Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.
Thousands of feet above the battles on the ground, War in the West also covers the air war and the Allied strategic bombing campaign. Based on the War in the East engine with years of additional major features and improvements, War in the West provides players the chance to pick alternative strategies in both the land and air parts of the war. There is also an East Front Control option and tracking of the front line and the entire order of battle in the East for German players that wish to make the strategic decisions on how to balance their forces between the Western and Eastern Fronts.
With a new, highly accurate map of Europe, an incredibly detailed order of battle down to each squad, vehicle and plane, a very realistic logistics system (including rail usage, depots, trucks, ports and realistic interdiction), full modeling of the air as well as ground wars and a weather system that tracks and models individual weather fronts as they move across the map, War in the West is the new definitive wargame of the Western Front.
- Huge size (36k hexes versus 25k for War in the East)
- All the terrain types from War in the East, plus new terrain types for bocage, tundra, desert, sand, escarpment/impassable, and ferries
- Road Quality by Country impacts weather effects
- Improved weather graphics showing all effects on the map in each hex; ground, air and water (ice)
- Improved map projection that minimizes map distortion effects caused by using a flat map for a round world
- The map is built as a part of an enormous War in Europe map which is 378x355 hexes, a building block to a future "mega unprecedented scale" game (134k hexes)
- Comprehensive new air game with a separate air resolution phase
- Fixed airfields on map with additional construction possible
- Each Air Force HQ is given Air Directives which are used to generate missions
- Six Air Directives types - Ground Support - Ground Attack - Strategic Bombing - Air Recon - Air Superiority - Naval Patrol
- Seven Ground Attack target types that are prioritized by the player - Ground Units – Airfields – Railway – Railyards – Ports – Ferries - General Interdiction (interdiction of units, reserves and resupply)
- Strategic Bombing can prioritize between 14 target types
- Tracking of pilots
- Level of player involvement can be tailored by use of Auto Air Direction Creation screen to quickly generate Air Directives based on top level priorities
- Air Doctrine screens allow quick adjustment to standard mission profiles, as well as control over pilot training
- Rail usage tracked per hex w/congestion on tracks restricting troop and supply movements
- Railyard location and capacity impacts total rail capacity and load/unload costs for units
- On map depot system simulates need to stockpile freight near the front, especially if vehicle constrained.
- Airpower can restrict/damage freight via bombing rail and/or railyards or by using interdiction to intercept supplies moving to/from depots.
- Supply priorities can be adjusted by HQ (and depot) to allow player direction of limited resources.
- 8 Weather Zones, Weather Fronts and per hex weather conditions at a higher resolution than War in the East
- 6 Ground Conditions impacting ground unit movement and combat
- 6 Air Conditions impacting flying conditions and water and snow levels on the ground
- Ice Conditions in Rivers
- Weather determined by a combination of weather zones and 5 possible weather fronts that move across the map, with water/mud and snow levels tracked dynamically in each hex
- Garrison Regions - requires minimum garrisons in combat value of troops – changes over time and with major events.
- Garrison Cities - requires security units and a large garrison – also changes over time
- Not fulfilling garrison requirements will increase partisan attacks on rail in the area as well as costing substantial victory points
East Front Control Option (For Long Campaigns)
- East Front Screen provides info on German forces, front line and Soviet offensive potential
- Units may be moved between fronts. Player chooses which if any German units on the East Front are pulled back to refit.
- Soviet controlled hexes are shown on the map
- When using EFC Option, game ends when Berlin falls or can last until the beginning of August 1945. When not using the EFC Option the game ends in early May 1945 (or earlier if Allies capture Berlin) and movement of units between fronts is based on historical movements.
Amphibious and Airborne Landing Rules
- Amphibious and Airborne Prep Points and Target Hexes
- Airpower Impact on Naval Movement
- Amphibious HQs with Naval Support, Temporary Ports and Mulberry Harbors
- Commando and Ranger supporting landings
- Separate Amphibious and supporting airborne landing phase at start of other player’s turn
- Coordinated airborne landings with non-amphibious forces during own turn
- Multi-role support units that can switch between off-map support and on map unit status
- Large Multi-role units divide into 3 parts when made support units (break brigade/regiment into 3 battalions)
- Support ranger and commando units have special amphibious abilities
- Factors Considered in Campaign Victory Conditions
- Cities Controlled Each Turn
- Damage From Allied Strategic Bombing
- Partisan Activity (failure of Axis to garrison)
- Allied Casualties
- Failure To Achieve Italian and French Beachheads
- Political Targets (U-boat and V-weapon factories and V-weapon launch sites)
East Front Progress (when EFC Option is in use)
- Timing of Fall of Berlin
- AI manages not only tactical and operational decisions, but also strategic decisions involving different invasion locations and strategies
- AI can be used to assist the player in creation of Air Force Directives based on player selection of target priorities
- Updated PBEM++ implementation w/improved game information interface
Operation Torch is an expansion of the acclaimed wargame, Gary Grigsby’s War in the West. This new addition to the most detailed strategy game available on the Western Front of WWII, introduces 10 new challenging scenarios, including both historical and what-if operations.
Following Rommel’s defeat at the Second Battle of El-Alamein in 1942, the British 8th Army under the command of General B.L. Montgomery, penetrated deep into northern Libya.
Axis forces were limited, disheartened and lacked supplies. It was the right moment for the Allies to administer the coup de grace in this theater of operations and gain control of the southern part of the Mediterranean Sea to be able to land in Europe…
Gary Grigsby’s War in the West: Operation Torch is an expansion for War in the West and requires the base game to play.
The expansion includes 10 diverse scenarios for an extensive coverage of the African and Western European theaters between late 1942 and 1945:
The second expansion for the Eastern Front tour de force Gary Grigsby’s War in the East just arrived with Gary Grigsby’s War in the East: Lost Battles! This new addition to the award-winning War in the East fills out your collection of Eastern Front scenarios with a range of new and challenging battles.
Shorter scenarios like Operation Mars, Courland Pocket, Smolensk 1941, Operation Bagration, the Liberation of Leningrad and Operation Konrad bring you to some of the most interesting operations in World War II while keeping the time investment to 15 turns or less. Added to these are medium size scenarios like the Battle for Moscow, Vistula to Berlin and Winter 1942-43, as well as the immense new Stalingrad to Berlin campaign and a new sudden death victory variant of the main 1941-1945 campaign.
Gary Grigsby’s War in the East: Lost Battles is an expansion for War in the East and requires the base game to play.
Scenario List: Operation Mars 1942, Red God of War (24 November 1942 8 February 1943, 11 turns) Courland Pocket 44 (5 October 1944 3 January 1945, 13 Turns) Operation Konrad (31 December 24 February 1945, 8 Turns) Liberation of Leningrad 44 (13 January 19 April 1944, 14 Turns) Smolensk 1941 (10 July 17 September 1941, 10 Turns) Moscow 1941- 42 (30 September 1941 20 April 1942, 29 Turns) Operation Bagration (22 June 23 August 1944, 9 Turns) Vistula to Berlin 1945 (12 January 31 May 1945, 20 Turns) Winter 42-43 (19 November 1942 31 March 1943, 19 Turns) Stalingrad to Berlin Campaign (19 November 1942 16 May 1945, 130 Turns) 1941-45 CampaignSudden Death Variant (22 June 1941 4 July 1945, 211 Turns)
The critically and fan acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945). Don to the Danube and the War in the East system gives players unprecedented control over pivotal operations in the Second World War like Operation Uranus, the encirclement of the 6th German Army at Stalingrad, the Cherkassy Pocket and much more. Don to the Danube also takes full advantage of the hefty number of new features and rule changes that come with the massive 1.06.00 update and incorporates a full new Editor manual as well.
Gary Grigsby’s War in the East: Don to the Danube is an expansion for War in the East and requires the base game to play.
Gary Grigsbys War in the East: Don to the Danube is an expansion for War in the East and requires the base game to play.
Battle for Kharkov 1942 (12 May - 22 June 1942 - 6 turns)
Operation Sturgeon Catch 1942 (2 June - 3 August 1942 - 9 turns)
Case Blue Phase I (28 June - 18 July 1942 - 3 turns)
Operation Uranus 1942 (19 November - 30 December 1942 - 6 turns)
Operation Kutuzov-Rumyantsev (5 July - 29 August 1943 - 8 turns)
Cherkassy Pocket 1944 (24 January - 5 March 1944 - 6 turns)
Red Army Resurgent (19 November 1942 - 17 March 1943 - 17 turns)
Decision in the Ukraine (24 September 1943 - 4 May 1944 - 32 turns)
Retreat from Leningrad (22 June 1944 - 3 January 1945 - 28 turns)
Drama on the Danube (20 August 1944 - 5 May 1945 - 37 turns)
Never in the field of human conflict was so much owed by so many to so few…”
Gary Grigsby’s Eagle Day to Bombing of the Reich is a detailed simulation of the Allied strategic bombing campaign against Germany in World War II. Combining both classic titles Battle of Britain and Twelve O'clock High into a single game package, this in depth air war simulation includes all the appeal of the original two titles with a huge list of new features and improvements.
Eagle Day to Bombing of the Reich comes packed with AI improvements, new aircraft types, units, and locations, a massive pilot database with over 18,000 pilots, and much more. Players can also enjoy new nationalities entering into the strategic picture like Axis co-belligerents, the USSR, and Brazil. In addition, fans of the immense detail of these classic strategy games will find richer detail across the entire game with more data tracked and displayed. Statistics like ground kills by pilot and unit, pilot and aircraft losses by unit, pilot loss date and more are now at the player’s fingertips!
Stop the Eagle Day directive in its tracks and spearhead the Bombing of the Reich!
[Please note - this is a back catalog title and is considered complete and no longer in active development]
Brings you to back to the dawn of the greatest and most terrible war the world has ever seen. The forces of the Axis, including Germany, Japan and Italy, face the might of France, Great Britain, the United States, China and the Soviet Union in the epic struggle of World War II. Starting with the blitzkrieg attack on Poland, the course of the war is determined by your actions as the leader of one or more major factions, opposed by human or computer players. A World Divided takes this conflict one step further, with a future what-if scenario that occurs right at the end of the war. Allowing players to go continuously from the end of their game into this new scenario, Russia’s land army powerhouse and consolidated position squares off against the Western Allies naval and air superiority, and who’s territory is massive, yet less easily defended.
As you play the events of the war unfold around you through news reel reports covering both historical and hypothetical events, World at War features a variable set of historic events that will be unveiled dependant on how the war is going. As the United States, do you focus on Europe first or send more reinforcements to the Pacific, seeking an early defeat for Japan? As Germany, do you invade the Soviet Union in 1941 or prepare your forces to march into London? In Gary Grigsby’s World At War: A World Divided™, you have complete control over the production, research and military strategy for your side.
At your disposal are the full air, land and sea forces of each power, A World Divided now features spies and signals intelligence as well, capable of stealing technology and other information on the enemy, and providing an upper hand in combat situations. Each unit can be upgraded in a variety of researchable areas. Build more tank divisions, improve your fighter planes or focus on strategic bombardment – the choice is yours. More expensive units take longer to build and shortages in industry, resources or manpower can play havoc with your plans. Take command in this dynamic, turn-based strategy game of World War II that puts you in the role of some of the most legendary leaders of history. Four tutorials, three campaigns and five scenarios let you learn the system quickly and start fighting the whole war and beyond. Make it happen in Gary Grigsby’s World at War: A World Divided™!
Three full-length campaign games (Total War, Axis Blitz, and Arsenal of Democracy), all starting in 1939 and lasting to the end of the war. Five shorter scenarios (Spring40, Summer41, Spring42, Summer43 and East Vs West 1946). Five playable forces (Germany, Japan, the Soviet Union, the Western Allies, and China) and 40 different countries Over 370 areas on a sprawling world map Command fifteen different combat units in the air, on the land, and at sea, as well as infrastructure and supply units Each unit has up to 14 attributes, most of which can be improved through research and development Rules that cover strategic movement, forts, cold weather zones, airborne attack, amphibious invasions, partisans, militia, and many other features Fog of War rules that hide enemy units and production Supply rules that can be set to provide a common pool for all units to draw from, or the creation of field units that must accompany the armies PBEM playability for two to five players TCP/IP/LAN playability for 2 to five players Challenging AI that offers a unique gaming experience Ability to automate either or both the Production and Research functions Four in-depth tutorials that smoothly integrates the player with the game Soviet and American War Readiness levels that dictate their production levels and entry into the war Detailed political rules for neutral countries including trade agreements and random political events. Allows countries to support a world power with resources and production, or even enter the war on the side of one of the major powers. Added realism in combat with rules for bombardment combat and suppression, combined arms attacks, Japanese Kamikaze units and much more. Strategic bombing targeting capability allows players to separately target factories, resources or railroads. Different air units have modified attack ratings versus different target types. Random technology breakthroughs add to replayability while also increasing realism with items such as German Jet Engines and Panzerfausts and Allied Proximity Fuse shells and Air launched ASW torpedoes. Player purchased spies, signals intelligence and security forces allow players a way to see through the fog of war, steal technology from other players, and improve their combat capabilities. Unit advancement to Veteran and Elite unit status. Additional unit art includes Me-262 jet fighters and B-29 bombers that visually show improvement in unit attributes. Optional NATO symbols unit set for ground units. Victory conditions that include strategic victory points for key territories. A
War on an Epic scale from Moscow to Berlin – this is War in the East!
Gary Grigsby’s War in the East: The German-Soviet War 1941-1945is the spiritual heir to the great Eastern Front board and computer wargames of the past; a turn-based World War II strategy game down to the division and brigade level, stretching across the entire Eastern Front at a 10 mile per hex scale. Gamers can engage in massive, dramatic campaigns, including intense battles involving thousands of units with realistic and historical terrain, weather, orders of battle, logistics and combat results. As with all the award-winning titles made by the 2by3 Games team, factors such as supply, fatigue, experience, morale and the skill of your divisional, corps and army leaders all play an important part in determining the results at the front line. Gary Grigsby’s War in the East comes with 4 massive campaigns as well as many smaller scenarios all with different strategic and operational challenges.
Gary Grigsby’s War in the East represents a truly epic representation of the Second World War on the Eastern Front and is unparalleled in its scale, detail, and ambition!