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Gary Grigsby's War in the East 2

 
Gary Grigsby's War in the East 2 - Official Update 01.04.05Feb 10, 2025 - Community AnnouncementsNow, last time we did an update back in September we promised it would be the Final Feature update for War in the East 2. This is still true - but we also said that fixes for bugs and minor revisions would still be released, and here we are with one of those. Version 01.04.05 brings several fixes to the table, along with some minor feature revisions. The main highlights for this update come down to the following major areas: - Bug fixes. Some highlight bug fixes are Fixes some of the less common German ground elements so they fight as they should (better, mostly later in the war) Fixes the system for artillery reduction of forts Fixes first winter so penalties are correctly applied to support units and units committing from reserve - Data changes - Updates to the manual - Minor improvements Increased number of Panzerschrecks in German OBs (generally more of them) Improved MP chat system for better readability You can read the full changelog here.Gary Grigsby's War in the East 2 - Final Feature UpdateSep 18, 2024 - Community AnnouncementsA new update is out for War in the East 2. This is planned to be the final feature update for WITE2. We still intend to fix bugs as they are reported. If you do find a bug please report it on the Matrix Forum or the Gary Grigsby Discord. We would like to thank our fans for their steadfast support over the last three years as WITE2 has grown with the Steel Inferno DLC and numerous major updates. We have added many new gameplay options to allow the player to customize morale by nation as well as combat delay effects, campaign end conditions, repair rates, leader casualties, and more. All of this is aimed at allowing players to tailor WITE2 to suit their preferred playstyle and historical balance. We've also added the option to allow for production for the Axis side as an optional feature, which will require support from modders to provide the necessary data, but makes possible a system for both sides similar to what the Soviet side has had from release. There are many other smaller fixes and improvements all with the goal that this will be the final, stable update for WITE2 for the long term. {STEAM_CLAN_IMAGE}/41417829/28bb79c38303d55f32c30c5d6fe04ee5a7d7184c.png New options have been implemented to customize your campaign - modify how combat resolves and tailor your gameplay experience... {STEAM_CLAN_IMAGE}/41417829/24b102e2c3b973ee305c5accb17f304a66714506.png ...extend the end-date of the campaign or set an early end-date and... {STEAM_CLAN_IMAGE}/41417829/f51a3be4c72a4ef4772da7617c9c14ca3b501c95.png ... set morale and repair rate modifiers for the early and late war period The full changelog is available to read here. We hope you enjoy playing War in the East II in the years to come. We are very excited to see what the modding community will implement with this framework.Home of Wargamers Live Event announcementSep 12, 2024 - Community AnnouncementsWe are proud to announce our new Home of Wargamers live event, which will take place on September 26th at 5 pm UK time. Join us on our Twitch channel to know more about our biggest franchises. You can set a reminder here. We will talk about a lot of important updates for some of our Matrix Games best sellers and coming soon games, such as: Modern Naval Warfare Armored Brigade 2 Nuclear War Simulator Command Modern Operations Flashpoint Campaigns Rule the Waves 3 And much more. Stay tuned!Gary Grigsby's War in the East 2 Morale UpdateMar 25, 2024 - Community AnnouncementsGood news for all you Gary Grigsby fans out there, a new update for War in the East 2 is now live. The Morale update adds a new optional rule about, well... morale. You can find the new morale settings, which allow you to adjust national morale by country in new games, if you scroll down in the game options. Also introduced with 01.03.09 is a new optional rule that re-balances retreat attrition. When enabled, routing units will suffer less retreat attrition than normal. The default is for this to be off. With this option enabled you are under far greater pressure to actually encircle enemy formations to destroy them, rather than purely by pursuit. 1.03.10 rebalanced air/ground attacks. The number of requested bomber aircraft for Ground Attack Air Directives must now be set to at least 10 (or set to 0 for Automatic). This update also saw improvements to the multiplayer UI, making it easier to report and log any errors you may encounter. You can find the full changelog posted below. IMPORTANT NOTE 1: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.03.03 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions. IMPORTANT NOTE 2: The extensive changes made to the OB and map files in 1.03.03 will require that any modded scenario created prior to 1.03.03 will need to have their generic data locked using generic data from 1.02.52 or an earlier version. If you are going to start a modded scenario that was created prior to 1.03.03, make sure that you are using a version of the scenario that had its generic data locked. Change History V1.03.11 – 25th March 2024 • 1.03.10 public beta version made official V1.03.10 – 6th February 2024 New Features and Rule Changes • Changes/improvements to the Multiplayer Server system: o Any error from the server will display a message window that requires the player to press a key to close. Please note the error message if you are going to report an issue to technical support. o Game now logs server requests/responses/errors in a server.log file that is stored in the main game directory (Gary Grigsby’s War in the East 2). Whenever the game is restarted and the first server request is made, it will create a new file. It will store the previous server file as server-prev.log. If you report a tech support issue with your server game, please attach your server.log and/or server-prev.log file to your report. o Other changes were made to reduce the number of automatic retries, reduce the amount of logins, and avoid token expiration issues. • Rule Change – The number of requested bomber aircraft for Ground Attack Air Directives must now be set to at least 10 (or set to 0 for Automatic). Bug Fixes and AI Improvements • Halftracks with mortars are not using their mortars in combat. Fixed. Data and Scenario Changes • Ob.dat changes: o Some spelling updates o 42 A.S. Ital. Semi-Mot ...War in the East 2 Order of Battle Update Out NowNov 27, 2023 - Community AnnouncementsThe Order of Battle Update for War in the East 2 is out now. This massive update includes the addition of new OOB's to more accurately model the condition and organization of German divisions during the Second World War. The full changelog of this update is so massive, it literally cannot be presented here, the list of changes hits the character limit of this page. A full changelog can be viewed here for the OOB update. Access to the full living update manual can also be found here. {STEAM_CLAN_IMAGE}/41417829/53b0270bcca52bf45f4771b6b17b1e47e7db6a69.jpg The organization of the Grossdeutschland division in May, 1944 The new formations added model both the differing quality of equipment different divisions were supplied with, and the time period they historically were organized. {STEAM_CLAN_IMAGE}/41417829/469881a735b8138dd5ccad93ce2b0155e58f69f2.jpg The changing shape of the Panzer division from 1941-1945 There is also increased variety for other Axis powers OOB's. Italy now has divisions modeled for the Metropole, North Africa, and the Russian Front. {STEAM_CLAN_IMAGE}/41417829/3f3977068b3d1217b651305aad63e5cee2c51403.jpg From the halls of Garibaldi to the shores of Tripoli Finally, security divisions now make use of captured foreign tanks. {STEAM_CLAN_IMAGE}/41417829/18d9aa47f613cce939a8d6a2726063dd6eccd08f.jpg Captured French and Czech tanks as part of a security division While the changes to the Order of Battle are the most noticeable feature with this update, there are several others worth highlighting. Aircraft with anti-armor cannons are more likely to deliberately target AFV's, all scenarios were updated to include the new Division templates, there are a host of bugfixes and scenario updates including the correction of certain formation and location names, and changes to scenario reinforcement and supply pools. We are very proud of this massive update, and hope you enjoy playing it.Gary Grigsby's War in the East 2 Order of Battle Update AnnouncementNov 7, 2023 - Community AnnouncementsA big update is on the way for War in the East 2. If you follow the Matrix Forums, you will know there has been a big public Beta out for the last month with a slew of changes to WITE2. The number of bug fixes, tweaks, and scenario patches included in this update is truly massive. The really substantial part however is the orders of battle. There are now an increased number of divisional templates to represent the variants of organization that were adopted on the Eastern Front during World War 2. These additions are especially noticeable for German infantry and Panzer divisions, modelling the different forms of organization and equipment adopted during the war. Just a short sample of updated features includes. Data and Scenario Changes • Major changes to the OB.dat file: o Reorganization of data list by nation, unit type and size for easier and more logical viewing o Comprehensive review and update of all Axis units (Italians are divided into Metropolitan, African and Russian variants of organization) o Hundreds of new OBs to fill in gaps o German Divisions now have numerous archetypes to reflect the varied nature of their organization and equipment (there used to be one standard infantry and panzer division - now there are numerous variants to use a wider variety of equipment) o Better transition of Axis units that become equipped with Panzerfausts in late 1943 (all units should now have unit upgrades when the squads get updated to panzerfausts in Oct 43) o Revised inclusion of German imported equipment into Axis minor OBs (Panzerschreks in Finnish units, German anti-tank guns and panzers in Italian, Rumanian, Finnish and Hungarian units) o Different OBs with appropriate naming of motorized and non-motorized variants of units (Standard Pioneer unit versus a Motorized Pioneer unit) o Reviewed/corrected the unit symbols used by OBs using the new editor feature and updated some units' symbols as being marine and light infantry. These features are all already available on the beta branch of WITE2. This is available for download on the Matrix Forums or by opting into the beta via Steam. We would like to thank everyone that helped beta test this update and the team members that developed it. The Order of Battle update itself will be going live at the end of November, so you don't have to wait much longer to play with these changes. Home of Wargamers Live Event announcementSep 1, 2023 - Community AnnouncementsWe are proud to announce our new Home of Wargamers live event, which will take place on September 12th at 5 pm UK time. Join us on our Twitch channel to know more about our biggest franchises. You can set a reminder here. We will talk about a lot of important updates for some of our Matrix Games best sellers and coming soon games, such as: Modern Naval Warfare Nuclear War Simulator Command Modern Operations Flashpoint Campaigns Rule the Waves 3 Strategic Command Combat Mission Valor & Victory Gary Grigsby's War in the East 2 Official Update V1.02.52Mar 28, 2023 - Community AnnouncementsWe have just released a major new official update for Gary Grigsby’s War in the East 2, you can download the detailed Changelog from this link. These are the main features added by this update: Many significant changes and improvements to the air game to further balance ground support and ground attack strikes, air doctrine, interception and air superiority, staging and logistics. Fixes to certain logistics issues Fixes and improvements for urban and city fort CVs Improvements to displayed CV accuracy in the CV pop-ups and displayed combat values Many data and map improvements and fixes Added Living Manual v1.22.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.52. War in the East 2: Steel Inferno - Race for the Caucasus TournamentNov 18, 2022 - Community AnnouncementsWar in the East 2: Steel Inferno - Race for the Caucasus Tournament Please note, entry into this tournament requires ownership of the Steel Inferno DLC for War in the East 2. Welcome, Wargamers, to our first War in the East 2 tournament using the PBEM++ system. This is a standard tournament which we are organizing on the War in the East 2 forum at Matrix Games. We have 16 slots available for players to compete using the new scenario “AG A – Part I – Race for the Caucasus”, a 17-turn scenario which focuses on the historical Operation Edelweiss and the drive by 1st Panzer and 17th Armies, supported by Rumanian forces, to breakthrough to the oil rich regions of the Caucasus. The Soviet forces are initially disrupted and scattered but are quickly reorganized and reinforced. The remaining terms and rules for this tournament are detailed below. Please only sign up if you are able to commit to playing through all rounds should you advance and completing all of your assigned games with your assigned opponents. We expect this tournament to go for a total of 4-5 months. For all major communications and tournament announcements, there will be a Tournament sub-forum in the Gary Grigsby’s War in the East 2 main forum. Forum link When you sign up, in addition to your forum name, please let us know your PBEM++ login handle as well as an e-mail where we can reach you when necessary and a confirmation that you own the DLC. Only complete applications will be accepted. Please check back on the forum regularly for tournament updates. These will include your assigned opponent, your assigned side to play, and any other updates relevant to the tournament. Players will be randomly assigned a side to play for each round. You will have roughly one month to play each round, or about 30 days for 17 turns. The exact start and end date will be announced on the forum. We will start with 16 players, paired up to play 8 initial games. The second round will consist of 8 players, paired up to play 4 games. The third round will consist of 4 players, paired up to play 2 games in the Semi-Final. The final Championship round will consist of 2 games: one for 1st and 2nd place, played by the 2 winners of the Semi-Finals, the other for 3rd and 4th place, played by the two eliminated players from the Semi-Finals. It is the responsibility of players to reach out to their assigned opponent to begin matches. Please use the Tournament sub-forum to organize and confirm opponent pairings and communication. Players will have one week to organize their games. Players who do not respond within the time limit will be disqualified and replaced from chosen back-ups. If you are unable to connect with your assigned opponent within the allotted time, please let MaximKI and Joel Billings know as soon as possible. Tournament recruitment is based on a first-come first-serve basis with the first 16 players to sign up given priority to participate. We will keep the applications after the first 16 and if ther...War in the East 2 - Steel Inferno Out NowNov 10, 2022 - Community AnnouncementsWar in the East 2 – Steel Inferno Out now It's time to expand the front. Steel Inferno is the first expansion for the award-winning monster wargame War in the East 2. This content-packed DLC includes all of the Operations in Yugoslavia in 1944, the appearance of Finnish forces in the area North of Leningrad, the attack in the Caucasus, and a wealth of hypothetical scenarios. Furthermore, the Drama on the Danube scenario places the German players in the difficult position of trying to deal with the surrender of Romania and Bulgaria and the difficulties of the German forces in Greece trying to escape North through the partisan-controlled territory. Also included are two new full map campaigns, which begin with the German Operation Citadel in July 1943 and about a month before the Soviet Operation Bagration in May 1944. Campaigns: 1943 Campaign - 3 Jul 43 - 6 Jul 45 -- A full Campaign starting out with the German Operation Citadel, the largest tank battle in history. 1944 Campaign - 11 May 44 - 4 Jul 45 -- A full Campaign that begins with the Soviets readying for the start of their massive Summer 1944 offensives. Scenarios: Road to Karelia - 22 Jun 41 - 11 Oct 41 Army Group A - Part I - Race for the Caucasus - 25 Jul 42 - 20 Nov 42 Case Blue Phase II 42-43 - 25 Jul 42 - 5 Mar 43 Case Blue Phase II 43-43 - Alternate - 25 Jul 42 - 5 Mar 43 Army Group A - Part II - Kuban Bridgehead - 1 Feb 43 - 10 October 43 AG C - Kutuzov to Bagration 43-44 - 12 Jul 43 - 2 Apr 44 Western Ukraine 43-44 - 3 Nov 43 - 25 Apr 44 War in the east 2 – Steel Inferno Out now https://store.steampowered.com/app/1975590/Gary_Grigsbys_War_in_the_East_2_Steel_Inferno/War in the East 2 Official Update V1.02.45Nov 10, 2022 - Community AnnouncementsWar in the East 2 Official Update V1.02.45 {STEAM_CLAN_IMAGE}/41417829/eb8db70070e7e7f99e279d43e3004a993594c9c7.jpg New Features and Rule Changes • Added Living Manual v1.18.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.44. Bug Fixes and AI Improvements • Air units in non-reserve theatre boxes stopped being set to automatic upgrades as they should be, and in fact were incorrectly being set to manual upgrades. Fixed. Now, units in non-reserve theatre boxes should spend no more than one turn, after their arrival there, in manual upgrade mode, before being set to automatic upgrades. • Found another case where air units in the reserve could automatically upgrade even when set to manual upgrade. Fixed. V1.02.44 – 12th October 2022 New Features and Rule Changes IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.02.44 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions. • Brigades can no longer be used to create Soviet rifle corps. • Adjusted combat so that various Mech ground elements will be considered dismounted when shot at under 500 yards. Made it less likely they would be fired at by armored piercing direct fire at ranges over 500 yards. • Made it so partisan type unit type units can be used and in most ways is treated as if it’s a fort type unit. However, unlike a fort type unit it can retreat. Partisan type units are not used in the standard game scenarios, but are used in one of the Steel Inferno scenarios. • When a leader is automatically replaced, the system will now attempt to find a leader of suitable rank, if one is available, before promoting a lower ranking leader. • Removed the Vehicle Repair line from the left side of the production screen. You can still find the number of vehicles in repair on the right side of the production screen. • Added Living Manual v1.17.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.42. Bug Fixes and AI Improvements • In some cases the AI depot assist will not function until the game is saved and reloaded. Fixed. • Fixed typos in logistics report loss by phase section and in send air units back to reserve text. • Temp port was not retaining its city ID link. Fixed. • Airbases could end up with over 20 air units, and/or over 300% of airbase capacity. Made adjustments to transfer routines to prevent this. • The production screen aircraft build numbers for 2 German aircraft models was increasing by thousands each turn (display issue only). Fixed. • Damage to an airbase in a temporary port hex in displaying as overlapping text in the city detail screen. Fixed. • Unit moving onto a ferry is incorrectly able to undo its move even after moving next to an enemy unit. Fixed. • Vehicles listed as built in the production screen incorrectly includes captured vehicle...War in the East 2 Official Update V1.02.45Nov 10, 2022 - Community AnnouncementsWar in the East 2 Official Update V1.02.45 {STEAM_CLAN_IMAGE}/41417829/eb8db70070e7e7f99e279d43e3004a993594c9c7.jpg New Features and Rule Changes • Added Living Manual v1.18.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.44. Bug Fixes and AI Improvements • Air units in non-reserve theatre boxes stopped being set to automatic upgrades as they should be, and in fact were incorrectly being set to manual upgrades. Fixed. Now, units in non-reserve theatre boxes should spend no more than one turn, after their arrival there, in manual upgrade mode, before being set to automatic upgrades. • Found another case where air units in the reserve could automatically upgrade even when set to manual upgrade. Fixed. V1.02.44 – 12th October 2022 New Features and Rule Changes IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.02.44 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions. • Brigades can no longer be used to create Soviet rifle corps. • Adjusted combat so that various Mech ground elements will be considered dismounted when shot at under 500 yards. Made it less likely they would be fired at by armored piercing direct fire at ranges over 500 yards. • Made it so partisan type unit type units can be used and in most ways is treated as if it’s a fort type unit. However, unlike a fort type unit it can retreat. Partisan type units are not used in the standard game scenarios, but are used in one of the Steel Inferno scenarios. • When a leader is automatically replaced, the system will now attempt to find a leader of suitable rank, if one is available, before promoting a lower ranking leader. • Removed the Vehicle Repair line from the left side of the production screen. You can still find the number of vehicles in repair on the right side of the production screen. • Added Living Manual v1.17.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.42. Bug Fixes and AI Improvements • In some cases the AI depot assist will not function until the game is saved and reloaded. Fixed. • Fixed typos in logistics report loss by phase section and in send air units back to reserve text. • Temp port was not retaining its city ID link. Fixed. • Airbases could end up with over 20 air units, and/or over 300% of airbase capacity. Made adjustments to transfer routines to prevent this. • The production screen aircraft build numbers for 2 German aircraft models was increasing by thousands each turn (display issue only). Fixed. • Damage to an airbase in a temporary port hex in displaying as overlapping text in the city detail screen. Fixed. • Unit moving onto a ferry is incorrectly able to undo its move even after moving next to an enemy unit. Fixed. • Vehicles listed as built in the production screen incorrectly includes captured vehicle...War in the East 2 -Steel Inferno Drama on the Danube AAROct 21, 2022 - Community AnnouncementsSteel Inferno - Drama on the Danube AAR {STEAM_CLAN_IMAGE}/41417829/68acf1d13fdde5488dad96c0cf78514c5fe424c9.jpg Today we have for you the second After Action Report from the new Gary Grigsby's War in the East 2: Steel Inferno scenario pack!  This report showcases head to head play in the "Drama on the Danube" scenario, considered by many to be a favorite and an advanced scenario for experienced players who are looking for a challenge. Since early June 1944, the front along the Rumanian-Ukrainian border had been quiet after a failed Soviet offensive in April-June. Soviet attention switched first to the preparations for the Bagration offensive and then for a renewal of the attacks around Lvov. At this stage, the German line in the region was stable and Army Group South Ukraine’s left flank comprising of Army Group North Ukraine’s 1st Hungarian Army had been pushed out of the Stanislav area and into the more defensible Carpathian Mountains along the Hungarian border. The front in Rumania had been quiet in the early summer of 1944, allowing the Germans and Rumanians to prepare and rehabilitate shattered divisions from their costly withdrawal from the Ukraine. However, as the German position worsened to the north, Army Group South Ukraine had to give up almost all of its armored forces. The only armored reserves available to the army group where the recuperating 20th and 13th Panzer Divisions, 10th Panzergrenadier Division, and the underequipped 1st Rumanian Armored Division. The Soviets, in the meantime steadily built up. Their plan was relatively simple, 2 Ukrainian Front was to attack southwards along the line of the Prut while 3 Ukrainian Front would attack west. In combination the aim was to encircle the German 6 and 8 Armies and force Rumania out of the war. Here's an excerpt from the Designer's Notes to set the scene: "The tension in this scenario is what makes it great. The Germans are going to have to deal immediately with the Rumanians collapsing and most of the 6th and 8th Armies being destroyed. Then the Bulgarians (with the 5th Army and I Corps located in Yugoslavia) switch sides and turn on the Germans. This turn of events endangers Army Group E’s position in Greece and those forces must be evacuated before they are cut off. The Germans will have to scrap together forces to clear the partisans and Bulgarians from the Athens-Pristina-Belgrade rail line to secure their rear lines of communication. Not only that, but Tito’s partisans occupy great swathes of land. ...  Balancing the needs of the front line with securing the rear areas is part of the overall difficulty. ... The scenario is absolute madness and for the German player, the situation certainly looks hopeless. I would not recommend anyone to play a PBEM game without playing a few solo sessions first as there are many events and house rules that can sneak up on you and take you completely by surprise if you are unaware of the consequences. ...  This scenario is tough and unfair an...War in the East 2 Steel inferno - AG A Part I - Race to the Caucasus AAROct 7, 2022 - Community AnnouncementsWar in the East 2 Steel inferno - AG A Part I - Race to the Caucasus AAR. {STEAM_CLAN_IMAGE}/41417829/322ac34f0a48023493f2d949416a08c5d79788ae.jpg Today we have for you the first After Action Report from the new Gary Grigsby's War in the East 2: Steel Inferno scenario pack!  This report showcases play against the AI in the "Army Group A - Part I: Race to the Caucasus" scenario . This is a new 17 turn scenario which begins on July 25th, 1942 after the fall of Rostov and focuses on the drive to capture the oil-rich Caucasus region. The German player has to clear the Caucasus region, secure the Black Sea ports and try to capture the oil regions around Grozny and Baku, while holding Army Group B's right flank along the Kalmuck Steppe. Historically, the fall of Rostov on 25 July 1942 allowed the Germans to commence Operation Edelweiss, designed to capture the oilfields at Baku.  Army Group A was made up of 1st and 4th Panzer Armies, 17th Army, 3rd Romanian Army and supported by elements of Luftflotte 4.  Initially the Germans made rapid gains, capturing Stavropol on 3 August, Maikop on 10 August, Krasnodar on 12 August and Mozdok on 23 August (in addition to planting their flag on Mount Elbrus on 21 August).  However, supply problems and the diversion of formations to Stalingrad slowed the advance. By 11 September, the Germans had captured the bulk of Novorossiysk but were unable to fully dislodge the Red Army meaning the port couldn’t be used. By the end of September, Soviet formations had successfully held the main passes into Georgia and stopped the German advance well to the west of Grozny. However, the Soviet forces in the region were too weak to attack until the Germans started to pull back in early 1943 after the collapse of the Stalingrad front. Action Report from the new Gary Grigsby's War in the East 2: Steel Inferno scenario pack: https://www.matrixgames.com/forums/viewtopic.php?f=11710&t=388712 For more information on War in the East 2: Steel Inferno, please see the produce page here https://store.steampowered.com/app/1975590/Gary_Grigsbys_War_in_the_East_2_Steel_Inferno/Matrix Games and 2by3 Announce the first DLC for War in the East 2Sep 23, 2022 - Community AnnouncementsMatrix Games and 2by3 Announce the first DLC for War in the East 2 {STEAM_CLAN_IMAGE}/41417829/7807ff8377bc4732d3ecc8447988ff1be5cbc1f9.jpg Steel Inferno will release on November Gary Grigsby’s War in the East 2 was last year’s best-selling and most praised wargame. The simulation improved every aspect of its predecessor, effectively rebooting the series and giving it new life. Since its release, Gary Grigsby and his team have been working hard to improve gameplay with various upgrades. Simultaneously, 2by3 Games started work on the game’s first DLC, Steel Inferno. This expansion puts the spotlight on several major offensives that influenced the course of the war in the East. It is also expanding the gigantic map further by opening new areas throughout eight new Scenarios and two new Campaigns. Steel Inferno covers Operations in Yugoslavia in 1944 for the first time and adds several German scenarios, such as the attack into the Caucasus. The addition of hypothetical scenarios and two new full map campaigns offer countless extra gameplay hours in historically detailed settings and what-if alternatives. The Steel Inferno DLC includes: Two complete Campaigns: • 1943 Campaign - 3 Jul 43 - 6 Jul 45 -- an entire Campaign starting with the German Operation • 1944 Campaign- 11 May 44 - 4 Jul 45 -- an entire Campaign that begins with the Soviets readying for the start of their massive Summer 1944 offensives. Nine Scenarios: • Operation Kutuzov - 12 Jul 43 - 3 Oct 44 • Road to Karelia - 22 Jun 41 - 11 Oct 41 • Army Group A - Part I - Race for the Caucasus - 25 Jul 42 - 20 Nov 42 • Case Blue Phase II 42-43 - 25 Jul 42 - 5 Mar 43 • Case Blue Phase II 43-43 - Alternate - 25 Jul 42 - 5 Mar 43 • Army Group A - Part II - Kuban Bridgehead - 1 Feb 43 - 10 October 43 • AG C - Kutuzov to Bagration 43-44 - 12 Jul 43 - 2 Apr 44 • Western Ukraine 43-44 - 3 Nov 43 - 25 Apr 44 • Drama on the Danube 44 - 20 Aug 44 - 5 May 45 War in the East 2 – Steel Inferno coming soon https://store.steampowered.com/app/1975590/Gary_Grigsbys_War_in_the_East_2_Steel_Inferno/ Requires ownership of Gary Grigsby's War in the East 2 Matrix Games and 2by3 Announce the first DLC for War in the East 2Sep 21, 2022 - Community AnnouncementsMatrix Games and 2by3 Announce the first DLC for War in the East 2 {STEAM_CLAN_IMAGE}/41417829/7807ff8377bc4732d3ecc8447988ff1be5cbc1f9.jpg Steel Inferno will release on November Gary Grigsby’s War in the East 2 was last year’s best-selling and most praised wargame. The simulation improved every aspect of its predecessor, effectively rebooting the series and giving it new life. Since its release, Gary Grigsby and his team have been working hard to improve gameplay with various upgrades. Simultaneously, 2by3 Games started work on the game’s first DLC, Steel Inferno. This expansion puts the spotlight on several major offensives that influenced the course of the war in the East. It is also expanding the gigantic map further by opening new areas throughout eight new Scenarios and two new Campaigns. Steel Inferno covers Operations in Yugoslavia in 1944 for the first time and adds several German scenarios, such as the attack into the Caucasus. The addition of hypothetical scenarios and two new full map campaigns offer countless extra gameplay hours in historically detailed settings and what-if alternatives. The Steel Inferno DLC includes: Two complete Campaigns: • 1943 Campaign - 3 Jul 43 - 6 Jul 45 -- an entire Campaign starting with the German Operation • 1944 Campaign- 11 May 44 - 4 Jul 45 -- an entire Campaign that begins with the Soviets readying for the start of their massive Summer 1944 offensives. Nine Scenarios: • Operation Kutuzov - 12 Jul 43 - 3 Oct 44 • Road to Karelia - 22 Jun 41 - 11 Oct 41 • Army Group A - Part I - Race for the Caucasus - 25 Jul 42 - 20 Nov 42 • Case Blue Phase II 42-43 - 25 Jul 42 - 5 Mar 43 • Case Blue Phase II 43-43 - Alternate - 25 Jul 42 - 5 Mar 43 • Army Group A - Part II - Kuban Bridgehead - 1 Feb 43 - 10 October 43 • AG C - Kutuzov to Bagration 43-44 - 12 Jul 43 - 2 Apr 44 • Western Ukraine 43-44 - 3 Nov 43 - 25 Apr 44 • Drama on the Danube 44 - 20 Aug 44 - 5 May 45 War in the East 2 – Steel Inferno coming soon Requires ownership of Gary Grigsby's War in the East 2 40 years of Wargaming - Gary Grigsby's anniversaryJul 11, 2022 - Community Announcements40 years of Wargaming - Gary Grigsby's anniversary {STEAM_CLAN_IMAGE}/41417829/966232ac2c5c1ce41092aa31a005b6bee2a2d77c.jpg Matrix Games is proud to announce a celebration event, marking Gary Grigsby's 40th anniversary as a wargame designer and developer, starting from the publication of his first wargame, Guadalcanal Campaign. This week, from July 11th to July 18th, we will celebrate this 40th anniversary of Gary Grigsby’s work, starting with SSI and continuing with 2by3 Games and Matrix Games over the last 20 years. Great things will happen on our website and on our Social Media channels and we invite you to join us and check in every day for something new. We will retrace decades of wargaming history and milestone releases from Gary Grigsby and will speak also about the evolution of his work and future projects, with the special participation of Joel Billings and Gary Grigsby in a video interview. Every day we will rediscover one Gary Grigsby game from the seven we have chosen as the most significant of his work together with Matrix Games. During this week also a sale will take place on our website. All Gary Grigsby games will be discounted (up to 80% off). Moreover, for each Gary Grigsby game added to the cart, you’ll get for free Gary Grigsby's War Between the States. The game will be added automatically to your cart.A new public beta (v1.02.29) is now available!May 19, 2022 - Community AnnouncementsGreetings Everyone! A new public beta (v1.02.29) is available. You will need to opt into the changes by selecting the beta branch from the games Properties menu, listed as "beta - Open Beta". You can opt out at any time. Changes since v1.02.25: v1.02.29 – 13th May 2022 New Features and Rule Changes • Several tweaks were made to reduce the intensity of air to air combat. • Added a line to the scenario victory screen to display victory points scored from Events (campaign victory screen already shows event points). • Editor – Added the ability to Lock Generic Data in a scenario file. On the main tab in the editor, selecting yes will allow you to alter generic data in your scenario file, save the changes in your scenario, and not have the changes overwritten when loading the scenario. This functions as it did in WitW. There are 16 generic/semi-generic files. When you have these locked, there is the ability to either update your scenario with all of these files, or check just those you want to use to update and click on the ‘update selected generic data’ option. Locking the generic data in a scenario file will only impact the scenario. Note that for the 3 semi-generic files, only some of the data in these files have been treated as generic (i.e. things like depot levels and storage in cities are not generic and never required locking in order to make changes in each scenario, while the name of a city is generic and to change this in a scenario would require locking). Note: Currently you will not see all the generic files listed if using a minimum resolution display. A height of at least 960 is required. This will be corrected in future versions when we add in-game scaling to the editor. • Editor – Added the ability to set starting number of ships in the production screen. Also added the ability to set the number of ships in Lake Ladoga. Bug Fixes and AI Improvements • Combat execution slowdown caused by a bug fix in v1.02.27. Fixed. • Theater box garrison values, and CV values of units in the unit display were dropping the 0 to the right of the decimal place (i.e. 0.08 was displaying as 0.8). Fixed. • At minimum resolution, in the production screen the number of ships was not displaying in all sea zones. Fixed. • Game crashed during set weather phase of the logistics phase. Fixed. Data and Scenario Changes • Ob.dat file changes: o Fixed Sturm Brigade so that it fields 88 FlaK instead of 88 PaK o Removed the Soviet "upgrade" from Corps Artillery Regiment to Corps Artillery Battalion o Renamed Reduced Shtat Rifle Division OBs to Reduced Shtat RDs so they are not created by combining two rifle brigades. These OBs are intended for smaller scenarios and their size has been set to brigade. • Ground.dat and device.dat files – Several minor corrections including but not limited to: o 12.7mm Breda AAMG corrected to size 1 o speed of the Panzer Pioneer 44 squad corrected to 6 o Soviet Churchill IV 6 Pounder accuracy corrected to 675 • Stalingrad to Berlin chang...A new public beta (v1.02.27) is now available!May 4, 2022 - Community AnnouncementsGreetings Everyone! A new public beta (v1.02.27) is available. You will need to opt into the changes by selecting the beta branch from the games Properties menu, listed as "beta - Open Beta". You can opt out at any time. Changes since v1.02.25: New Features and Rule Changes • Air units with custom loadouts are now set to Auto loadout, during the logistics phase, if the availability date of their loadout has passed. • Increased the fuel used by aircraft each time they engage in air to air combat, thus reducing their ability to engage large numbers of enemy aircraft in any one mission. • Editor – Changed the default air doctrine settings that are created when the Init Air Doctrines function is used on the air doctrine screen in the editor. • Manual Addendum: Fighters, and fighter bombers with a Mission setting of Fighter, display their escort range for radius in their air unit detail screen. Fighter bombers with a Mission setting of Bomber, display their combat range (in this case bombing range) for radius in their air unit detail screen. When the range circles are shown on map using the AOG functionality if the unit consists of fighter bombers one of two circles will be shown. If its Mission setting is Fighter, the purple circle will show the area within which it can escort missions. If the FB’s Mission setting is Bomber then a purple circle will be shown indicating the range over which the plane can fly to strike a ground target. This distance is 4/3 further than the escort range, but is usually then lowered due to having a bomb loadout (this can be checked on the load out tab for the air unit). If an airbase has aircraft but no ground units present in the hex, then left-clicking on the hex will generate one or two range circles depending on the aircraft at the airbase. The green circle is the greatest escort range of any fighters or fighter bombers with Mission set to Fighter that are at the base. The purple circle is the greatest combat range of any air unit at the base. So if the airbase only has level bombers only the purple combat range circle will be shown but for fighters and fighter bombers with their Mission set to Fighter, both the shorter escort and the combat range circles are shown. • Added Living Manual v1.12.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.27. Bug Fixes and AI Improvements • Several bug fixes and adjustments for flak: o Defending side ground support was not being properly fired at by attacking side flak support units. Fixed. o Axis flak during June 22 1941 turns was being reduced along with Soviet flak. Fixed. o Flak and bombing for air units that were diving down to 1000 feet were not being handled correctly for ground support. Fixed. o The listing of the number of guns being reported in the battle report as contributing flak has been improved to be more accurate re the exact number of guns that contributed flak value against the enemy air mission. o The current turn colum...Official Update v1.02.25 is now availableApr 25, 2022 - Community AnnouncementsOfficial Update v1.02.25 is now available New Features and Rule Changes Non-motorized units in the Axis non-reserve Theatre Boxes will now on occasion automatically adjust their Max TOE levels. Generally these Max TOE levels will be lower than 100% when there is less manpower available in the pool. This is something the AI was already doing, and we realized we should be doing the same for the human player forces since they cannot be controlled by the human player. The impact will be lower force levels in the Axis non-reserve Theatre Boxes, especially later in the game. Destroyed units that rebuild are arriving in the reserve set to 100 Max TOE. They should arrive set to 0. Fixed. Note, players will have to consciously increase the unit’s Max TOE for it to receive replacements. ---- This item was originally noted as a bug fix in version 1.02.14, but as it was never mentioned in the manual, it appears it was more of a rule change to bring it in line with WitW, than a bug fix. In any case, it has been in operation since 1.02.14 and it is very important players realize these units won’t take replacements until the player increases their Max TOE from 0. Added Living Manual v1.11.pdf file in the \Manuals folder. This is up to date with changes through game version 1.02.24. Bug Fixes and AI Improvements Moscow depot in isolated pocket incorrectly received freight points, due to trucks from outside the pocket returning to the depot and then converting to freight (this also incorrectly triggered airhead supply for the pocket). Fixed. Game crashes upon loading a save made after the German air execution phase. In the air phase a ground attack air directive had bombed units in a city fort, causing data corruption. Fixed. Data and Scenario Changes 1941 Campaign(s) changes: General HQ North Africa (Ital.) - add disband on T116 like other NA-only units Norway Army disbands at the end of 1944 Norway Territorial Mountain Corps - remove rebuild restriction (renames to standard-name German corps) Finnish Army renamed Finland Army (name indicated Finnish unit) Lapland Army changed into rename from Finland Army 20th Mountain Army - rename source changed to Finland Army II Luftwaffe Field Corps - remove rebuild restrictions (scheduled rename), add Schlemm as leader III Luftwaffe Field Corps - disbands end of 1943, add Odebrecht as leader IV Luftwaffe Field Corps - remove rebuild restrictions (scheduled rename), add Hoffmann as leader IV Felderrnhalle Panzer Corps - renamed Feldherrnhalle Panzer Corps V Panzer Korps - disabled, V Korps stayed/was rebuilt as standard Infantry Korps Flak towers equipped with four 128mm twin guns from start (non-producible special gun), made LW-Elite with 80 Exp/Morale Zoo Flak tower built to 100% strength Norway Panzer Div - disabled 5th Light Division, remove non-organic 10/4 (606th Flak Bn) and Panzerjäger I (605th PzJ Bn) 19/20th Sturm LW Field Div - remove Sturm from name, added back via 6/44 rename 22nd LW Field Div - disabled, form...