Are there plans for a WWI game using this engine, or a modified
version? :) |
| Joel Billings |
Not at the moment, no, but that's an interesting idea. |
| Slick Wilhelm |
PLEASE! :D |
| grigbeme |
It has not been discussed...this engine should be able to
handle a WWI game. |
| Slick Wilhelm |
Thank you. |
| Sean_Drummy |
The Plodder, your turn! |
| The Plodder |
What made you go to IGOUGO gameplay as opposed to the WEGO
of WITP? thanks. |
| Joel Billings |
IIRC, I wanted Gary to make a game that had the appeal and
addictiveness of Panzer General where you get to move, attack, move some
more, attack some more. |
| Joel Billings |
I thought it would be fun to do it that way instead of plotting,
and it was something different from the other WIR games. |
| grigbeme |
Steel Panthers actually convinced us that IGOUGO was more
fun to play than the sci-move systems. |
| Sean_Drummy |
typhoon, please ask a question if you'd like. |
| typhoon |
For me War in Russia is such a great game it casts a very
large shadow. So although vague I want to know why you think that War in
the East will be a worthy successor to it and where it has improved upon
it the most? and thanks |
| The Plodder |
thanks for your answers:) |
| Joel Billings |
I assume you mean WiR of the nineties, not WiR of the eighties,
right? |
| typhoon |
yes |
| grigbeme |
It has better resolution, it is bigger, hopefully more accurate
results... |
| Joel Billings |
I don't know about Gary, but for me WitE is more focused on
just doing the land war in Russia better and more detailed than WiR. WiR
had peripheral issues like putting units in other front holding boxes and
production. |
| Joel Billings |
War in the East is so much better as a pure operational land
game. |
| typhoon |
thanks |
| Joel Billings |
They are two very different games on the same subject. |
| Sean_Drummy |
Xian, your turn to ask a question! |
| Xian |
How are the huge number of late/very late war German divisions
being handled? Do you have the ability to direct replacements to certain
units or group of units (Armies/Fronts/Waffen-SS division/regular divisions)
or are replacements showered evenly over all units/fronts/etc? |
| Joel Billings |
You do have some control over where replacements go. You can
set some units to refit, and these will draw replacements first.... |
| grigbeme |
We have the historical arrival of all Axis divisions that
fought on the Eastern Front. |
| Joel Billings |
Second, you can set the percentage of your TOE that you want
to replace to, from 50-100%, so you can starve some units if you want. |
| Joel Billings |
So you will get the historical reinforcements to the front,
and then you can impact their replacements. |
| Xian |
All of the fractional divisions that were raised in early
45 are coming with the battalion strength that they actually had? |
| Joel Billings |
Trey, do you know offhand what those 1945 units look like? |
| el hefe |
Yes, the late war ones that were hastily raised show up at
about 5% strength |
| Xian |
Thank you |
| Joel Billings |
I see the 35th SS with 3500 men, the Stettin Static division
with 628 men |
| d007mog |
is there a function that allows one to compare ones losses
against historical figures |
| grigbeme |
We have various reports that you can use to track different
aspects of you Armies status/losses. There are no historical benchmarks
listed in the game. |
| Joel Billings |
There is no function to compare historical progress, however,
one of our testers has produced a very cool map that shows the historical
lines all through the campaign (at least for 41 and 42). We didn't have
time to produce it and provide it in the game, but we will find a way to
get it posted on the public forum. |
| d007mog |
thanks |
| Joel Billings |
It really is a great looking map, so we'll get that out. It
is nice to compare your progress every few weeks against the German's historical
progress. |
| Sean_Drummy |
ioticus, you're up! |
| ioticus |
I'm interested in the smaller scenarios. What will be included
and what timeframe can you complete them in? |
| Joel Billings |
I think the smallest scenarios can be played in a few hours. |
| Joel Billings |
We have 6 Road to... scenarios that take parts of the front
in June 41. |
| Joel Billings |
Several 10 turns, some about 17 turns. |
| Joel Billings |
You could play them in 2-4 hours, depending on how fast you
are. There are several intermediate sized scenarios. |
| Joel Billings |
Operation Blue and Operation Typhoon are both about 20 turns,
but cover larger areas. |
| Joel Billings |
Andy, how long did it take you and Stuart to play 8 turns
of Op Blue? |
| Joel Billings |
We also have the 4 campaigns, one starting each year and going
to the end of the war. |
| Sabre21 |
3 or 4 days if I remember right passing the turns back and
forth daily. One day we made 3 turns |
| Joel Billings |
I think the Road to Smolensk game which is 10 turns was played
over a week PBEM. |
| Sabre21 |
But I tend to take longer to do a turn probably than the average
player |
| Sean_Drummy |
gilmer, do you have a question now? |
| gilmer |
My question is I noticed that there were maybe mentioned 4
different strategies by the AI in Pyledriver's posts in AAR section (especially
on the attack, I guess)? Will there be different strategies by the AI or
is it a fluid, full campaign AI that reacts to the moves by the human player?
Thank you. |
| ioticus |
sounds great thanks! |
| grigbeme |
There is a different AI for the strategic attack and strategic
defense. The AI will try to figure out if it should be attacking or defending. |
| gilmer |
Ok, thanks! |
| grigbeme |
We try to get the AI to react to any situation it faces. |
| gilmer |
I was just thinking in Pacwar, sometimes the Japanese went
after Andaman Island and other times it went South. |
| PyleDriver |
It'e really effective on regaining supply for isolated pockets |
| Sean_Drummy |
Yeah thanks so much to Joel, Gary, and the rest of the dev
team! |
| grigbeme |
You are welcome! |
| Sean_Drummy |
Welcome everyone to the War in the East Developer Chat (Round
2)! The format of this chat is simple. We will go down the list of participants
shown on the right side of the chat window and each person can ask one question.
I will direct the chat and announce when it is each person's turn to ask
a question. If you decline to ask a question when it's your turn, that's
totally fine, but if you do ask a question please do so in a timely fashion
so we have time to fit everyone in. If you miss the answer to a question,
don't worry! We will be publishing the full transcript of this chat in a
day or so. If you're signing on late and we've already passed you on the
list, stick around! After we’ve gone through the user list we will make
sure that anyone who missed their opportunity to ask a question will get
the chance to. |
| Sean_Drummy |
Alright, well with that out of the way, let me introduce our
developers: Gary Grigsby (grigbeme), Lead Programmer/Designer, Joel Billings,
Executive Producer, Andy (Sabre21), Test Coordinator, Pavel, Programmer,
and Trey (el hefe), Scenario Designer and Data Editor in addition to some
members of the test team. |
| Ken7 |
Welcome aboard. |
| Sean_Drummy |
Banzan, your turn to ask a question. |
| Banzan |
i was about the same think Champagne asked, how does the supply
flows towards the front - range/speed ? |
| Banzan |
ups, thing, not think :p |
| Joel Billings |
Basically it flows from rail to HQ to unit. |
| grigbeme |
Supply flows without penalty to a rail head, it then is degraded
by the distance from the rail head to a unit/HQ. |
| Joel Billings |
We track the number of hexes from the rail to the HQ/unit
and the number of MPs, and both can degrade the flow of supplies. |
| Joel Billings |
There are many other factors that influence how much gets
to the destination. |
| PavelZ |
There are penalties for the rail movement for the Axis as
it goes east |
| PavelZ |
for the supply movement |
| Joel Billings |
There is a motor pool of vehicles which matters for supply. |
| grigbeme |
Other factors such as the number of MPs froa a railhead and
the number of trucks in the supply pool also effect the supply state. |
| Sean_Drummy |
blastpop, please ask a question if you would like. |
| blastpop |
What mechanic or combination of mechanics are used in the
game to give the German Panzer Divisions or Soviet Tank Corps their punch
and the ability to hang around? Is it just strength, morale, combinations
of move/fighting choices, movement values or something else? Explain rational
if you can, please. |
| Joel Billings |
That's a big question... |
| blastpop |
lol |
| Joel Billings |
Of course you have all the elements that made up the unit,
each with it's own factors and abilities |
| grigbeme |
How many pages is that in the rule book? |
| Joel Billings |
Then you have experience and morale |
| PavelZ |
shorth answer -> TOE |
| Joel Billings |
German panzer formations have great morale and experience
and lots of movement points |
| Sean_Drummy |
The manual approaches 400 pages. |
| grigbeme |
Experience and morale play a very large part in a unit's combat
performance and survivability. |
| Joel Billings |
Generally good leaders as well. |
| Joel Billings |
Soviet Tank Corps OB in 42 makes them very weak. |
| Joel Billings |
Over time their OB changes and they become stronger. |
| Joel Billings |
If they live long enough, their experience and morale will
increase as well. |
| Joel Billings |
A tank corps in 42 is nothing like one in 44. |
| Joel Billings |
What these units are best at is using their MPs to encircle
enemy units. |
| Sean_Drummy |
Alright, Champagne, your turn to ask a question! |
| Champagne |
How is Howitzer indirect fire support represented in the game?
Some guns fired more than the length of a hex of 10 miles. |
| Joel Billings |
Some artillery units can fire 2 hexes. |
| Sean_Drummy |
Drew please wait your turn |
| grigbeme |
All artillery units in the game may fire from 2 hexes away
from the target hex. |
| Joel Billings |
But each combat actually starts at a specific range, depending
on terrain and some random factors. |
| Joel Billings |
The range impacts who can participate in that round of combat.
Then the range shrinks and more and more elements can participate. |
| grigbeme |
Some early turns are scripted, most of it is intended to respond
to the current situation |
| Joel Billings |
I know at least one tester has learned how to used massed
Soviet artillery divisions in a very effective way from 2 hexes along with
his normal attacks. |
| grigbeme |
The AI will only improve if the programmer improves the code. |
| Sean_Drummy |
DrewBlack, please ask a question if you would like. |
| DrewBlack |
Joel & the team, heres the big question...as an AI player
how good is it. I noticed there are numerous topics over the last year on
the message board, but come on how good have you and the team made it...
can it get better is it responsive or is it wholley scripted? |
| grigbeme |
Some early turns are scripted, most of it is intended to
respond to the current situation |
| grigbeme |
The AI will only improve if the programmer improves the code. |
| Joel Billings |
My feeling is that the defending AI is pretty good. The Soviet
attacking AI is also decent. The most difficult part was the attacking early
war German AI. That's the part that probably needs the most help factors
to have it play well against an experienced player. |
| DrewBlack |
As a follow up, when you say responsive, how has that been
programmed? Is this first time we have had a responsive AI? |
| Joel Billings |
A good human player can use his mobile formations to pocket
lots of Soviet troops, but the computer just can't compete with that good
human German player. |
| grigbeme |
All AIs must be somewhat responsive to offer any resistance. |
| DrewBlack |
Joel it never will I suppose. |
| Joel Billings |
As an example, the Soviet AI does try to figure out where
the German panzer strength is, and tries to build more lines of defense
opposite that strength. |
| PyleDriver |
In my new 42 test, the AI countered into a pocket to resupply
it. That was 10 moves into the game. |
| Sean_Drummy |
generalchaos, do you have a question to ask? |
| DrewBlack |
Thats excellant news.... |
| DrewBlack |
Thanks |
| Sean_Drummy |
Grouchy, it's your turn then. |
| Grouchy |
eeeuh ooh...Partisans: if possible a short explanation on
the mechanics and has the player any influence on them (as axis prevent
them popping up) and if there any scripted 'partisans'events like for instance
a 'warsaw uprising') |
| PyleDriver |
There a real pain in the rear. If you don't keep your garrisons
up they start cutting rail lines everywhere. |
| Joel Billings |
The Germans need to garrison cities or additional partisans
are recruited. In addition, as partisans make attacks on rail, they will
pop up on the map. At that point you want to go after them. |
| grigbeme |
Partisans may be created from Soviet units that are destroyed.
They may also be created by dividing strong partisan units into tow smaller
partisan units. The Soviet air force will automaticly try to fly supplies
to partisans during the supply phase. |
| PavelZ |
There is no scripted events... |
| Joel Billings |
Partisans start as partisan cadres, and then can grow over
time. Getting resupplied by soviet air can bring them NKVD squads to help
in recruiting and supplies. Eventually when they get big enough, they can
start attacking rail hexes. |
| Grouchy |
as USSR player you can create them then? |
| Joel Billings |
no scripted events |
| Joel Billings |
you don't create the partisans |
| Joel Billings |
but you do resupply them by air |
| Joel Billings |
by putting certain air groups on certain airfields, the resupply
missions will be flown automatically |
| Grouchy |
ok, thank you all for answering that question |
| Big Anorak |
It can become a game of cat and mouse positioning night fighters
to reduce air supply |
| PyleDriver |
As the Axis you don't know where these cadres are until there
activated |
| Sean_Drummy |
kclcmdr, please ask a question if you would like. |
| kclcmdr |
Can Axis Allies; Rumania, Hungary, etc; get excess German
tanks & halftracks when the Germans upgrade their units to newer equipment
and those excess are not converted to SP artillery carriers or AT units? |
| ComradeP |
Equipment is never converted, for starters. The minor Axis
can get exported German equipment if the Germans have enough in their pools.
The types of equipment they can get are fixed. |
| grigbeme |
All of the German exports to their Axis allies happen as they
dis historical...they are limited to the exact quantities that were exported. |
| kclcmdr |
thank you. |
| ComradeP |
Garry: Theoretically it's possible to assign equipment that
would normally be exported to German units |
| Sean_Drummy |
Ken7, do you have a question to ask? |
| Ken7 |
Playing as the Germans Can I actually change history and win
the War in The East? If so will I have to win before the end of 1944. |
| grigbeme |
If the Germans have a use for it in their TOE then it will
be assigned to a German unit. |
| Joel Billings |
Yes, the Germans can win, but there best chance is in 41/42. |
| Ken7 |
Thank you. |
| Joel Billings |
They can still win the game by holding out until the end (sept
45). |
| ComradeP |
The Axis can both win by achieving auto victory or by not
losing |
| grigbeme |
The Axis player wins by overruning most of Russia and capturing
cities. It is possible to win a Axis automatic victory in 1945 in this manner.
|
| Sean_Drummy |
Micke II, your turn! |
| Micke II |
How the scale of the map and the time 'one week?rurn) has
been defined ? |
| Joel Billings |
Not sure what your question is. If you are asking if it can
be changed, it can't. |
| grigbeme |
We set the scale of the map at 10 miles per hex. We then determined
the maximum rate of advance that was ever achieved during the war and used
that to determine the number of MPs we would allow units to use during a
turn. |
| grigbeme |
Under most circumstances, units do not move at their maximum
movement rate. |
| Joel Billings |
We did cheat in one place I have to admit. The first German
turn in June 1941 is 4 days, not 7. |
| Micke II |
I am just asking why the designers have chosen a relatively
big scale for the map and a relatively low scale for the time |
| Joel Billings |
The speed of advance on those first few days, given the allowed
build up, was just too fast to have a 7 day turn. |
| Joel Billings |
We wanted a game that didn't have too many turns, and wanted
a lot of action in one turn. |
| Micke II |
OK thank you |
| Sean_Drummy |
The famous sterckxe! Do you have a question? |
| sterckxe |
Resting formations - how does it work ? Do you simply declare
a unit as resting or do you have to move them to the rear for some R&R and
refurbishing ? What if they are attacked while resting ? Can you upgrade
units while they're in the frontline ? |
| Joel Billings |
There is no resting per se... |
| Joel Billings |
Just don't expend MPs and you recover fatigue. |
| grigbeme |
Units may receive some rest on the front line by just not
moving. |
| ComradeP |
Reducing fatique happens during the logistics phase. As units
are attrited when next to a hostile hex, their fatique reduces less when
next to enemy units |
| grigbeme |
The quality of 'rest' improves by pulling a unit back to the
rear. |
| Joel Billings |
Closer to a rail hex, the more replacements you will get,
and the more supply, etc. |
| Joel Billings |
Yes, and units next to enemy units suffer attrition. |
| Joel Billings |
So you're better off away from the front. |
| Micke II |
Is the experience of the units improved by combat or training
? |
| ComradeP |
Placing units in an area with good supply, say, a major city
on a rail hex, will improve training, and the amount of replacements units
get/the chance of getting replacements |
| sterckxe |
ok - got it - nice and simple solution - thanks - got to run
now - gamenight is starting |
| Joel Billings |
Also, if you can get 10 hexes away from the enemy, you have
a better chance to increase your unit's morale, which can also increase
experience (training). |
| grigbeme |
Yes, units gain experience both through training and by fighting. |
| ComradeP |
Micke II: the experience is related to the morale, the experience
increases as long as your units doesn't suffer too many losses and the morale
is higher than the experience level |
| Sean_Drummy |
tbone, your turn to ask a question. |
| tbone |
how long does it take before the russian af can challenge
the german af |
| ComradeP |
The Luftwaffe will eventually run itself into the ground through
operational losses and decreasing pilot quality, the VVS will take at least
until 1944 to become competitive |
| grigbeme |
The Germans have a large qualitative advantage at the start,
but attrition starts to take it's toll. |
| Joel Billings |
Just because it isn't competitive, doesn't mean it can't still
have a big impact. |
| tbone |
thanks |
| Joel Billings |
The Soviet airforce will lose tons of planes in the air, but
they can also cause a lot of damage to German units via ground support. |
| ComradeP |
Quantity has a quality of its own, 200 bombers will ruin the
day of a German attacker if the Luftwaffe can only send about 10 fighters
with experienced pilots |
| ComradeP |
In all honesty, losses through air combat are something that
we'll keep a close eye on for a while, as some changes were recently made |
| Sean_Drummy |
salconstant4, sorry i forgot you! |
| Sean_Drummy |
Please ask a question if you'd like |
| salcostant4 |
Tell me something about editor |
| Joel Billings |
It's big, it's powerful, and Pavel should talk about it. |
| PavelZ |
Editor is there, looks good and keeps improving :) |
| salcostant4 |
ok thanks |
| PavelZ |
There won't be too many docs on the editor initially, since
it would be another 400 pages |
| Joel Billings |
Pavel added a feature we have not had in our previous games.
You can easily convert data files to excel spreadsheets... |
| Joel Billings |
make changes, and then load them back into the game. |
| salcostant4 |
can I make new units |
| PavelZ |
sure |
| el hefe |
thats a big help importing loads of data |
| Joel Billings |
Yes, we have not had time to document the editor, but that's
something we hope to do over the coming months. |
| Joel Billings |
yes |
| Joel Billings |
you can make new units, new OBs, new leaders, new just about
everything (not new map). |
| salcostant4 |
That's great lot's of what if's |
| Sabre21 |
It's by far the best editor I have seen in any game, and if
you like to mod, you will be a happy camper! |
| el hefe |
When I built the 1944 Campaign, I did it completely from scratch
within the editor |
| Joel Billings |
Can make new aircraft and weapons if you wanted |
| PavelZ |
I hope there will be many mods and scenarios done over the
time as I'm trying to make it intuitive.. and not so destructive :) |
| Sean_Drummy |
typhoon, your turn to ask a question. |
| typhoon |
I want to know a bit more about the airwar how big a part
does it play in the game and how much control does the player have of this
side of things? |
| Joel Billings |
It's important, but not as important as in WitP. |
| Joel Billings |
The player controls lots of things, but the air doctrine screen
allows for global settings that will impact how missions are flown. |
| ComradeP |
The air war is in, but don't expect WitP:AE level details.
Both sides use primarily tactical air forces, so you'll be using lots of
medium/tactical bombers to support attacks |
| ComradeP |
the Soviets have plenty of level bombers, but those are best
used for partisan resupply |
| PavelZ |
Game is no air centric, but you still should have some air
toys to play with. You should be able manually upgrade plane types, set
the replacements for the airgroups, etc.. |
| Sean_Drummy |
Von Beanie, please ask a question if you'd like. |
| Von Beanie |
How did you resolve the problem of the new railroad lines
that were created during the war, such as the one running from Astrakhan
to Baku, that did not exist in 1941? And how did you solve the Russian need
to rebuild much of the rail network as the Germans retreated, nearly destroying
every part of the network that the Russians reoccupied? Can the Russians
build new rail lines? |
| Joel Billings |
We don't build new rail during the game, so some rail built
during the war is on the map from the start. |
| ComradeP |
No new rail lines can be constructed, after capturing an enemy
hex with a rail line a friendly rail repair unit will have to repair/convert
it |
| ComradeP |
You have a number of on-map rail repair units you can control
yourself, the AI sends construction battalions out for the lines you're
not repairing yourself |
| Joel Billings |
We have automatic rail repair that is slow, and a few on map
special rail repair units that the player can move that is faster. |
| Von Beanie |
Thank you |
| ComradeP |
The Soviets lack on-map rail repair units until late in the
war, though |
| ComradeP |
The trickle in slowly |
| PavelZ |
Baku->Astrakhan line is on map |
| Sean_Drummy |
wmcalpine, please ask a question if you'd like. |
| wmcalpine |
Given the large number of turns, have there been many 41 and
42 campaign PBEM games that have been completed during the beta phase and
is the team satisfied with the late game balance in those PBEM games? (Sorry
for the earlier question, I unintentionally hit the return key while trying
to edit my question). |
| Joel Billings |
no there haven't, but many games started in 43 and 44 |
| Sean_Drummy |
No worries on the earlier question, it happens! |
| Joel Billings |
Only time will tell, but we think we are in the ball park
on game balance. |
| wmcalpine |
Thank you |
| PyleDriver |
Jonny's happy |
| Joel Billings |
We will keep a close eye on how games go once the game is
released. |
| Big Anorak |
There have been very good results from AIvAI games, but PBEM
games play differently and we are trying to extrapolate from these games |
| wmcalpine |
Good to know :) |
| grigbeme |
For a game that takes so long to play, it is almost impossible
for PBEM testers to complete a game, as the rules continue to chang during
development. |
| PavelZ |
data was not so static as well |
| Sean_Drummy |
Anyone not yet had a turn? |
| Frank |
Me |
| Sean_Drummy |
Ok Frank, please ask your question! |
| Frank |
No Question. I only want to say thanks to Gary, Joel and all
the other persons who have contribute to this game. I play Grigsby games
for 28 years now, starting with Bomb Alley, and now a dream comes true.
Many thanks! |
| Sean_Drummy |
:) |
| grigbeme |
Glad you stuck with us for so long! |
| Joel Billings |
You were one of a select 1900 that played Bomb Alley.:} |
| Sean_Drummy |
Anyone else who has not yet asked a question like to ask something? |
| Sean_Drummy |
Ok, well thanks for stopping by for this chat! |