Visualizzazione post con etichetta war in the west. Mostra tutti i post
Visualizzazione post con etichetta war in the west. Mostra tutti i post

martedì 23 luglio 2013

Nuovi screenshots di War in the West

Direttamente da Historicon ecco nuove immagini di War in the West, le prime da un pezzo a questa parte. Ma prima l'elenco delle features del gioco:

Main Features 

* The game covers July 1943 to July 1945. 
* Each turn lasts one week. 
* Each hex covers 10 miles. 
* The map is an enormous 36,000 hexes! 
* It is an enhanced War in the East system with more comprehensive air and naval operations and supply systems. 
* Scale is Division/Brigade/Regiment with supporting Battalions, but modeled down to the last man, tank and gun. 
* There are 14 Allied and 5 Axis nationalities in the game. 
* It includes a fully featured scenario editor 
* There are optional rules to allow you to control the allocation of forces to the east front, or let it stay historical. If you manage it by hand, allocating troops slows the Soviet advance and removing them hastens it, all shown on a global strategy map. 
* The game includes 3 main campaigns and 7-9 smaller scenarios. 

Major Changes from War in the East 

Here is a summary of the main changes since War in the East and they'll be explored in more detail below. 
I. Map 
II. Air War 
III. Logistics 
IV. Weather 
V. Axis Garrisons 
VI. East Front Control Option 
VII. Amphibious and Airborne Landing Rules 
VIII. Multi-role Support Units 
IX. Victory Conditions 

I. Map 

 Huge size (36k hexes versus 25k for WitE). 
 New terrain types for bocage, tundra, desert, sand, escarpment/impassable, ferries. 
 Road Quality by Country 
 Improved weather graphics showing all effects; ground, air and water (ice). 
 Improved map projection that minimizes map distortion effects caused by using a flat map for a round world. 
 The map is built as a part of an enormous War in Europe map which is 378x355 hexes, so is a building block to a future "mega on an unprecedented scale" game (134k hexes) 
 New tile generated map will make it easier for us to complete the full map, and/or revise map data as needed. 

II. Air War 
Detailed Strategic Bombing and improvements to non-ground support missions 

 Different system/ execution phase for air based on air directives to air force HQs 
 Fixed airfields on map withadditional construction possible 
 More types of missions 
– Ground Support 
– Ground Attack (interdiction of units/supply/rail, airfield attack, ground unit attack) 
– Strategic Bombing 
– Reconnaissance 
– Air Superiority 
– Naval Patrol 
 Improved resolution of interdiction, less gaminess in airfield bombing and fighter sweeps 

III. Logistics 
More realism plus supply issues of invasions 

IV. Weather 
More realism and granularity in weather generation and effects 

 8 Weather Zones 
 6 Ground Conditions 
 6 Air Conditions 
 Ice Conditions in Rivers 
 Weather determined by combination of weather zones and 5 possible weather fronts that move across the map 

V. Axis Garrisons 

 Garrison Regions - requires minimum garrisons in combat value of troops – changes over time and with major events. 
 Garrison Cities - requires security units and a large garrison – also changes over time. 
 Not fulfilling garrison requirements will increase partisan attacks on rail in the area as well as costing victory points. 

VI. East Front Control Option 
(For Long Campaigns) 
a. East Front Screen provides info on German forces, front line and Soviet offensive potential. 
b. Units may be moved between fronts. Player chooses which if any German units on the East Front are pulled back to refit. 
c. Soviet controlled hexes are shown on the map. 
d. When using EFC Option, game ends when Berlin falls or can last until the end of July 1945. When not using the EFC Option the game ends in early May 1945 (or earlier if Allies capture Berlin) and movement of units between fronts is based on historical movements. 

VII. Amphibious and Airborne Landing Rules 

 Amphibious and Airborne Prep Points and Target Hexes 
 Airpower Impact on Naval Movement 
 Amphibious HQs with Naval Support and Temporary Ports 
 Commando and Ranger supporting landings 
 Separate Amphibious and supporting airborne landing phase at start of other player’s turn 
 Coordinated airborne landings with non-amphibious forces during own turn 

VIII. Multi-role Support Units 

 Support units that can switch between off-map support and on map unit status 
 Large Multi-role units divide into 3 parts when made support units (break regiment into 3 battalions) 
 Support ranger and commando units have special amphibious abilities 

IX. Victory Conditions 

 Factors Considered in Campaign Victory Conditions 
- Cities Controlled Each Turn 
- Damage From Allied Strategic Bombing 
- Partisan Activity (failure of Axis to garrison) 
- Allied Casualties 
- Failure To Achieve Italian and French Beachheads 
- Political Targets (U-boat and V-weapon factories and V-weapon launch sites) 
- Timing of Fall of Berlin 

The Future: War in the … and beyond 
• War in the East 2.0 - a remake of War in the East using the War in the West engine and new map system (another building block foe the mega game). 
• War in the West 1940 (France/Norway/Med) 
• War in the West 1941-43 (Mediterranean) 
• War in Europe - the largest game ever conceived! 
• World at War: A World Divided – iPad 
• Tactical WWII game ala Steel Panthers - Gary mentioned Steel Panthers was the game he most enjoyed creating in his career. 

mercoledì 31 ottobre 2012

Quarto video con War in the East e rilasciata nuova patch

Ecco il quarto video del mio PBEM a War in the East; manca un turno al fango ormai, ma il nemico è alle porte di Mosca, quindi il freddo di Novembre potrebbe dargli ancora chances di attaccare la città.

Nel frattempo è uscita la patch 1.06.19 del gioco che dovrebbe essere l'ultima, in attesa di War in the West; ecco il change log:

New Features and Rule Changes

Rule change - All Italian units will be removed from the map by August 1, 1943 and Italian production will cease on August 1, 1943. It is assumed that all Italian production is thereafter focused on the Western Front.

Formula change - Changed the amount of Hiwis generated each turn from captured Manpower centers from 10 to 3. This was done to counteract the impact of a bug fix involving Hiwi generation. Also, it should be noted that manpower generation from cities is reduced by the percentage of German production that is being sent to the Western Front.

Interface Change – The CV values shown on counters of units that include ski units will now reflect the modified CV value of the ski units, when they are in snow or blizzard hexes.

Bug Fixes

Fixed a bug where Hiwi generation was being inversely impacted by damage to manpower centers (i.e. the more damage to manpower centers, the more Hiwis generated).

Fixed a bug where off-map cities could be destroyed by movement along the edge of the map.

Fixed a bug where the AI was changing the status of some human controlled from refit to ready.

Data and Scenario Changes

OBs 42a Guards Rifle Corps (OB 395) and the 42b Guards Rifle Corps (OB 199) have been expanded to consist of five (5) rather than four (4) Guards rifle brigades. This corresponds to the expansion that was previously done to the regular early war Rifle Corps.

Previous changes:

New Features and Rule Changes

New Interface - Added an extra confirmation dialog when setting the support level in the commander’s report screen.

Rule Correction (Section 14.1.1) – The minimum MPs for non-motorized units is eight, not six as originally detailed in the manual.

Bug Fixes

Fixed a bug that prevented support units from receiving support help from HQs within range.

Data and Scenario Changes

Made changes to the 900th Lehr Brigade in the Road to Smolensk, Road to Moscow, Road to Minsk and Operation Barbarossa scenarios.


Bug Fixes

Fixed a bug where the AI was changing formation attachments of some human player controlled armies between Army Groups A and B in 1942.

Fixed a discrepancy between the in-game victory screen and the one displayed in the Multiplayer lobby (the Multiplayer lobby was wrong).

Fixed a bug where units that were not intended to arrive in a limited map scenario were arriving as reinforcements. Now, any unit set in the editor to arrive on a hex outside the playable map area will not enter the scenario.

Fixed a bug where non-isolated empty units could get disbanded (and would created looping disband messages).

Data and Scenario Changes

Corrected the build limit of the SdKfz-251/2 Mortar Carrier (64) to agree with the initial factory size.

Cleaned up the device file by removing many duplicate weapons.


New Features and Rule Changes

Rule Change (Section 18.1.1) – Reinforcements that do not have a specific entry hex set and do not have a valid city/town of their nationality to appear at may appear at a city/town of a different nationality as long as it is friendly controlled and connected to a supply source.

Rule Change (Section 20.4.4) – Excess supplies will be sent back to friendly cities instead of to HQs.

Rule Change (Section 20.1.1) - In limited map scenarios, rail hexes outside of the limited area can provide supply. This may prevent some units along the map edge from being isolated, and will also allow OKH and other HQs positioned outside the play area to be considered in supply. This should allow arriving reinforcements that are attached to out of play HQ’s to receive supplies on the turn of arrival.

Code Optimization - Optimized game memory usage, reducing memory usage by map art.

Code Optimization – Optimized HHQ selection code.

Bug Fixes

Fixed a bug where inactive air groups could appear on the air transfer screen.

Data and Scenario Changes

OBs 42a Rifle Corps (OB 394) and the 42b Rifle Corps (OB 195) have been expanded to consist of five (5) rather than four (4) rifle brigades. Soviet players can now create these corps by first combining 4 rifle brigades into two rifle divisions then combining those divisions with another rifle brigade to form a corps based primarily on rifle brigade TOEs (although this is not necessary).


New Features and Rule Changes

Rule Change (Section 20.6) – Several changes have been made to the HQ Build up rules as follows:

The amount of supplies and fuel delivered to a HQ conducting HQ Buildup is now equal to the total needs of all of the on map units attached to the HQ (supplies/fuel already on hand do not alter this calculation). This replaces the old method of basing supplies/fuel delivered on the AP cost of the buildup. These will then be distributed to bring the units up to 100% of their need with the unused remainder remaining in the HQ.

For each 2 tons of supplies or fuel sent to the HQ, 1 vehicle will be damaged and 1 vehicle will be sent to the HQ. The number of vehicles destroyed remains unchanged.

Rule Change (Sections 14.1.4 and – Axis Brigade and Regiment sized units must pay the standard 2 additional movement points when entering enemy controlled hexes on 22 June 1941 (in addition to the special +1 cost).

Rule Change (Section 17.2.1) - A Soviet player with FOW on will no longer be able to see the garrison percentage in Axis held cities.

Rule Change (Section 16.3.6) – Airborne units may only be dropped within 8 hexes of a supplied friendly unit. See the next item for the interface change that has been made for airborne drops.

Interface Change (Section – To airdrop a unit, now you must go to air transport mode and then left click on the hex containing the airbase and airborne unit. Make sure the airborne unit(s) you wish to drop are selected in the unit bar. Next, shift-left click on a hex near the airfield. This will cause the pick air units mission window to be displayed. Close this window and you will now see the hexes where you may conduct an airdrop lit up, while those that are not possible will be displayed in. Shift-left click on the hex you wish to drop the airborne unit and the pick air units mission window will appear. Due to some issues with the interface, the only way to indicate the valid hexes to airdrop in is to click on a valid hex. If you click on an invalid hex it will not bring up the air window nor will it indicate the valid hexes. This is why we suggest you click somewhere near the airbase. Whenever the air window appears, you can execute the air drop. It is important that you select the airborne unit after you have entered air transport mode (previously the airborne unit was supposed to be selected while still in movement mode).

Formula change (Sections 15.5.3 and 15.9) – The limitation that a unit will not be eligible to rout if it passes a check where it’s morale is greater than 40+Die(15) is now 40+Die(30) for any brigade or regiment sized unit that is defending alone in a battle (no other units in the hex or committed from reserve are participating in the battle). Thus, a regiment or brigade defending alone with morale between 41 and 55 will be more likely to rout, and between 56 and 70 will now have a chance to rout.

Formula change (Section 15.9.2) – The chance of men in shattering units being captured has been increased (by at least double).

Bug Fixes

Fixed a bug that caused partisan units to disappear from the map when in show battle sites mode.

Fixed a bug in the AI that were the AI was moving fortified region (most obviously moving them north of the Svir River line).

Fixed a bug where HQs arriving as reinforcements could arriver without a valid leader.

Fixed a bug that was causing brigades from broken down Soviet Mech and Tank Corps were counting as 4 command points instead of 1.

Fixed a bug in the AP cost of HQ buildup where sub units of broken down divisions and corps were each being counted as a division or corps instead of as regiments or brigades.

Fixed a bug where the broken down brigades from Soviet Mech and Tank Corps were being treated in the CR screen as if they were corps size instead of brigade size.

Data and Scenario Changes

Changes in Device and OB files

Renamed 41 Hungarian Security Brigade (23) to 41a Hungarian Security Brigade.

Renamed 41 Rumanian Mountain Brigade (39) to 41a Rumanian Mountain Brigade.

Added 41b Hungarian Security Brigade (363).

Added 41b Rumanian Mountain Brigade (372).

Changed IS-2 model in TOE 247 to the IS-2 M1943.

Changed the GAZ-AAMG (772) from SPAAMG to SP Flak to relieve SP Flak shortage issues.

Revised the ROF modifiers to be consistent across all ground elements. The actual changes amount to an increase or decrease of the ROF modifier for an element (where applicable) by 1 or 2 at most so these changes are primarily to standardize the methodology of the ROF modifier and will have only a minor game effect.

Don to the Danube Scenario Changes

Drama on the Danube

Rebuilt Rumanian Construction Battalions with the proper OB

Rumanian Mountain Brigades now use a new OB that does not automatically upgrade to divisions

Decision in the Ukraine

Removed German aircraft from the Rumanian equipment pool

Hungarian Security Brigades changed to Hungarian Border Guard Brigades

14th Panzer Division now has a proper arrival location

Red Army Resurgent

1st Rum. Armored Division rebuilt to use the latest OB

Operation Kutuzov-Rumyantsev

113th Infantry Division and 8th Army now have proper arrival locations


Bug Fixes

Fixed a crash bug that occurred when scrolling the screen to the south edge of the map.


New Features and Rule Changes

Improved the map redrawing routines which should speed up game play on slower systems.

Bug Fixes

Fixed a bug where all units with a new TOE available would upgrade immediately, instead of it being a 20% chance per turn. We think this bug was introduced at some point in the past three months but we’re not sure exactly when.

Fixed a rare crash bug in the AI that could occur in a small map scenario when the lines were pushed to the edge of the map.

Fixed a bug in the AI causing it to warp units into a pocket near Leningrad.

Fixed a bug in the airborne drop loss function which was causing excessive losses to the airborne units.

martedì 12 giugno 2012

Immagini di War in the West

Come molti sapranno War in the East sarà seguito da War in the West 1943-1945, che appunto avrà come scenari la guerra ad ovest dal 43 al 45 con Francia e Italia come campi di battaglia. Ci sarà anche un sistema migliorato di guerra aerea e più rilevanza nel navale. A questo gioco seguiranno gli scenari della guerra nel Mediterraneo 41-43 e quello del 1940. Infine probabilmente ci sarà un mega gioco che raggrupperà l'intera guerra in Europa.

Ecco alcune immagini di WITW