Turn reminders

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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Der Kuenstler
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Turn reminders

Post by Der Kuenstler »

Hi all - I'm working on a collection of reminders that point out things to do during a typical game turn. It will be the size and shape that will fit nicely below the screen of any computer monitor.

The list below is what I have so far. I would really appreciate it if the veteran players here would let me know if anything important is missing from this list! (I would like it to be a "typical turn" list, not anything that is rarely done, such as on turn one.)

Ideally this list will be in the best order to do the turn, from first to last. So I also need your feedback if you feel anything in the order of the list needs changing.

I believe you will be doing a great service to myself and other other newer players if you can help. (I will make the list available to everyone to download when it is done.)

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Re: Turn reminders

Post by MarkShot »

An admirable idea. I will review tomorrow.
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Re: Turn reminders

Post by MarkShot »

Some quick comments. Early awareness of departures if very important. If you wait to just a turn before, or the turn, you can really get blind sided. Of course, this is with AI TBs.

I think the managing HQ capacities is too far back in the sequence. It should both be checked at turn start, and rechecked at the end, since attachments and breakdowns can totally mess up counts while fighting.

You should have a strategy for APs. Are you building up distant supply hubs and expanding new air fields? Or are you planning to add a new AHQs.

Further, there are pregame tasks like checking your OOB and if you want to shift forces. What are the major themes for your air power?

Another key issue is who should be getting GS for the turn? The more precise the better, and managing GS on an and off during your turn to not waste resources.

Also, reviewing CP and who should be pulled off the line.

Battles looking at which forces are fighting and sequencing their actions which includes will they have reserves. I believe SU assignments do not get full value on the turn, but the next turn. So, you need to SU assignments done at least one turn ahead for maximum affect.

Also, what about reserves for the AI's turn. Do you need them or can the line units hold?

How about checking the weather. If it is going to be bad, maybe you can just hav air units stand down and rest or if supply is tight, put them on reduce rations if they cannot fly.

What about checking the line HQs are in alignment with their forces mech/inf.

I am no expert just some quick thoughts from my play.

Beside just extending rails is rail assigned to the right command both in terms of its location and radius. These guys can work wonders if you control the area. You build the major lines, but they automate the shunt lines to increase overall capacity.
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Re: Turn reminders

Post by tm1 »

Der Kuenstler wrote: Sat Apr 01, 2023 2:53 pm Hi all - I'm working on a collection of reminders that point out things to do during a typical game turn. It will be the size and shape that will fit nicely below the screen of any computer monitor.

The list below is what I have so far. I would really appreciate it if the veteran players here would let me know if anything important is missing from this list! (I would like it to be a "typical turn" list, not anything that is rarely done, such as on turn one.)

Ideally this list will be in the best order to do the turn, from first to last. So I also need your feedback if you feel anything in the order of the list needs changing.

I believe you will be doing a great service to myself and other other newer players if you can help. (I will make the list available to everyone to download when it is done.)


To do list.png
Good list after finishing a turn i thought about your notes and made several changes before signing off the turn.

Upgrading airbases was important for me, amongst others
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Re: Turn reminders

Post by Der Kuenstler »

Thanks guys - I appreciate your responses! I will work on incorporating your great suggestions, MarkShot. Tm1, your encouragement that this was useful was like a stream in the desert.

I discovered I can't make the list any wider because it is printed long wise on a standard length sheet of card stock. But I can edit and add to what is already in the lines. I have decided to leave out most things you don't need a list to remember, like checking the Newspaper on the left at turn opening. (I mean, you have to click on it to get rid of it - it already reminds you.) Or pressing "End Turn".

This will simplify the list - the less to read the better.
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Re: Turn reminders

Post by MarkShot »

I believe you have very good idea.

What happens to me with games so complex, I find that I forgot to handle something with the previous turn or assigning GS ADs 50% through the move phase. At which point, even though it should have been done, I don't want to have repeat half my turn. So, I just move forward with something missing.

But I believe the problem you face when doing a planning aid like this is that maybe 30% is kind of dependent on what type of fight you are in.

Which reminds me of something which 1/2 a question and 1/2 an item. Getting rid of depots. When I got the game, I thought you cannot have too many depots advancing. But now I think some disbanding is good. First, with so many depots it is harder to fine tune. Also, someone will work out the optimum depot distance. Too many and they grab needed trucks. Too few and trucks must drive too far and you lack queue elasticity.

Which reminds of another thing. Is there anything like an L2 or L3 railyard which you want to repair or a port? These should improve your storage capacity. And do you want to assign non-combat engineers to a BUA which is doing a repair.

You note parking HQs on depots. Do you want to make sure an FBD ends on a forward depot to pull extra supply? Should an armor spearhead always try to take an airfield so that you can fly in supplies?

The game boggles the mind with all the decisions. (and before you remember I must do this, you need to understand the mechanics of each decently)

Forget - wars are won by logistics. Wars are won by accountants. :)
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Re: Turn reminders

Post by Zovs »

I just keep things simple.

Review the Turn Summary, review the CR last turns battles, review losses (air and ground). Add, delete, update ADs based on current situation. Run Air Phase. Review anything critical from that. Review map and situation. Make adjustments to current plan (add/modified/delete from plan as the situation dictates). Move and attack with all ground units in front lines. Review RR and Depot status. Repair RR with FBD, tweak Depots. Rest units needing CPP. Rinse and repeat, adjust as necessary.
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Re: Turn reminders

Post by Der Kuenstler »

Zovs wrote: Tue Apr 04, 2023 1:54 pm I just keep things simple.
Thank you Zovs - glad to get input from such a seasoned player - I will incorporate your suggestions!
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Re: Turn reminders

Post by Der Kuenstler »

MarkShot wrote: Tue Apr 04, 2023 12:52 pm Forget - wars are won by logistics. Wars are won by accountants. :)
Sorry Mark, although I've played and modded WITE and WITW in the past, I'm afraid I'm about two years late to the party here. I'm trying to catch up by playing, studying the manual, and reading past posts (about 4 pages a day) But I don't feel qualified to answer any of your questions. That's part of the reason I'm making this list, to help newer players like myself.
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Re: Turn reminders

Post by Der Kuenstler »

turn order 2.jpg
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OK here are my corrections based on your comments. I made it bold type to read easier. I made a couple of the air reminders grey to show that you may not want to do those - they let the AI take over. The indented reminders are things that should be done under the above heading.

I was out of room to check overloaded HQs twice as was suggested, but if you always make sure they are not overloaded at turn's end, they will still be good at the beginning of next turn, right? Those red lines and dotted boxes will all be gone when printed, they are just part of the text editor.

This only a checklist, not a standard plan for every turn and every situation. I've often gone down earlier versions of the list saying "Did that already" or "Nope - not doing that this turn". It's just a collection of reminders, and to keep them short, they assume you are familiar with game basics and know what to do with them.

So I'll wait for more feedback - it's easy for me to change things. If you think it is good as is, I'll post a printable file.
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Re: Turn reminders

Post by MarkShot »

Zovs,

I can see you are from the "less is more" school, but I don't think this game really emphasizes such a play style. I think one such Matrix TBS title that does this well is Field of Glory II (as it be configured for very fast play despite being info heavy).

Der Kuenstler,

What if you lose a commander due to a transfer who was in AHQ limits, but then his reports are transferred to someone with not enough CP? This would seem to be a case of good at the end of the turn, but out of bounds at the start.

No problem about questions. I love the detail in this game. But not detailed like a PDS nightmare. Everything hangs together very nicely.
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Re: Turn reminders

Post by Der Kuenstler »

How about this? (To save room I've put an an asterisk that links to the last section where the second "manage HQs" has more details.)
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Re: Turn reminders

Post by Der Kuenstler »

After more thought I have decided that it would be impossible to make a generic reminder list for everyone to use. Veteran players probably have everything memorized already and would want a very short, simple list, if any. Some players like high detail and would want a big list with everything possible requiring tiny print. New players need more explained. Some would want more readable print resulting in less reminders. In addition, one player might need a reminder for one thing but not another, depending on the person. The order might be different too, depending on what your personal play style is.

Therefore I'm posting my "personal" list here as it is, taped to the base of my monitor. If anyone wants to use it, great. If not, you can each take the general idea and customize a list to your own liking.

ToDo.png
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Re: Turn reminders

Post by ShaggyHiK »

I think we need to adapt this list and put it in the manual, for those who want to understand the game from scratch, it can really be useful.

Naturally, it should be adapted specifically for those who want to understand, but this does not prevent it from being divided into two parts. An extensive version that will help give more detailed instructions for a beginner and a shorter reminder for those who already understand and just follow the points scheme.
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Re: Turn reminders

Post by Der Kuenstler »

Here is my list of turn reminders after more hours of playing experience. I have this taped to the bottom of my monitor. Feel free to change it to your taste!

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