Gary Grigsby's War In The East
- Boudi
- Khan Océanique
- Messages : 31377
- Enregistré le : sam. août 28, 2004 12:47 pm
- Localisation : St-Etienne, FRANCE.
Re: WAR IN THE EAST
C'est un "comprehensive" patch ou bien il faut installer les précédents ?
« Et c’est parti ! (Поехали! [Poïekhali!]) »
https://fr.pobediteli.ru/
Un petit calcul, et on s’en va !
https://fr.pobediteli.ru/
Un petit calcul, et on s’en va !
-
Dédé
- Empereur spammique

- Messages : 2755
- Enregistré le : lun. août 23, 2004 3:56 pm
- Localisation : Nancy
Re: WAR IN THE EAST
Alors Boudi, tu en penses quoi à l'usage?
" Le fait que mon chien m'aime plus que je ne l'aime ... me remplit toujours d'un sentiment de honte."
Pr Konrad Lorenz - Prix Nobel
"les profits des spéculateurs [sont] toujours privatisés, tandis que leurs pertes sont invariablement nationalisées"
"Quand l'argent parle, la vérité se tait"
"Au moins, en 29, ils avaient la décence de se défenestrer..."
Pr Konrad Lorenz - Prix Nobel
"les profits des spéculateurs [sont] toujours privatisés, tandis que leurs pertes sont invariablement nationalisées"
"Quand l'argent parle, la vérité se tait"
"Au moins, en 29, ils avaient la décence de se défenestrer..."
- Boudi
- Khan Océanique
- Messages : 31377
- Enregistré le : sam. août 28, 2004 12:47 pm
- Localisation : St-Etienne, FRANCE.
Re: WAR IN THE EAST
Je m'en suis arrêté aux tutos, pour cause vacances d'été. Je m'y suis jamais remis. 
« Et c’est parti ! (Поехали! [Poïekhali!]) »
https://fr.pobediteli.ru/
Un petit calcul, et on s’en va !
https://fr.pobediteli.ru/
Un petit calcul, et on s’en va !
-
souricier-gris
- Clavier en Or

- Messages : 142
- Enregistré le : ven. juin 29, 2007 6:18 pm
- Meilleur jeu 2008 : il2 1946
- Meilleur jeu 2009 : rof
- Meilleur jeu 2010 : rof
- Meilleur jeu 2011 : rof
- Localisation : beaumont sur oise
- Contact :
Re: WAR IN THE EAST
c'est un petit patch qui corrige un bug le patch suivant arrive bientôt
le 1.5
le 1.5
Penser que l'on ne sera jamais sénile, c'est déjà l'être.
(hagakure)
- griffon
- Empereur Intergalactique
- Messages : 42611
- Enregistré le : mer. août 18, 2004 5:26 pm
- Localisation : Brest
Re: WAR IN THE EAST
une PBEM au long cours captain DD ?Dédé a écrit :Alors Boudi, tu en penses quoi à l'usage?
SOL INVICTVS
Au printemps, je vais quelquefois m'asseoir à la lisière d'un champ fleuri.
Lorsqu'une belle jeune fille m'apporte une coupe de vin , je ne pense guère à mon salut.
Si j'avais cette préoccupation, je vaudrais moins qu'un chien
Lorsqu'une belle jeune fille m'apporte une coupe de vin , je ne pense guère à mon salut.
Si j'avais cette préoccupation, je vaudrais moins qu'un chien
-
Dédé
- Empereur spammique

- Messages : 2755
- Enregistré le : lun. août 23, 2004 3:56 pm
- Localisation : Nancy
Re: WAR IN THE EAST
Holaaaa, l'idée est séduisante, mais :
- je n'ai pas encore acheté le jeu
- ça va surement venir
- il me faudra un peu de temps pour la prise en main
- et dégager du temps pour lancer une PBEM (j'avais pas réussi à aller au bout d'une PBEM CMBO avec Banane John....
)
- MAIS sur le principe, un petit scénario peut être un chouette projet pour la fin de l'année, début de l'année prochaine
On se tient au jus
- je n'ai pas encore acheté le jeu
- ça va surement venir
- il me faudra un peu de temps pour la prise en main
- et dégager du temps pour lancer une PBEM (j'avais pas réussi à aller au bout d'une PBEM CMBO avec Banane John....
- MAIS sur le principe, un petit scénario peut être un chouette projet pour la fin de l'année, début de l'année prochaine
On se tient au jus
" Le fait que mon chien m'aime plus que je ne l'aime ... me remplit toujours d'un sentiment de honte."
Pr Konrad Lorenz - Prix Nobel
"les profits des spéculateurs [sont] toujours privatisés, tandis que leurs pertes sont invariablement nationalisées"
"Quand l'argent parle, la vérité se tait"
"Au moins, en 29, ils avaient la décence de se défenestrer..."
Pr Konrad Lorenz - Prix Nobel
"les profits des spéculateurs [sont] toujours privatisés, tandis que leurs pertes sont invariablement nationalisées"
"Quand l'argent parle, la vérité se tait"
"Au moins, en 29, ils avaient la décence de se défenestrer..."
-
souricier-gris
- Clavier en Or

- Messages : 142
- Enregistré le : ven. juin 29, 2007 6:18 pm
- Meilleur jeu 2008 : il2 1946
- Meilleur jeu 2009 : rof
- Meilleur jeu 2010 : rof
- Meilleur jeu 2011 : rof
- Localisation : beaumont sur oise
- Contact :
Re: WAR IN THE EAST
attention encore un mais du plus lourd cette fois
1.0518
ca va redonner du baume au cœurs aux joueurs allemands
en revoyant a la baisse la prod russe et l'apparition des hiwis
"Change List
V1.05.18 – September 6, 2011
* New Features and Rule Changes
*
o 1) Default Change – Changed some of the air doctrine default values.
2) New Rule - Air groups in the national reserve may now be disbanded.
3) New Rule - Unit counters no longer show SS/Elite/LW/Guards status (coloring) if their detection level is lower than 5.
4) New Rule - Air recon will not increase an enemy air base’s detection level above 5.
5) New Rule - Static units no longer lose their static status when they are retreated or routed.
6) New Rule - Units may not enter static mode in 1941.
7) New Rule – Ports are now unusable for naval transport on the turn they are captured.
8) New Rule – Admin and Initiative checks are twice as hard to make for isolated units.
9) New Rule –Soviet aircraft reliability decreases in 1942-1943 (the reliability rating is treated as higher than shown due to the quality drop resulting from factory evacuations).
10) New Rule – The reliability of old (out of production) aircraft decreased (reliability rating is treated as higher than shown).
11) New Rule – NKVD Border Regiments never get replacements.
12) New Rule – NKVD Border Regiments check for disbanding each friendly logistics phase starting in July 1941. The chance the unit will be disbanded is as follows:
+ July 1941 – 100% - %TOE of the unit
August 1941 – 80%
September 1941 and later – 95%
13) New Rule – Airhead supply. Isolated air units may be changed to beach/air supply status (same as old beachhead status) under certain conditions. If a player flies in supplies to an air base in a pocket, the supplies will immediately be distributed amongst all of the isolated units that can trace to the air base. If the amount received during the turn at some point equals 5% or more of the total needs of the unit, then the unit will be immediately set to beach/air supply status (it will display in orange instead of red when toggle unsupplied units is toggled on). The total needs are the supply+fuel+ammo needs listed for the unit. So a division with total needs of 1100 tons of s/f/a have at least 55 tons flown in and delivered to the unit, it will have its supply status changed from isolated to beach/air supply status. This will last until the next friendly logistics phase. Units with beach/air supply will always pay penalties for being short of ammo, so there is a disadvantage in combat to be in beach/air supply (but it's better than being isolated where there are additional penalties). The air base must be in a clear or light woods hex. When in Beach/Air supply, the unit detail screen will show the information: Air Head Supply 400 / 20 (5%) which indicates the total amount of supplies+fuel+ammo the unit needs, the amount it has received via air resupply, and the total percentage of needs that has been met. When in Air Transport mode, the player can left click on an air base and then bring up that unit’s detail screen to see a full list of all isolated unit that can trace to the air base, the total need of each unit, and the amount of supplies that have been sent to the unit. On the right side of that screen is a line that reads Air Supply Range: 10. By clicking on this line, the player may enter a different number from 1 to 10. Only units within the state range in hexes of the air base will be sent supplies that are airlifted to this air base. Air base units may be moved before supplies are delivered to it, but once it receives supplies for isolated units, it will not be able to move and then receive additional supplies for isolated units. Units that are merged or divided track the amount of air head supplies received, so they can lose their supplied status if no longer over the 5% threshold. The Soviet player may not fly airhead supply on the first turn of any scenario starting in June 1941.
14) New Rule – Hiwis (Hilfswilliger - "auxiliary volunteers") – Rules have been added to account for the soldiers and civilians that served as support personnel for German units during WWII (known as Hiwis).
+ a) Hiwis are generated from captured men. 8% of captured manpower will go into a Hiwi pool. Also, captured manpower centers in the Soviet Union produce 10 men for each captured point (theater production limits and damage to manpower centers apply).
b) Hiwis can be added to German unit’s Support and Labor Squads starting from 1942.
c) Hiwis can't be added to High Command HQs.
d) Hiwis can't be more than 70% of current labor ground element TOE, 30% of current support element TOE, or 10% of current support element TOE of an SS Elite unit TOE.
e) If the parent element is targeted and is destroyed there is a maximum 60% chance that a Hiwis squad will be destroyed instead (the less percentage of the element made up with Hiwis, the smaller the chance that a Hiwi squad will be destroyed).
f) Hiwis elements provide the same amount of support and engineer values as a normal support squad.
g) Upon loading a save from an earlier version of the game, when the first German logistics phase executes with the new version, the game will generate Hiwis based on the existing captured men and manpower centers (a onetime adjustment).
h) Interface changes - The number of Hiwis in a unit is show on the unit’s detailed information display. The number of Hiwi elements is shown in parenthesis next to the ground element type. So the entry Support (Hiwi 2) indicates that 2 of the support squads in the unit are Hiwi squads). The production screen has an entry for Hiwis, showing how many men are in the Hiwi pool. Hiwis are included in the total German manpower shown on the Order of Battle screen.
i) Hiwi’s can be set in the editor by using the editor functions on the CR screen. It allows the scenario designer to substitute Hiwi’s for normal support and labor elements. The Hiwi pool can also be set on the production screen.
15) New Rule – Added a chance that some fighters will be allocated to fly fighter sweeps along with any airstrikes that are ordered. They will fly as part of the original airstrike and combat with this fighter sweep will be resolved with the original airstrike (i.e. it will seem like one mission is being flown, but in reality there are two distinct actions taking place, the bombing raid and the fighter sweep). The higher the escort setting, the greater the chance that a fighter sweep will be flown.
16) New Rule – Added a chance that aircraft can be damaged or destroyed when an air group is transferred from one base to another, or whenever an air base moves (aircraft routinely flew to their new air base location, and could suffer operational losses during the flights).
17) New Rule - Damaged aircraft which were not repaired during the logistics phase can be written off (destroyed). Older aircraft with low durability and low reliability have a greater chance of being written off.
18) Changes to Production Rules
+ a. Changed Soviet Manpower multiplier in 1942 to 40 (from 45).
b. Changed Soviet Armaments multipliers in 1942-1945 to 130 (from 200).
c. Items produced in Poland and Czech cities now added to the "built" German stats.
19) Changes to Morale Rules
+ a. The following units receive bonuses to their National Morale: All Cavalry, Mountain Airborne and Air Landing units, and Axis Allied motorized units +5, German Motorized Units +10, Soviet Motorized Units (from Sept 1942-August 1943) +5, Soviet Motorized Units (Sept 1943-end of war) +10.
b. Soviet National Morale has been changed to 50 in June 1941. One point is subtracted each month after this in 1941 (so it is 44 in Dec 41). In 1942 it is set to 40, with one point being added each month starting in September 1942 (so 44 in Dec 42). This continues in 1943 and 1944 until the Soviet National Morale reaches its maximum of 60 in April 1944.
c. Build morale now equals national morale in all cases (there is no separate build morale table anymore.
d. Changed rule so that the morale gain from refit when under 50 morale is only gained when the unit in refit is at least 10 hexes from a supplied enemy unit (similar to the current gain if less than morale 50 and 10 or more hexes from enemy unit).
e. If an element’s experience is less than half of the unit’s morale, then the automatic +1 gain in experience each turn becomes +3.
f. Shock Armies provide their +5 bonus for non-guards units which don’t already have a specialty bonus. Guards Armies provide their +5 bonus for Guards units which don’t already have a specialty bonus.
20) Changes to Fortification Rules
+ a. Requirement to build up to Fort Level 5 - Only will be built in port hexes that have a fort unit. Once built, the fort unit is not needed to keep the level 5 fort. Not possible in a swamp hex.
b. Requirement to build up to Fort Level 4 - Must have a fort unit in the hex. Once built, the fort unit is not needed to keep the level 4 fort. Not possible in swamp hex.
c. Requirement to build up to Fort Level 3 - Must be adjacent to an enemy hex, be an urban or city hex, or be in or adjacent to a fort unit. Once the level 3 is reached, the condition does not have to continue to be met to keep the level 3 fort.
d. Fort levels that have reached their maximum fort level for the hex may continue to build up to 10% towards the next fort level.
e. Building forts in mud now uses a .25 modifier (instead of .33).
f. Level 4 and 5 forts do not decay.
g. There is no fort decay on turn 1 of any scenario.
h. Doubled the rate of fort decay.
i. Increased decay rate of low level forts, based on the weather.
# Extra decay percentage:
Fort Weather
Level clear snow mud/blizzard
0 20 40 80
1 12 14 48
2 4 8 16
j. Added supply cost for fort construction as follows:
# fort 0->1 1 tons per fort point (no cost for isolated units, construction rate is halved)
fort 1->2 2 tons per fort point (no cost for isolated units, construction rate is halved)
fort 2->3 20 tons per fort points
fort 3->4 200 tons per fort points
fort 4->5 2000 tons per fort points
*note each fort point represents 2% toward the next fort level
21) Changes to Naval Movement Rules
+ a. Amphibious landings are not allowed west of x coordinate 76 (Rumania) until 1944.
b. Added Naval/Amphibious movement capacity limits as follows:
# Axis
Lake Ladoga – 3000
Baltic Sea – 10000
Black Sea – 4000
Sea of Azov – 1000
Soviet
Lake Ladoga – 4000
Baltic Sea – 8000 (decreases by 1000 each year)
Black Sea – 10000 (decreases by 1500 each year)
Sea of Azov – 4000 (decreases by 500 each year)
Caspian Sea – 5000
Black Sea Amphibious Movement – 2500 (decreases by 100 each year)
Sea of Azov Amphibious Movement – 1000 (decreases by 100 each year)
c. Amphibious movement cost per hex is x4 before 1943 and x3 from 1943-45 (reduces the range of an amphibious assault).
d. Set shading for valid naval destinations during naval movement. This doesn’t mean the current unit can reach the hex, just that it is a valid hex for the appropriate type of naval movement. Yellow shading indicates an enemy hex; green shading indicates a friendly hex.
e. Decreased “retreat losses” caused by the transport sunk event during interdiction attacks on naval/amphibiously moving units.
22) Rule Change – Ice levels no longer go up by 4 during a blizzard in all areas. The amount of increase is dependent on the weather zone as follows:
+ Europe Zone +1
South Soviet Zone +2
Central Soviet Zone +3
North Soviet Zone +4
23) Rule Change – Major rivers are not considered frozen until the ice level is at least 8 (used to be 5). At ice levels 5-7, the extra cost due to icing is 8 when moving into an EZOC, and 4 when not moving into an EZOC.
24) Rule Change – Lowered the disabled return rate for the Soviets to ½ percent (from 1%).
25) Rule Change – Entrained units may not move via naval or amphibious movement.
26) Rule Change – Changed the formula that determines when a unit is unready. Now, Morale+TOE must be less than 90 for a unit to be unready (used to be less than 100).
27) Rule Change - Removed extra training flights if the aircraft in play was reaching a high value.
28) Rule Change - Made modifications to the routine which frees the slots for new aircraft to be built. Now it will first disband old airframes (inactive) in reserve and then active aircraft. If an air group reaches 0 aircraft, it will disband the air group.
29) Rule Change – The Soviet attack doctrine discussed in section 15.8 of the manual now only applies from June 1941 to February 1942 (inclusive).
30) Rule change – Creating a Soviet Fortified Regions now costs 8 APs between July 1941 and October 1941 (inclusive). It is still 16 APs in June 1941.
31) Rule Change – Further decreased the amount of Soviet CAP that flies on June 22, 1941.
32) Rule Change – Germany will export 1000 armaments points in a turn to each Axis nation instead of 10000 points.
33) Interface Change – The production filter ON now shows active elements that are built by the “on demand” production system (so not just AFVs and aircraft).
34) New Feature – Added a disband function on the CR air group tab.
35) New Interface – Added additional data to the battle sites report. When a battle site is clicked on, the play may click on Show Details to see additional information about the battle. Also added the names of the HQ commanding any aircraft in a battle.
36) New Message – Added logistics event messages for the automatic disbanding of Soviet Corps HQ’s and NKVD Regiments.
37) Formula Change – Units in beachhead/Air head supply will not suffer more than a 33% reduction in CV due to supply shortages (used to be it could be up to a 75% reduction in CV).
38) Formula Change – Adjusted strike creation formulas so that human created airstrikes in which specific air groups are chosen for the mission will not as a rule fly less aircraft than computer created airstrikes.
39) Formula Change - Increased effectiveness of flak, especially when defending airbases and cities/ports.
40) Formula Change – Made it less likely that air strikes will be formed with over 100 fighters or over 100 bombers.
41) Formula change – Increased the amount of CAP that flies in defense of Airfield or City attacks. Also, greatly increased the chance that air groups not in the target hex will fly CAP (in the past the chance was very low).
42) Formula change – Increased the impact of pilot fatigue.
43) Formula Change – The altitude that airstrikes are assumed to be flying at has been changed to better reflect likely altitudes for different types of airstrikes. There is also more variety at which the airstrikes will fly.
44) Formula Change - Modified the replacement of the air groups. Replacements first go to the newest airframes. Once the aircraft count exceeds 15000, the replacements for air groups with old airframes decreases as the total plane count rises.
45) Formula Change – When calculating supply/fuel/ammo needs, all units will have a minimum need of 1 for each of these items.
46) Editor Change – The set fort level function in the editor will create forts with 10% construction towards the next fort level.
Bug Fixes
o 1) Fixed a bug causing escorts for air transport missions to too often not fly during blizzard weather.
2) Fixed a bug where partisan units could construct forts for the Axis.
3) Fixed a bug where brigades landing amphibiously were improperly taking control of adjacent hexes.
4) Fixed a bug where battle sites were active if hidden behind the battle report window.
5) Fixed a bug where depleted units can be located next to an enemy unit at the completion of the logistics phase.
6) Fixed a bug where Motorized units were being shown as available to move amphibiously.
7) Fixed a bug with Guards promotion of Soviet Armies.
8) Fixed a display bug that occurs when exiting the city information window.
9) Fixed a bug where the production filter didn't correctly show active artillery equipment.
10) Fixed a bug where ground elements and aircraft were being exported to Axis Allied nations that had surrendered.
Data and Scenario Changes
o 1) Fixed Unit ID 333 - Fin. Commando Battalion used Hungarian Support Squads
2) Changed the ending date for the SS Motorized Brigade (OB 283) from 9/43 to 9/44 to correct typo.
3) Corrected data for 40mm 41M L/51 Gun.
4) Re-classified the SdKfz-221 Armored Car as a Light Armored Car.
1.0518
ca va redonner du baume au cœurs aux joueurs allemands
en revoyant a la baisse la prod russe et l'apparition des hiwis
"Change List
V1.05.18 – September 6, 2011
* New Features and Rule Changes
*
o 1) Default Change – Changed some of the air doctrine default values.
2) New Rule - Air groups in the national reserve may now be disbanded.
3) New Rule - Unit counters no longer show SS/Elite/LW/Guards status (coloring) if their detection level is lower than 5.
4) New Rule - Air recon will not increase an enemy air base’s detection level above 5.
5) New Rule - Static units no longer lose their static status when they are retreated or routed.
6) New Rule - Units may not enter static mode in 1941.
7) New Rule – Ports are now unusable for naval transport on the turn they are captured.
8) New Rule – Admin and Initiative checks are twice as hard to make for isolated units.
9) New Rule –Soviet aircraft reliability decreases in 1942-1943 (the reliability rating is treated as higher than shown due to the quality drop resulting from factory evacuations).
10) New Rule – The reliability of old (out of production) aircraft decreased (reliability rating is treated as higher than shown).
11) New Rule – NKVD Border Regiments never get replacements.
12) New Rule – NKVD Border Regiments check for disbanding each friendly logistics phase starting in July 1941. The chance the unit will be disbanded is as follows:
+ July 1941 – 100% - %TOE of the unit
August 1941 – 80%
September 1941 and later – 95%
13) New Rule – Airhead supply. Isolated air units may be changed to beach/air supply status (same as old beachhead status) under certain conditions. If a player flies in supplies to an air base in a pocket, the supplies will immediately be distributed amongst all of the isolated units that can trace to the air base. If the amount received during the turn at some point equals 5% or more of the total needs of the unit, then the unit will be immediately set to beach/air supply status (it will display in orange instead of red when toggle unsupplied units is toggled on). The total needs are the supply+fuel+ammo needs listed for the unit. So a division with total needs of 1100 tons of s/f/a have at least 55 tons flown in and delivered to the unit, it will have its supply status changed from isolated to beach/air supply status. This will last until the next friendly logistics phase. Units with beach/air supply will always pay penalties for being short of ammo, so there is a disadvantage in combat to be in beach/air supply (but it's better than being isolated where there are additional penalties). The air base must be in a clear or light woods hex. When in Beach/Air supply, the unit detail screen will show the information: Air Head Supply 400 / 20 (5%) which indicates the total amount of supplies+fuel+ammo the unit needs, the amount it has received via air resupply, and the total percentage of needs that has been met. When in Air Transport mode, the player can left click on an air base and then bring up that unit’s detail screen to see a full list of all isolated unit that can trace to the air base, the total need of each unit, and the amount of supplies that have been sent to the unit. On the right side of that screen is a line that reads Air Supply Range: 10. By clicking on this line, the player may enter a different number from 1 to 10. Only units within the state range in hexes of the air base will be sent supplies that are airlifted to this air base. Air base units may be moved before supplies are delivered to it, but once it receives supplies for isolated units, it will not be able to move and then receive additional supplies for isolated units. Units that are merged or divided track the amount of air head supplies received, so they can lose their supplied status if no longer over the 5% threshold. The Soviet player may not fly airhead supply on the first turn of any scenario starting in June 1941.
14) New Rule – Hiwis (Hilfswilliger - "auxiliary volunteers") – Rules have been added to account for the soldiers and civilians that served as support personnel for German units during WWII (known as Hiwis).
+ a) Hiwis are generated from captured men. 8% of captured manpower will go into a Hiwi pool. Also, captured manpower centers in the Soviet Union produce 10 men for each captured point (theater production limits and damage to manpower centers apply).
b) Hiwis can be added to German unit’s Support and Labor Squads starting from 1942.
c) Hiwis can't be added to High Command HQs.
d) Hiwis can't be more than 70% of current labor ground element TOE, 30% of current support element TOE, or 10% of current support element TOE of an SS Elite unit TOE.
e) If the parent element is targeted and is destroyed there is a maximum 60% chance that a Hiwis squad will be destroyed instead (the less percentage of the element made up with Hiwis, the smaller the chance that a Hiwi squad will be destroyed).
f) Hiwis elements provide the same amount of support and engineer values as a normal support squad.
g) Upon loading a save from an earlier version of the game, when the first German logistics phase executes with the new version, the game will generate Hiwis based on the existing captured men and manpower centers (a onetime adjustment).
h) Interface changes - The number of Hiwis in a unit is show on the unit’s detailed information display. The number of Hiwi elements is shown in parenthesis next to the ground element type. So the entry Support (Hiwi 2) indicates that 2 of the support squads in the unit are Hiwi squads). The production screen has an entry for Hiwis, showing how many men are in the Hiwi pool. Hiwis are included in the total German manpower shown on the Order of Battle screen.
i) Hiwi’s can be set in the editor by using the editor functions on the CR screen. It allows the scenario designer to substitute Hiwi’s for normal support and labor elements. The Hiwi pool can also be set on the production screen.
15) New Rule – Added a chance that some fighters will be allocated to fly fighter sweeps along with any airstrikes that are ordered. They will fly as part of the original airstrike and combat with this fighter sweep will be resolved with the original airstrike (i.e. it will seem like one mission is being flown, but in reality there are two distinct actions taking place, the bombing raid and the fighter sweep). The higher the escort setting, the greater the chance that a fighter sweep will be flown.
16) New Rule – Added a chance that aircraft can be damaged or destroyed when an air group is transferred from one base to another, or whenever an air base moves (aircraft routinely flew to their new air base location, and could suffer operational losses during the flights).
17) New Rule - Damaged aircraft which were not repaired during the logistics phase can be written off (destroyed). Older aircraft with low durability and low reliability have a greater chance of being written off.
18) Changes to Production Rules
+ a. Changed Soviet Manpower multiplier in 1942 to 40 (from 45).
b. Changed Soviet Armaments multipliers in 1942-1945 to 130 (from 200).
c. Items produced in Poland and Czech cities now added to the "built" German stats.
19) Changes to Morale Rules
+ a. The following units receive bonuses to their National Morale: All Cavalry, Mountain Airborne and Air Landing units, and Axis Allied motorized units +5, German Motorized Units +10, Soviet Motorized Units (from Sept 1942-August 1943) +5, Soviet Motorized Units (Sept 1943-end of war) +10.
b. Soviet National Morale has been changed to 50 in June 1941. One point is subtracted each month after this in 1941 (so it is 44 in Dec 41). In 1942 it is set to 40, with one point being added each month starting in September 1942 (so 44 in Dec 42). This continues in 1943 and 1944 until the Soviet National Morale reaches its maximum of 60 in April 1944.
c. Build morale now equals national morale in all cases (there is no separate build morale table anymore.
d. Changed rule so that the morale gain from refit when under 50 morale is only gained when the unit in refit is at least 10 hexes from a supplied enemy unit (similar to the current gain if less than morale 50 and 10 or more hexes from enemy unit).
e. If an element’s experience is less than half of the unit’s morale, then the automatic +1 gain in experience each turn becomes +3.
f. Shock Armies provide their +5 bonus for non-guards units which don’t already have a specialty bonus. Guards Armies provide their +5 bonus for Guards units which don’t already have a specialty bonus.
20) Changes to Fortification Rules
+ a. Requirement to build up to Fort Level 5 - Only will be built in port hexes that have a fort unit. Once built, the fort unit is not needed to keep the level 5 fort. Not possible in a swamp hex.
b. Requirement to build up to Fort Level 4 - Must have a fort unit in the hex. Once built, the fort unit is not needed to keep the level 4 fort. Not possible in swamp hex.
c. Requirement to build up to Fort Level 3 - Must be adjacent to an enemy hex, be an urban or city hex, or be in or adjacent to a fort unit. Once the level 3 is reached, the condition does not have to continue to be met to keep the level 3 fort.
d. Fort levels that have reached their maximum fort level for the hex may continue to build up to 10% towards the next fort level.
e. Building forts in mud now uses a .25 modifier (instead of .33).
f. Level 4 and 5 forts do not decay.
g. There is no fort decay on turn 1 of any scenario.
h. Doubled the rate of fort decay.
i. Increased decay rate of low level forts, based on the weather.
# Extra decay percentage:
Fort Weather
Level clear snow mud/blizzard
0 20 40 80
1 12 14 48
2 4 8 16
j. Added supply cost for fort construction as follows:
# fort 0->1 1 tons per fort point (no cost for isolated units, construction rate is halved)
fort 1->2 2 tons per fort point (no cost for isolated units, construction rate is halved)
fort 2->3 20 tons per fort points
fort 3->4 200 tons per fort points
fort 4->5 2000 tons per fort points
*note each fort point represents 2% toward the next fort level
21) Changes to Naval Movement Rules
+ a. Amphibious landings are not allowed west of x coordinate 76 (Rumania) until 1944.
b. Added Naval/Amphibious movement capacity limits as follows:
# Axis
Lake Ladoga – 3000
Baltic Sea – 10000
Black Sea – 4000
Sea of Azov – 1000
Soviet
Lake Ladoga – 4000
Baltic Sea – 8000 (decreases by 1000 each year)
Black Sea – 10000 (decreases by 1500 each year)
Sea of Azov – 4000 (decreases by 500 each year)
Caspian Sea – 5000
Black Sea Amphibious Movement – 2500 (decreases by 100 each year)
Sea of Azov Amphibious Movement – 1000 (decreases by 100 each year)
c. Amphibious movement cost per hex is x4 before 1943 and x3 from 1943-45 (reduces the range of an amphibious assault).
d. Set shading for valid naval destinations during naval movement. This doesn’t mean the current unit can reach the hex, just that it is a valid hex for the appropriate type of naval movement. Yellow shading indicates an enemy hex; green shading indicates a friendly hex.
e. Decreased “retreat losses” caused by the transport sunk event during interdiction attacks on naval/amphibiously moving units.
22) Rule Change – Ice levels no longer go up by 4 during a blizzard in all areas. The amount of increase is dependent on the weather zone as follows:
+ Europe Zone +1
South Soviet Zone +2
Central Soviet Zone +3
North Soviet Zone +4
23) Rule Change – Major rivers are not considered frozen until the ice level is at least 8 (used to be 5). At ice levels 5-7, the extra cost due to icing is 8 when moving into an EZOC, and 4 when not moving into an EZOC.
24) Rule Change – Lowered the disabled return rate for the Soviets to ½ percent (from 1%).
25) Rule Change – Entrained units may not move via naval or amphibious movement.
26) Rule Change – Changed the formula that determines when a unit is unready. Now, Morale+TOE must be less than 90 for a unit to be unready (used to be less than 100).
27) Rule Change - Removed extra training flights if the aircraft in play was reaching a high value.
28) Rule Change - Made modifications to the routine which frees the slots for new aircraft to be built. Now it will first disband old airframes (inactive) in reserve and then active aircraft. If an air group reaches 0 aircraft, it will disband the air group.
29) Rule Change – The Soviet attack doctrine discussed in section 15.8 of the manual now only applies from June 1941 to February 1942 (inclusive).
30) Rule change – Creating a Soviet Fortified Regions now costs 8 APs between July 1941 and October 1941 (inclusive). It is still 16 APs in June 1941.
31) Rule Change – Further decreased the amount of Soviet CAP that flies on June 22, 1941.
32) Rule Change – Germany will export 1000 armaments points in a turn to each Axis nation instead of 10000 points.
33) Interface Change – The production filter ON now shows active elements that are built by the “on demand” production system (so not just AFVs and aircraft).
34) New Feature – Added a disband function on the CR air group tab.
35) New Interface – Added additional data to the battle sites report. When a battle site is clicked on, the play may click on Show Details to see additional information about the battle. Also added the names of the HQ commanding any aircraft in a battle.
36) New Message – Added logistics event messages for the automatic disbanding of Soviet Corps HQ’s and NKVD Regiments.
37) Formula Change – Units in beachhead/Air head supply will not suffer more than a 33% reduction in CV due to supply shortages (used to be it could be up to a 75% reduction in CV).
38) Formula Change – Adjusted strike creation formulas so that human created airstrikes in which specific air groups are chosen for the mission will not as a rule fly less aircraft than computer created airstrikes.
39) Formula Change - Increased effectiveness of flak, especially when defending airbases and cities/ports.
40) Formula Change – Made it less likely that air strikes will be formed with over 100 fighters or over 100 bombers.
41) Formula change – Increased the amount of CAP that flies in defense of Airfield or City attacks. Also, greatly increased the chance that air groups not in the target hex will fly CAP (in the past the chance was very low).
42) Formula change – Increased the impact of pilot fatigue.
43) Formula Change – The altitude that airstrikes are assumed to be flying at has been changed to better reflect likely altitudes for different types of airstrikes. There is also more variety at which the airstrikes will fly.
44) Formula Change - Modified the replacement of the air groups. Replacements first go to the newest airframes. Once the aircraft count exceeds 15000, the replacements for air groups with old airframes decreases as the total plane count rises.
45) Formula Change – When calculating supply/fuel/ammo needs, all units will have a minimum need of 1 for each of these items.
46) Editor Change – The set fort level function in the editor will create forts with 10% construction towards the next fort level.
Bug Fixes
o 1) Fixed a bug causing escorts for air transport missions to too often not fly during blizzard weather.
2) Fixed a bug where partisan units could construct forts for the Axis.
3) Fixed a bug where brigades landing amphibiously were improperly taking control of adjacent hexes.
4) Fixed a bug where battle sites were active if hidden behind the battle report window.
5) Fixed a bug where depleted units can be located next to an enemy unit at the completion of the logistics phase.
6) Fixed a bug where Motorized units were being shown as available to move amphibiously.
7) Fixed a bug with Guards promotion of Soviet Armies.
8) Fixed a display bug that occurs when exiting the city information window.
9) Fixed a bug where the production filter didn't correctly show active artillery equipment.
10) Fixed a bug where ground elements and aircraft were being exported to Axis Allied nations that had surrendered.
Data and Scenario Changes
o 1) Fixed Unit ID 333 - Fin. Commando Battalion used Hungarian Support Squads
2) Changed the ending date for the SS Motorized Brigade (OB 283) from 9/43 to 9/44 to correct typo.
3) Corrected data for 40mm 41M L/51 Gun.
4) Re-classified the SdKfz-221 Armored Car as a Light Armored Car.
Penser que l'on ne sera jamais sénile, c'est déjà l'être.
(hagakure)
- Boudi
- Khan Océanique
- Messages : 31377
- Enregistré le : sam. août 28, 2004 12:47 pm
- Localisation : St-Etienne, FRANCE.
Re: WAR IN THE EAST
C'est quoi ce patch ?
Sur Matrix ils en sont encore au 1.04.40 au 7 septembre. 
http://www.matrixgames.com/products/372/downloads/
http://www.matrixgames.com/products/372/downloads/
« Et c’est parti ! (Поехали! [Poïekhali!]) »
https://fr.pobediteli.ru/
Un petit calcul, et on s’en va !
https://fr.pobediteli.ru/
Un petit calcul, et on s’en va !
-
Amaris
- Foudre de Guerre

- Messages : 1142
- Enregistré le : ven. janv. 30, 2009 12:45 pm
- Localisation : 13
- Contact :
Re: WAR IN THE EAST
Le patch War in the East 1.04.40 est le dernier patch officiel disponible.Boudi a écrit :C'est quoi ce patch ?Sur Matrix ils en sont encore au 1.04.40 au 7 septembre.
http://www.matrixgames.com/products/372/downloads/
Mais il y a aussi le patch Beta v1.05.18 de disponible sur le site de Matrix dans la partie réservée au membres (en enregistrant le serial de son jeu.)
-
souricier-gris
- Clavier en Or

- Messages : 142
- Enregistré le : ven. juin 29, 2007 6:18 pm
- Meilleur jeu 2008 : il2 1946
- Meilleur jeu 2009 : rof
- Meilleur jeu 2010 : rof
- Meilleur jeu 2011 : rof
- Localisation : beaumont sur oise
- Contact :
Re: WAR IN THE EAST
nouveau patch sorti hier le
1.0523
1.0523
Penser que l'on ne sera jamais sénile, c'est déjà l'être.
(hagakure)
Re: WAR IN THE EAST
Je l'ai acheté depuis quelques mois mais je me lance seulement maintenant et j'ai donc quelques questions.
Je suis parti sur une grande campagne histoire de rigoler vraiment.
Les captures : quand on entre en ZoC des QG, avions ou troupes "disbandées", elles disparaissent et on a le droit de temps en temps à du supply et fuel.
- pour ces derniers, y a-t-il un moyen de les favoriser ?
- capture-t-on les unités ? ou disparaissent elles tout simplement ? (où l'information apparait).
Les villes à garder : j'ai pris le réflexe de mettre des troupes de sécurité dans les grosses villes qui en demandent, que se passe-t-il si je n'en mets pas.
L'aviation : je laisse l'IA faire mais j'ai l'impression que peu de missions ont lieu, y a-t-il vraiment mieux à faire ?
Changement de QG : quand on change de QG d'appartenance d'une unité, y a-t-il des conséquences sur l'unité autre que la perte de points d'administration ?
Déplacer des QG : j'ai bien compris qu'il fallait que les unités soient à portée de commandement pour bénéficier, notamment, des brigades spéciales, mais le déplacement des QG (qu'ils soient de corps, d'armée ou de groupe d'armée) a-t-il une conséquence ? sur le supply par exemple ? Faut-il mieux les mettre sur des rails ?
Même question sur les corps aérien ?
La production : a part regarder les tableaux, on ne peut rien y faire ?
Merci, ça me permettra peut être de me lancer dans un multi
Je suis parti sur une grande campagne histoire de rigoler vraiment.
Les captures : quand on entre en ZoC des QG, avions ou troupes "disbandées", elles disparaissent et on a le droit de temps en temps à du supply et fuel.
- pour ces derniers, y a-t-il un moyen de les favoriser ?
- capture-t-on les unités ? ou disparaissent elles tout simplement ? (où l'information apparait).
Les villes à garder : j'ai pris le réflexe de mettre des troupes de sécurité dans les grosses villes qui en demandent, que se passe-t-il si je n'en mets pas.
L'aviation : je laisse l'IA faire mais j'ai l'impression que peu de missions ont lieu, y a-t-il vraiment mieux à faire ?
Changement de QG : quand on change de QG d'appartenance d'une unité, y a-t-il des conséquences sur l'unité autre que la perte de points d'administration ?
Déplacer des QG : j'ai bien compris qu'il fallait que les unités soient à portée de commandement pour bénéficier, notamment, des brigades spéciales, mais le déplacement des QG (qu'ils soient de corps, d'armée ou de groupe d'armée) a-t-il une conséquence ? sur le supply par exemple ? Faut-il mieux les mettre sur des rails ?
Même question sur les corps aérien ?
La production : a part regarder les tableaux, on ne peut rien y faire ?
Merci, ça me permettra peut être de me lancer dans un multi
Re: WAR IN THE EAST
Les captures : quand on entre en ZoC des QG, avions ou troupes "disbandées", elles disparaissent et on a le droit de temps en temps à du supply et fuel.
- pour ces derniers, y a-t-il un moyen de les favoriser ? Non
- capture-t-on les unités ? ou disparaissent elles tout simplement ? (où l'information apparait) Elles sont repoussées un peu plus loin dans leur territoire et perdent tout leurs stocks et supportent des pertes, de la fatigue etc... .
Les villes à garder : j'ai pris le réflexe de mettre des troupes de sécurité dans les grosses villes qui en demandent, que se passe-t-il si je n'en mets pas. Les partisans recrutent plus de monde --> Plus d'unités de partisans actives --> plus d'attaques. C'est sensible sur le long terme.
L'aviation : je laisse l'IA faire mais j'ai l'impression que peu de missions ont lieu, y a-t-il vraiment mieux à faire ? Jouer sur la doctrine et les règles d'engagement. Cependant, l'IA reste toujours très conservatrice.
Changement de QG : quand on change de QG d'appartenance d'une unité, y a-t-il des conséquences sur l'unité autre que la perte de points d'administration ? Tu prends également les malus/bonus des nouveaux chefs
Déplacer des QG : j'ai bien compris qu'il fallait que les unités soient à portée de commandement pour bénéficier, notamment, des brigades spéciales, mais le déplacement des QG (qu'ils soient de corps, d'armée ou de groupe d'armée) a-t-il une conséquence ? sur le supply par exemple ? Faut-il mieux les mettre sur des rails ? Oui. Si ils se déplacent par leurs propres moyens, tu as une grosse attrition notamment sur le fuel (regarde les %du pion pour t'en convaincre), et/ou les véhicules de ton pool
Même question sur les corps aérien ? Là je ne pense pas
La production : a part regarder les tableaux, on ne peut rien y faire ? Rien sinon choisir quand updater les avions en fonction de ta stratégie. Clairement, tu as peu d'impact là, mais j'y passe toujours un peu de temps pour savoir comment tourne l'industrie. POur le russe c'est encore plus recommandé.
- pour ces derniers, y a-t-il un moyen de les favoriser ? Non
- capture-t-on les unités ? ou disparaissent elles tout simplement ? (où l'information apparait) Elles sont repoussées un peu plus loin dans leur territoire et perdent tout leurs stocks et supportent des pertes, de la fatigue etc... .
Les villes à garder : j'ai pris le réflexe de mettre des troupes de sécurité dans les grosses villes qui en demandent, que se passe-t-il si je n'en mets pas. Les partisans recrutent plus de monde --> Plus d'unités de partisans actives --> plus d'attaques. C'est sensible sur le long terme.
L'aviation : je laisse l'IA faire mais j'ai l'impression que peu de missions ont lieu, y a-t-il vraiment mieux à faire ? Jouer sur la doctrine et les règles d'engagement. Cependant, l'IA reste toujours très conservatrice.
Changement de QG : quand on change de QG d'appartenance d'une unité, y a-t-il des conséquences sur l'unité autre que la perte de points d'administration ? Tu prends également les malus/bonus des nouveaux chefs
Déplacer des QG : j'ai bien compris qu'il fallait que les unités soient à portée de commandement pour bénéficier, notamment, des brigades spéciales, mais le déplacement des QG (qu'ils soient de corps, d'armée ou de groupe d'armée) a-t-il une conséquence ? sur le supply par exemple ? Faut-il mieux les mettre sur des rails ? Oui. Si ils se déplacent par leurs propres moyens, tu as une grosse attrition notamment sur le fuel (regarde les %du pion pour t'en convaincre), et/ou les véhicules de ton pool
Même question sur les corps aérien ? Là je ne pense pas
La production : a part regarder les tableaux, on ne peut rien y faire ? Rien sinon choisir quand updater les avions en fonction de ta stratégie. Clairement, tu as peu d'impact là, mais j'y passe toujours un peu de temps pour savoir comment tourne l'industrie. POur le russe c'est encore plus recommandé.
Les gardiens de la paix, au lieu de nous la garder, ils feraient mieux de nous la foutre.
Coluche
Coluche
-
souricier-gris
- Clavier en Or

- Messages : 142
- Enregistré le : ven. juin 29, 2007 6:18 pm
- Meilleur jeu 2008 : il2 1946
- Meilleur jeu 2009 : rof
- Meilleur jeu 2010 : rof
- Meilleur jeu 2011 : rof
- Localisation : beaumont sur oise
- Contact :
Re: WAR IN THE EAST
Hello All,
We have a new version of the 1.05 Public Beta in the Members Club. This includes Scenario, Editor, and OB changes, in addition to a few bug fixes.
Please remember this is a beta, any feedback is appreciated.
Change List
V1.05.28 – September 29, 2011
• New Features and Rule Changes
1) New Rule – Poorly supplied units can lose morale. If at the end of the logistics phase a unit has less than 20% of needed supplies, it has a chance of losing 1 morale point. If the value is less than 10% there is a chance of losing 2 morale points.
2) New Rule – Supplies and fuel will now be moved to cities closer to HQ’s before being sent to the HQ’s and units.
3) New Rule – When Rumania surrenders, hexes that convert to Soviet control will only have their rails damaged if they are adjacent to a German unit.
4) New Rule – Ground elements that have a build cost of 9999 will never be produced (this was always intended but was never added to the code until now).
5) Rule Change – Reduced front line attrition by 30-50%. In addition, Static units will now only suffer half of the normal front line attrition.
6) Rule Change – Partisan attacks are now allowed in hexes adjacent to combat units).
7) Rule Change – Fighter sweeps will now sometimes get attack bonuses when attacking enemy CAP.
8) Formula Change – Removed change #42 in 1.05.18 version which had increased the impact of pilot fatigue.
9) Formula change – Increased the MP/SMP loss due to interdiction attacks.
10) Editor Change – Completely reworked the withdrawal system. Old games should be unaffected. Withdrawal lists are obsolete. Withdrawals are now set by setting withdraw turn for the individual units. Divided (sub units) should be set to the same withdraw turn automatically. Soviet units can now be set to be withdrawn. Soviet units that are withdrawing may not be used to “build-up” to another unit. Soviet Corps set to withdraw may not be broken down. Added the ability to filter all withdrawing units in the CR screen.
11) Editor Change – Removed the TacBomber and LevelBomber experience penalty when setting pilot quality or rebuilding air units.
12) Improved AI – Improved the German AI garrisoning of Budapest in the later stages of the war.
• Bug Fixes
1) Fixed a bug preventing fort levels from being built over level 2 when in a hex with a Fort unit.
2) Fixed a naming bug when creating new Soviet Air Bases.
3) Fixed a bug that was causing production not to be working properly in off rail cities. Also, made a change to prevent off rail cities from starving.
4) Fixed a bug where Air Command HQ’s were used incorrectly in some calculations.
5) Fixed a bug where the Air HQ information in the battle reports was not being reported correctly.
6) Fixed a bug where fort values were not always reset upon capture.
7) Fixed a bug with production of certain ground elements using Armaments
• Data and Scenario Changes
1) Added some new German unit OBs.
2) Reduced starting German Armaments pool to 100k (from 500k) to offset the impact of the change with ground elements that have a cost of 9999.
We have a new version of the 1.05 Public Beta in the Members Club. This includes Scenario, Editor, and OB changes, in addition to a few bug fixes.
Please remember this is a beta, any feedback is appreciated.
Change List
V1.05.28 – September 29, 2011
• New Features and Rule Changes
1) New Rule – Poorly supplied units can lose morale. If at the end of the logistics phase a unit has less than 20% of needed supplies, it has a chance of losing 1 morale point. If the value is less than 10% there is a chance of losing 2 morale points.
2) New Rule – Supplies and fuel will now be moved to cities closer to HQ’s before being sent to the HQ’s and units.
3) New Rule – When Rumania surrenders, hexes that convert to Soviet control will only have their rails damaged if they are adjacent to a German unit.
4) New Rule – Ground elements that have a build cost of 9999 will never be produced (this was always intended but was never added to the code until now).
5) Rule Change – Reduced front line attrition by 30-50%. In addition, Static units will now only suffer half of the normal front line attrition.
6) Rule Change – Partisan attacks are now allowed in hexes adjacent to combat units).
7) Rule Change – Fighter sweeps will now sometimes get attack bonuses when attacking enemy CAP.
8) Formula Change – Removed change #42 in 1.05.18 version which had increased the impact of pilot fatigue.
9) Formula change – Increased the MP/SMP loss due to interdiction attacks.
10) Editor Change – Completely reworked the withdrawal system. Old games should be unaffected. Withdrawal lists are obsolete. Withdrawals are now set by setting withdraw turn for the individual units. Divided (sub units) should be set to the same withdraw turn automatically. Soviet units can now be set to be withdrawn. Soviet units that are withdrawing may not be used to “build-up” to another unit. Soviet Corps set to withdraw may not be broken down. Added the ability to filter all withdrawing units in the CR screen.
11) Editor Change – Removed the TacBomber and LevelBomber experience penalty when setting pilot quality or rebuilding air units.
12) Improved AI – Improved the German AI garrisoning of Budapest in the later stages of the war.
• Bug Fixes
1) Fixed a bug preventing fort levels from being built over level 2 when in a hex with a Fort unit.
2) Fixed a naming bug when creating new Soviet Air Bases.
3) Fixed a bug that was causing production not to be working properly in off rail cities. Also, made a change to prevent off rail cities from starving.
4) Fixed a bug where Air Command HQ’s were used incorrectly in some calculations.
5) Fixed a bug where the Air HQ information in the battle reports was not being reported correctly.
6) Fixed a bug where fort values were not always reset upon capture.
7) Fixed a bug with production of certain ground elements using Armaments
• Data and Scenario Changes
1) Added some new German unit OBs.
2) Reduced starting German Armaments pool to 100k (from 500k) to offset the impact of the change with ground elements that have a cost of 9999.
Penser que l'on ne sera jamais sénile, c'est déjà l'être.
(hagakure)
Re: WAR IN THE EAST
Effectivement, avec quelques modifications, je passai de 1000 à 2500 destruction à l'ouverture, ce qui est plutôt encourageant.sval06 a écrit :L'aviation : je laisse l'IA faire mais j'ai l'impression que peu de missions ont lieu, y a-t-il vraiment mieux à faire ? Jouer sur la doctrine et les règles d'engagement. Cependant, l'IA reste toujours très conservatrice.
J'irai regarder tout ça.sval06 a écrit : Déplacer des QG : j'ai bien compris qu'il fallait que les unités soient à portée de commandement pour bénéficier, notamment, des brigades spéciales, mais le déplacement des QG (qu'ils soient de corps, d'armée ou de groupe d'armée) a-t-il une conséquence ? sur le supply par exemple ? Faut-il mieux les mettre sur des rails ? Oui. Si ils se déplacent par leurs propres moyens, tu as une grosse attrition notamment sur le fuel (regarde les %du pion pour t'en convaincre), et/ou les véhicules de ton pool
Idem.sval06 a écrit : La production : a part regarder les tableaux, on ne peut rien y faire ? Rien sinon choisir quand updater les avions en fonction de ta stratégie. Clairement, tu as peu d'impact là, mais j'y passe toujours un peu de temps pour savoir comment tourne l'industrie. POur le russe c'est encore plus recommandé.
Sinon question subsidiaire, y a-t-il un moyen de visualiser ses lignes de ravitaillement autre les marqueurs isolés éloignés ?
Re: WAR IN THE EAST
A l'ouverture, faut tout baisser et matraquer. Un bon premier tour allemand, c'est 4500 avions russes détruits...gonzoo a écrit : Effectivement, avec quelques modifications, je passai de 1000 à 2500 destruction à l'ouverture, ce qui est plutôt encourageant.
En visualisant l'état des rails, tu peux voir les hexs peu/pas ravitaillés (hexs gris ou noirs).gonzoo a écrit : Sinon question subsidiaire, y a-t-il un moyen de visualiser ses lignes de ravitaillement autre les marqueurs isolés éloignés ?
Les gardiens de la paix, au lieu de nous la garder, ils feraient mieux de nous la foutre.
Coluche
Coluche