Paul McNeely
Posts: 607
Joined: 9/8/2000 From: Germany Status: offline
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Ok I'm a huge fan of WIR, played it for ages and think that WIR head to head is just awesome. War in the East seems a worthy sucessor though not sure about the head to head as turns are LONG. Possibly not as bad as WitPAE but darn close. Played the tutorial and Road to Minsk these are good introductions. The mechanics of the game are good, I would prefer WeGo but that also would be far far more complex. Anyway it is a trick to get any new system but for the most part the undo button is vastly helpful. The information is there, so much that even after a read through the manual I'm still lost in a lot of ways but on the other hand on the grand operational level what number of 50 mm mortars and what their effectiveness is speils kiene rolle. Having started a soviet 41 campaign I am finding the game goes smoothly (well as smoothly as a butt kicking of epic magnitude that dwarfs even the british in the malaysian jungle can go). It is a sobering a thing as watching the first turn in WIR but this time the soviets can actually win battles so you can fight a withdrawl, in week 2 I bagged an over-extended German Pz division even...though the AI was moronic to let it remain totally surrounded. The difficulty is sorting out the command structure and imposing order on chaos...something that both sides suffered from in reality. The ability to move factories is very nice, so far I've been agressively moving stuff eastward. And trying to emplace 3 Fortified zones per turn to build up my defences. What I would like to suggest for interface changes are: 1. A button to access the national air reserve. The only way I can see to do this is through the commanders report and the writing is small and it is hard to read. I would rather have something more like the standard pop up pannel report that lists the groups broken up by type (fighter, ground attack, transport, level bomber, fighter-bomber, and recon). This for the russian is a real must at the moment I'm not sure what I have in the national reserve but 3 turns in it can stay there and train more as far as I am concerned. 2. The ability to click on a unit from its HQ panel and have the map move there so you can find dispersed units easily. It is very easy with routs to end up with a Corps scattered all over the place and I spent a lot of turn 2 re-assembling the Northwest Front for example...and the Western Front is still in the process of trying to get back together. 3. A way to say "remove all combat units" so you can see only the HQ units. Trying to find say the 3rd Army was a major pain. I've been reading about the WW2 eastern front for years and this looks to be a wonderful simulation of it though. Finally it looks like you can really play the soviets with a feeling for what it was like then. Also it seems to have agressively terminated a lot of the gamey crap that I saw done in WIR.
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