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I don't think complexity is really what matters here, but rather that they are two different genres with different design philosophies. If you are a military nerd, enjoy indulging in number columns detailing unit specs and like contemplating about the right order to push your counters this is exactly the game for you. Very high historical accuracy with troop structure and equipment, no artificial balancing rock/paper/scissors, or it is not a triangle but much more to take into account.Ĭomplex support unit system with AA, artillery, assault guns But Tigers will not fare very well in heavy forest. Confronting Tigers in open terrain with 1943 Allied equipment will result in a bloody mess, they will open fire a 3k. Supply is modelled up to national reserves, expect to get global fuel problems from late 1942 onwards when playing Axis.Ĭombat is modelled on a distance scale and with deep technical detail for the equipment. It has a supply system, units cut off from supply suffer escalating drops in combat effiency due to morale attribution and also ammo and fuel usage when fighting, they are also progressively more likely to surrender when loosing So you really have to try to make the most out of the available action points of each unit.
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It has an action point system, which combines combat and movement, combat and movement draw from the same pool and while spending action points, combat efficiency drops. Some complications compared to the standard counter pusher:
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In the grand campaign Barbarossa, you have more than 200 counters to push. WITE2 is basically a counter pusher, like almost every other counterpusher, depending on the scenario it has sh*tload of counters. Strategic Command Europe version has a decent enough representation of the Eastern Front and feels more realistic and strategic than HOI, without the extra work that WITE requires. Before jumping into WITE from HOI, have you considered the Strategic Command games? They are a mid way point between them. My ideal would be the game design of WITE, but put into the GUI design of HOI! Personally, though, I would prefer WITE2 to have more higher level GUI options, with a more user friendly interface in general. How long does a week take to play through in HOI? Much, much less.So what are people doing that takes an hour for 1 turn? Examining and moving each of the units (probably more than 1000) that is needed each turn.My advice would be to watch a Let's Play of that for an hour and see if it's for you :-) I've found watching these by a good player (eg Strategy Gaming Dojo) more enjoyable than actually playing the game myself!Just to be clear, I do see the attraction, it can be very absorbing. Can easily find that for WITE, there are those that take 50 hours to do the first year. In WITE (I have 1, not 2, but AFAIK WITE 2 actually increases the micromanagement, "bigger maps, more detail").Īs a vague rule of thumb, compare the "Let's play" videos for them on Youtube.
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It's as much that WITE lays a ton more management on you that in HOI is either abstracted or AI managed. The question is whether you would find that rewarding. WITE gives you much, much, much more to do to manage that front. In a way, WITE is modelling only the Eastern Front, so at top level is dealing with less.
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