WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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RedLancer
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WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by RedLancer »

In WitE the use of strategic movement by rail or sea costed SMPs and rail/sea capacity from the global pools. WitW has the same basic premise but with the added factor of geography. In WitE where you loaded or unloaded had no impact. In WitW this is not the case.

In WitW Ports and Railyards produce capacity points dependent on their size. The points in each location are shown in F2/F3 Modes. 1 capacity point = ability to handle 1000T.

When you load or unload a unit the amount of points consumed is equivalent to the load cost of the unit. But not only that - the more points remaining at a location the less the cost to the unit in SMPs. This reflects the fact that loading or unloading is quicker in a larger port or railyard.

Obviously you can only transfer to and from sea movement in a port. Rail movement has no restriction but the further you load/unload from a railyard the greater the cost. In addition the more you use a rail line in a hex the greater the cost in SMPs to transit the hex by up to x7.

Any rail or port capacity you use for strategic movement is not available for the movement of freight in the automatic logistics phase so as a player you need to consider carefully the use of strategic movement when supplies are tight.

Finally you'll be glad that units in WitW get 200 SMPs/Turn. The screenshot shows rail movement mode so you can see railyards and their points and the colour coding of the rails showing congestion from bright green SE of Amiens with no use to red NW of Rouen with maximum congestion.


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John
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by gravyhair »

Epic. :-) Early release, please!!!
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Duck Doc
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by Duck Doc »

No Red Ball Express? So, do I trash the French rail net? Do I leave it? Do Patton's tanks run out of gas? What's up with that?
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by Joel Billings »

Yes, the red ball express is in action until the rails are repaired. They'll get you some supplies, and so will air transports, but you've got to get the rail system working and just as important capture Antwerp and clear the estuary so you can unload mass quantities near your units (if you plan on getting to Germany).
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by Duck Doc »

Outstanding! I would script the AI defender to guard Antwerp more assiduously than their daughter's virginity, imltho.[:D][:D][:D] The Canadians are coming straight for it this time and Monty has been replaced.
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by RedLancer »

But Monty's the best - he said so himself.
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by zakblood »

any partisans? or chance or attack by air units etc to counter the supply?
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by RedLancer »

ORIGINAL: zakblood

any partisans? or chance or attack by air units etc to counter the supply?

Yes - if you fail to garrison sufficiently rail costs are increased - as does air interdiction.
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by zakblood »

again good to know, ty
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by Hollywood7 »

RL,
I'm having an issue getting the large armored units from England offloaded at Cherbourg during Operation Cobra. Keep getting the message: "Not enough resources available". Does a unit need to stay in a port hex multiple turns to unload? Cherbourg has 6 ports I believe which should be large enough to unload an armored division no?

Thanks,
Hollywood
ORIGINAL: Red Lancer

In WitE the use of strategic movement by rail or sea costed SMPs and rail/sea capacity from the global pools. WitW has the same basic premise but with the added factor of geography. In WitE where you loaded or unloaded had no impact. In WitW this is not the case.

In WitW Ports and Railyards produce capacity points dependent on their size. The points in each location are shown in F2/F3 Modes. 1 capacity point = ability to handle 1000T.

When you load or unload a unit the amount of points consumed is equivalent to the load cost of the unit. But not only that - the more points remaining at a location the less the cost to the unit in SMPs. This reflects the fact that loading or unloading is quicker in a larger port or railyard.

Obviously you can only transfer to and from sea movement in a port. Rail movement has no restriction but the further you load/unload from a railyard the greater the cost. In addition the more you use a rail line in a hex the greater the cost in SMPs to transit the hex by up to x7.

Any rail or port capacity you use for strategic movement is not available for the movement of freight in the automatic logistics phase so as a player you need to consider carefully the use of strategic movement when supplies are tight.

Finally you'll be glad that units in WitW get 200 SMPs/Turn. The screenshot shows rail movement mode so you can see railyards and their points and the colour coding of the rails showing congestion from bright green SE of Amiens with no use to red NW of Rouen with maximum congestion.


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tombo
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by tombo »

...nicely done.

How do I find the first 4 Parts to read.

cheers
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RE: WitW: The Big Differences from WitE - Part 5 - Strategic Movement

Post by RedLancer »

There are 10 in total which I posted in the run up to game release - searching the forum finds them.
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