![]() Under-commit and the reverse happens, you lose VP and maybe see the Allies in Italy in very early 1943.įor this game, I have left the Theatres out of my control. Over-commit and you gain bonus victory points (again a topic for later) and can delay the Allied advance, potentially stopping or slowing their invasion of Europe. If you tick that box, you have substantial control over the allocation of forces. The war between the Soviet Northern Front and the Finnish and German armies is handled in a Theatre box as is the partisan war. Well WiTE2 has the complete Axis and Soviet war commitment including Soviet forces in the Far East, the Axis war with the allies in North Africa (and later in Europe). If you have played WiTW then you will know that game had an 'Eastern Front' box that gave the Axis player some control over the flow of formations to and from the east. The other new option concerns the concept of Theatre Boxes. The 'Automate AI Air Assist' will be discussed below as its a major topic. There are 2 completely new controls though and note that, for these, both sides will play by the same rules depending on the options chosen. ![]() The goal is to give you an overview of how the game comes together rather a detailed turn by turn report.įor those of you used to the WiTx series, at first glance the game set up screen is familiar. There will be other AARs, including at least one MP tussle, so with this one we are going to move fairly quickly. The layout of the updates will follow a fairly standard pattern of setting the scene in the actual game and then a discussion of a particular game mechanism. ![]() ![]() It is played vs the Axis AI and is currently in early 1945 (you've already seen one screen shot from that phase of the game). This series of game reports is designed to give you some idea how WiTE2 plays and an insight into some of the new game mechanics. ![]()
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