[WarInEur] Wie Mk II

sgminfo sgminfo at aol.com
Fri Jun 29 18:04:33 EDT 2007


Bill Clancy wrote:
>
> Hi Steve and all
>
>  
>
> I have been off the pace for a rather long time now, and I have no 
> idea what the new WiE looks or feels like.  I see that you guys are 
> fiddling with combat to generate an attritional model, which is an 
> enormous design change.  In anycase, it makes me very curious to know 
> what other changes you guys have in the pipes and how you are finding 
> those changes in beta testing.
>
>  
>
> Would it be too troublesome to briefly list the new design features of 
> WiE Mk II ?  And how these changes are working in testing?
>
>  
>
> Also, when is the game due for release?
>
>  
>
> Cheers
>
>  
>
> Bill Clancy
>
>  
>
>  
>
> ------------------------------------------------------------------------
>
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>   


To list some of these concepts out.

1.Windows based using standard API ncalls so intending to be as OS 
version independent as is practical.This enables the possibility that 
most emulators may be able to run the windows code even on alternative 
platforms. I have it running under linux as well as windows, with full 
data exchange.
2.Greg's version ran at VGA level the new game can run to higher 
resolution windows modes 1024 and 1280 resolutions, allowing use of more 
screen real estate, and finer grain resolving of counters and terrain.
3.Range of colours increased, and terrain can take advantage of the 
greater possibilities of the map, which can also change appearance with 
the seasons.
4.For easier planning possible moves are highlighted, enabling newbies 
to gain a better perspective of what they can and cannot do, easing the 
learning curve.
5.Full fog of war is enables with cloaked and partially cloaked OBs and 
Inventory. An option.
6.The whole gamut of standard wie rules are in place as basics, with 
additional options overlaid to enhance/confuse the experience (depending 
on your point of view). New rules for SS and other elite units as options.
7.Revamping of die rolling routines that seems to have eased the streajy 
die roll criticisms.
8.New deployment tables for SB units, integrated with the allied bomber 
effort being optionally allowed to get underway from the start oif the 
war, but with safeguards to prevent ahistorical over exploitation.
9.An optional ability to present home grown colour schemes for the 
counter sets.
10 Optional bombing rules to interdict rail nets, and repair options.


The biggest trialled departure so far:-

Attritional effects (optional)
Now counters no longer need remain at fixed values within the 
traditional cardboard mix. Units have an infinite capacity of variation 
within the standard counter context.
Units used, wear out, the more they move and fight, and receive attacks, 
the more the units weaken and fail. Units held in reserve, refurbish and 
refit. Units weakened lose effectiveness, lose the full ability to 
manoeuvre, lose the ability to withstand attack, and lose the ability to 
maintain supply, or interdict it. Supply now has an effect on the refit 
ability of units, the poorer the quality of supply, the less easily 
units refit to full fighting strength. Surrounded units weaken and melt 
away, as shortages now cut into their fighting capacity.

Newly raised units do not arrive at full strength, but Panzer Gruppe 
Guderian style, appear at a randomised base strength level, and have to 
remain in reserve as they are trained and fitted out over time.

Units fleshed out with replacements, do not return to full fighting 
strength immediately, but require time  to absorb replacements and work 
up as fighting units. An ost wall approach with an unbreakable line 
powered by endless replacements no longer is a viable strategy. You need 
reserves and a defense in depth.

This is a controversal subject, some love the idea, some really hate it. 
As a result it is implemented as an optional rule, in addition having a 
fully tunable effects table to allow implementation to any degree that 
the players would agree to, from zero, to magnified, toexplore and 
discuss amoungst themelves.

Regularly over used units, will become effete and next to useless, 
unless husbanded carefully, and placed in situations enjoying rest from 
the enemy, and good supply resources. No longer will Panzer commanders 
run riot with no regard for Mileage or wear and tear in combat. The 
importance of reserves is hammered home to the commander as units are 
taken out of the line to be rested and refitted.

Units can be named and titled, and display these in stacks and combat. 
Fighting summary strengths are displayed with stacks to obviate the need 
to add stacks and individual counters as a player aid. Combat histories 
are retained during gameturns for replay, and recap.
The state of hexes may be displayed, independently by each player, from 
ownership, to supply status, with visual aids to control and ownnership.

Amoungst other features.

Testing unearths various snafus from time to time, and to a large degree 
render the exact forecast of publication dates an unwise move, but at 
the moment, the progress internally is moving to schedule.

On the PBEM front, integration has been achieved with the standard email 
clients, and it is possible now to automatically send and address email 
turns to the respective players, and on receipt these turns are 
correctly identified and stored in consistent and logical sequences that 
allow accurate tracking of multiple games.


At least that is what we hope is happening (and it is,  for the most 
part, now)

-|steve|-


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