WitW: The Big Differences from WitE - Part 6 - Airborne Assault

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 6 - Airborne Assault

Post by RedLancer »

In WitE the use of airborne forces was complicated and gamey resulting in many players insisting on house rules preventing their use.

WitW has a completely new system to control airborne forces. Firstly in order to use airborne forces they need to be targeted several turns in advance. The only hexes that can be targetted are those adjacent to an amphibious invasion target hex or within 8 hexes of a friendly supplied land unit.

Once an airborne unit has been targetted it will begin to gain preparation points. You get at least 20 points a turn and you need 50 or more to conduct a drop. The maximum number of prep points is 95. If the target is changed, then one half of the prep points are lost so you have to be planning at least a turn in advance.

When you drop your units the amount of prep points you have accumulated affects the attrition caused by the drop along with target hex terrain, morale, experience, time of day and weather.

Airborne units targeted near an invasion hex take place prior to the landing phase of an amphibious invasion and are automatically night drops. So in this setup your opponent has a chance to encircle your Airborne Forces as their turn happens after the drop occurs. If your Airborne Units have been targeted within 8 hexes of a supplied land unit then the drop takes place immediately. In this setup you have the chance to relieve your Airborne Forces as your turn continues after the drop happens.

The screenshot shows the new airborne planning screen which provides a summary to allow players to make best use of their airborne forces.


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John
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RE: WitW: The Big Differences from WitE - Part 6 - Airborne Assault

Post by zakblood »

so can you alter the drop hexes yourself?
3 hexes of an amphibious invasion target hex or within 8 hexes of a friendly supplied land unit.

does seem a bit limiting
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RE: WitW: The Big Differences from WitE - Part 6 - Airborne Assault

Post by RedLancer »

Yes - you can change drop hexes.

The rules on target hexes are only limiting if you want to sacrifice airborne units. If you drop more than a hex away from an invasion hex you'll probably be encircled. If you think you can get the 8 hexes to your in turn dropped units then in WitW you are doing well.
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RE: WitW: The Big Differences from WitE - Part 6 - Airborne Assault

Post by zakblood »

ok ty
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RE: WitW: The Big Differences from WitE - Part 6 - Airborne Assault

Post by dazoline II »

What is "At least" based on?

20 points a turn and minimum 50 points to drop with a one week turn means Market Garden won't happen as it was one week to plan and execute.
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RE: WitW: The Big Differences from WitE - Part 6 - Airborne Assault

Post by RedLancer »

The precise rules are:

Airborne combat units cannot conduct an air drop after the target hex has been selected until they have accumulated at least 50 prep points. If the target hex is changed, then one half of the prep points are lost (unless amphibious prep at scenario start is a non-zero number, in which case changes can be made on turn 1 with the unit retaining that number of prep points). Prep Points accrue in each friendly logistics phase equal to (100-current prep points)/2, with a minimum per turn gain of 20, and a max prep point value of 95. Attaching a support unit to an airborne unit preparing for an airborne drop will result in the loss of 10 preparation points, though prep points will never drop below zero. Airborne units must be on an airbase to set a target, and if in a logistics phase the unit is not in an airbase hex it will lose its target and all its prep points.

What this means is that you can do things in a 'week' but not in a single turn. You can retarget a unit with 95 pts - losing half then gaining over 20 next turn which gets you over the 50 points required. Re-targeting and dropping in a week would IMO be too gamey.

If you want to try Market Garden the Westwall scenario is set up to allow the drop on T1 - with a retention of 50 pts if you want to adjust the DZs.
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RE: WitW: The Big Differences from WitE - Part 6 - Airborne Assault

Post by dazoline II »

Thanks Red.
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RE: WitW: The Big Differences from WitE - Part 6 - Airborne Assault

Post by zakblood »

i only want the game for Market Garden tbh, so it's a purchase anyway because it's in :)
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RE: WitW: The Big Differences from WitE - Part 6 - Airborne Assault

Post by SuluSea »

The prep points and new rules on para's look to be well thought out and needed. Looking forward to playing this game!
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