New WitE Public Beta v1.04.28 Available!

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, elmo3, Sabre21

User avatar
Andrew Loveridge
Posts: 538
Joined: Mon Jul 20, 2009 1:47 pm

New WitE Public Beta v1.04.28 Available!

Post by Andrew Loveridge »

A new beta update is now posted in the Members Club, if you have registered your game. It adds a fire penalty with large numbers of attacking units, changed how AFV's work in combat, plus other rules changes, with an additional updated version of the Manual, and corrections to a number of bugs.

Please give it a try this weekend, and give us any feedback you may have, remembering that it is a beta. We expect to make this comprehensive update official next week, with all the changes listed, and linked, below.


V1.04.28 – June 8, 2011
    [b]New Features and Rule Changes[/b] [ul] 1) Revised Manual – With this version, you will find a new pdf manual (US Letter) which has corrections and revisions. We hope to periodically update this manual and incorporate new rules and rule changes into the manual. This version has some manual corrections, and a full list of the new features and and rule changes listed at the end of the manual through version 1.04.24. The plan is to incorporate these changes into the text of the manual and remove them from the list as this happens. It will take us some time to catch up with all the changes made since release, but our goal is to catch up. Thanks to Leonardo Rogic (Apollo11) for his efforts to produce this living manual. 2) Hotkey Change – The command link feature added in version 1.04.24 that previously used the ` key has been changed so that it uses the Shift-Z key. 3) New Rule– Added a fire penalty in combat when there is a large number of attacking units. The force value of the attacking side is calculated using the following values for each non-support, non-artillery division unit attacking:[ul] Corps 15 Division 9 Brigade 5 (unless the brigade has less than 2000 men in which case it is 3) Regiment 3
Once the force value exceeds 28 there is a chance that elements will not get to fire during combat. Artillery elements are much less effected (only impacted at closer ranges in combat), and the chance that elements will not fire increases as the force value increases. In general though, adding more units should result in more elements firing, but a lower percentage of the total elements will generally be firing as the force increases. The CV values of the attacking units are not changed by this rule.
4) Rule Change (section 7.5.4.1) – Static units may no longer use rail, naval or amphibious movement.
5) Rule Change (Section 21.5.2) – Changed per turn Lend Lease vehicle imports to the following:
    1941 -- 300 1942 -- 800 1943 -- 4500 1944 -- 6000 1945 -- 1500
6) Rule Change - Reserve units no longer receive benefits during fire combat from the fort/terrain levels in the defending hex unless the battle hex is urban.
7) Rule Change – Restricted Guards conversion of Air HQs.
8) Formula Change – Greatly decreased anti-armor effect of flamethrower devices.
9) Formula Change – Increased the range in combat when AFV speed rating is used in the combat formulas.
10) Formula Change – Increased AFV breakdown rate when firing in combat.
11) Editor Change - Changed appearance of CR functions on the unit tab.
12) Editor Change - Added ability to set MP/SMP/DL/MAX TOE in editor(CR) for the selected units.
13) Editor Change - Added ability to set MP/SMP for a single unit in the editor.
[/ul]
Bug Fixes
    1) Fixed a bug where HQ buildups were limited to 19MPs from the rail instead of 20 MPs as it should be. 2) Fixed a bug where AFV ground element in close range were not using their speed rating correctly - very high AFV losses at close ranges. 3) Fixed a bug where Mech infantry and engineers ground types can "breakdown" in combat as if they were an AFV. 4) Fixed a bug where Mech infantry and engineers ground types can become damaged/destroyed by HE anti-armor fire. 5) Fixed bugs with weather where blizzard was happening in areas that shouldn’t have blizzard. 6) Fixed a bug that when Rumanians flipped sides, German units with higher CV values could get disbanded. 7) Fixed a bug where some Logistics Phase messages were getting skipped. 8) Fixed a bug where supplies could be traced from Baku (or any other supply source) even if it was captured. 9) Fixed a bug in the unit size function that was counting divided Soviet corps units as the whole corps (equal to 15 points). 10) Fixed a bug causing the game to crash when using the shift-Y key to reactivate static units.
Data and Scenario Changes
    1) Changed the 81mm mortar ground element in the Rumanian Machine Gun Battalion (OB274) from German (77) to Rumanian (248). 2) Set the Flammpanzer III (element 12) build limit to 2. 3) Set the Panther D (element 22) build limit to 5. 4) In the Devices file, the K4 gun stats were copied to slot 568 and the original K4 gun (434) was converted to a K3 gun with appropriate stats; 5) In the Ground Element file, the Theodore 240mm Gun was copied to slot 338 and the original Theodore 240mm Gun was renamed 240mm Siege Gun with appropriate stats. 6) In the OB (TOE) file, the 41 Theodore Gun Battalion (237) was renamed 41 K3 Gun Battalion.
[/ul]


1.04.24 Changes
1.04.22 Changes
1.04.16 Changes
1.04.15 Changes
1.04.14 Changes
1.04.10 Changes
User avatar
DrewBlack
Posts: 835
Joined: Fri Jul 02, 2004 11:11 pm
Location: North Wales, UK

RE: New WitE Public Beta v1.04.28 Available!

Post by DrewBlack »

Weekend updates... Thank you
WitE2 - Alpha Tester/Beta Tester
Wite: 1.10 Beta Tester
Wite: Lost Battles Beta Tester
WitW - Beta Tester
marcpennington
Posts: 327
Joined: Sun Jan 30, 2011 10:07 pm

RE: New WitE Public Beta v1.04.28 Available!

Post by marcpennington »

Thanks again for the very fast stream of updates---- you put other game developers to shame...

Rule 3 is intended, I assume, to mitigate the power of a theater-wide slow infantry offensive from 42 on, aka the attack any hex from 3 sides you can each turn and repeat endlessly? If so, it does really sound like a large step in the right direction.
User avatar
Klydon
Posts: 2300
Joined: Sun Nov 28, 2010 3:39 am

RE: New WitE Public Beta v1.04.28 Available!

Post by Klydon »

I don't even want to think what effect that large penalty is going to have on a German trying to reduce Leningrad.

Russians could be screwed when attacking with just two rifle corps. Not sure I am a fan of that either.

Will see how it plays out I guess.
User avatar
Tarhunnas
Posts: 2900
Joined: Thu Jan 27, 2011 10:19 am
Location: Hex X37, Y15

RE: New WitE Public Beta v1.04.28 Available!

Post by Tarhunnas »

Once the force value exceeds 28 there is a chance

Would "a chance" be modified by experience or leader ability? What I am getting at is of course that I believe the Germans were more profiecient than the Soviets at coordinating large numbers of units in the attack, and having the chance depend on some ability would reflect this.
------------------------------
RTW3 Designer
User avatar
Flaviusx
Posts: 7732
Joined: Wed Sep 09, 2009 3:55 pm
Location: Southern California

RE: New WitE Public Beta v1.04.28 Available!

Post by Flaviusx »

The German edge lies in the fact that their main unit is the division, not the corps, and Soviet divisions aren't really a match for German ones -- their corps are. But they get a bigger fire penalty for using them.

The Soviets will have to get around this by making even more use of their artillery divisions than is already the case.
WitE Alpha Tester
User avatar
Joel Billings
Posts: 33027
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

RE: New WitE Public Beta v1.04.28 Available!

Post by Joel Billings »

The chance is based on how many unit points are in the battle, so the more units in the battle the more chance that an element won't fire. With 2 Soviet corps being 30 points, there is a very small chance that some elements won't fire, but it should have a very minor impact. The real difference is that Soviet units tend to be smaller than German units, so they will face more coordination penalties for the same number of troops. However, once they have Corps sized units it won't be as bad for the non-motorized corps (in fact for these units if kept large, they can be better than the German infantry divisions.
All understanding comes after the fact.
-- Soren Kierkegaard
HRL58
Posts: 61
Joined: Sun May 22, 2011 4:09 am
Location: Sweden

RE: New WitE Public Beta v1.04.28 Available!

Post by HRL58 »

ORIGINAL: Klydon

I don't even want to think what effect that large penalty is going to have on a German trying to reduce Leningrad.

I'm not really sure of that. The new rule: 6) Rule Change - Reserve units no longer receive benefits during fire combat from the fort/terrain levels in the defending hex unless the battle hex is urban. ...could in fact make it easier for the germans to attack over the Neva in the non urban hex 2 hex east of Leningrad
User avatar
Zebedee
Posts: 535
Joined: Tue Aug 30, 2005 11:52 am

RE: New WitE Public Beta v1.04.28 Available!

Post by Zebedee »

Interesting and subtle change Joel. Looking forward to giving it a play.
Image
User avatar
Templer_12
Posts: 1706
Joined: Mon Jan 05, 2009 11:29 am
Location: Germany
Contact:

RE: New WitE Public Beta v1.04.28 Available!

Post by Templer_12 »

Oh boy, Matrix Games and 2by3 Games have discovered the fountain of youth!

Gary Grigsby's War in the East never seems to be old. [:)]

Thank you to everyone participating in the development, to improve and to expand the game. [&o]

A new patch!
I am happy every time like a child at Christmas. [:D]

A new patch!
And again a sleepless night. [:(]
User avatar
Michael T
Posts: 4445
Joined: Sat Oct 21, 2006 9:35 pm
Location: Queensland, Australia.

RE: New WitE Public Beta v1.04.28 Available!

Post by Michael T »

Rule 3. I like the sound of it.
Rosseau
Posts: 2928
Joined: Sun Sep 13, 2009 2:20 am

RE: New WitE Public Beta v1.04.28 Available!

Post by Rosseau »

Thank you. Most PDF game manuals are rarely updated based on a patch(es). Very convenient.
TAIL_GUNNER
Posts: 248
Joined: Mon Jun 14, 2004 1:33 pm

RE: New WitE Public Beta v1.04.28 Available!

Post by TAIL_GUNNER »

Members area says the patch is 41.16 MB.....but my download was only 39.2 MB..

Something missing?

Image
Attachments
untitled.jpg
untitled.jpg (28.22 KiB) Viewed 188 times
AKA "Juggalo"
User avatar
sillyflower
Posts: 3509
Joined: Wed Aug 04, 2010 4:39 pm
Location: Back in Blighty

RE: New WitE Public Beta v1.04.28 Available!

Post by sillyflower »

Thanks for this

1 question:
Bug 2 - does this means AFVs now will or will not get v high losses?
web exchange

Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi

Reply: They already know you're a gamer. What other shame can possibly compare?
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: New WitE Public Beta v1.04.28 Available!

Post by Helpless »

Bug 2 - does this means AFVs now will or will not get v high losses?

Bug was causing very high losses - tm.asp?m=2821022
Pavel Zagzin
WITE/WITW/WITE-2 Development
pad152
Posts: 2835
Joined: Sun Apr 23, 2000 8:00 am

RE: New WitE Public Beta v1.04.28 Available!

Post by pad152 »

Thanks for the Update![:)]

Great to see the manual get updated, I wish they would do this with WITP/AE (there have been so many changes, no one knows what all the rules are any more [8|]).
User avatar
Krec
Posts: 539
Joined: Fri Mar 09, 2001 10:00 am
Location: SF Bay Area
Contact:

RE: New WitE Public Beta v1.04.28 Available!

Post by Krec »

It only gets better..................[:D]
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." Patton

Image
User avatar
Gandalf
Posts: 364
Joined: Wed Dec 15, 2010 7:20 pm
Location: Jefferson City, MO

RE: New WitE Public Beta v1.04.28 Available!

Post by Gandalf »

ORIGINAL: TAIL_GUNNER

Members area says the patch is 41.16 MB.....but my download was only 39.2 MB..

Something missing?

Image

Depends on what they are using for size statements.



Image

39.2 MBytes OR 41.16 could be considered accurate.
Attachments
sizeimage.jpg
sizeimage.jpg (51.7 KiB) Viewed 189 times
Member since January 2007 (as Gray_Lensman)

Wargaming since 1971 (1st game Avalon Hill's Stalingrad)

Computering since 1977 (TRS-80) (adhoc programming & game modding ever since)
User avatar
Ketza
Posts: 2227
Joined: Sun Jan 14, 2007 7:11 am
Location: Columbia, Maryland

RE: New WitE Public Beta v1.04.28 Available!

Post by Ketza »

Nice work guys!

Maybe 1942 will get to be a bit more exciting.
User avatar
Peltonx
Posts: 5814
Joined: Sun Apr 09, 2006 2:24 am
Contact:

RE: New WitE Public Beta v1.04.28 Available!

Post by Peltonx »

Rule 3, wow nice job.

Great job game keeps getting better and better.

Pelton
Beta Tester WitW & WitE
Post Reply

Return to “Gary Grigsby's War in the East Series”