2. Setting Up the Game

### Focus

This section explains how to load a new scenario, save a game, and play against either the computer AI or another human player.

### Key Points

* How to load the game.
* How to set up a fresh game (and the differences if you are playing a human opponent.)
* How to load an existing game.
* How to change the game options (and a brief guide to what these mean in terms of gameplay.)
* The detailed procedures for the two modes of multiplayer play that WiTE2 can support.
* This section will talk you through how to load the game and the implications of the various set up options.
* For the first game, we suggest using the pre-set difficulty levels (easy or normal) and leaving the default settings for other variables.

## 2.1. THE LOADING SCREENS

When loading the game will display a series of loading screens. The first two are the standard Matrix games videos and then one showing scenes from the war. If you want to skip these, just press “esc” or “space” on your keyboard.

The game will then show the Main Menu once it has completed loading.

## 2.2. THE MAIN MENU

The main menu screen allows access to the game set up functions.

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This screen contains ten clickable buttons and will show the version of the game in the bottom right-hand corner.

This section will very briefly describe the options but if you are new to WiTE2 we suggest that you accept the default settings as far as possible.

It is important to note that the procedure for setting up a game, and what you can later change while playing a game, is different if you are playing against the computer or another player.

The ten options are:

·      Set the Axis side as either human or played by the computer.

·      Set the Soviet side as either human or played by the computer.

·      Difficulty level

·      Game Options

·      Preferences

·      Pick Scenario.

·      Depress the PBEM button if you intend to play the game with another player via email.

·      Load Saved Game.

·      Multiplayer—use the Matrix server to save and access game files.

·      Credits

·      Editor

## 2.3. SETTING UP A NEW GAME

Section 2.6 below will explain in more detail what the options imply (even more information is in appendix G, section 36.17), this section simply covers which buttons to select to commence a new game.

### 2.3.1. AGAINST THE COMPUTER

To set up a new game against the computer, proceed by:

·      Select your side (Axis or Soviet).

·      Set the Difficulty level (cycle through easy, normal, challenging, hard, or impossible).

·      Set any desired Game Options.

·      Set any desired Preferences (see section 2.6 for a summary of these options and the consequences).

·      Pick Scenario. Clicking this will open the list of available scenarios.

·      Mouse over the scenarios, as you highlight a line the color will change.

·      If you click on a scenario, the text will change to green and on the right-hand side a scenario briefing will appear. At the bottom of the screen will appear a little disk icon click on this to **load the scenario.**

·      On the right-hand side, you will see a summary of the scenario, setting out the number of turns, a brief overview, a short guide as to how to win and the number of Administrative Points (4.3.12 and Chapter 9) allocated in each turn.

·      The scenario will load and suggest a title for the folder where it will save the game (all the saves for different games are in their own folders). Accept the suggested title and the game will open.

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If the side you have chosen does not have the first turn, the game will immediately commence with the AI running its turn. This is why it is important to have set difficulty levels and other options before selecting a scenario.

Once it is your turn, you can alter any of the options you originally chose at any stage of the game.

### 2.3.2. AGAINST A HUMAN OPPONENT

The procedure is like that above but there are some differences.

There are two main options, PBEM or via the Slitherine server.

PBEM where the players transfer the save turn files to each via email or some other file sharing software.

In this case, the player who moves second must set up the game. This will be the Soviet player in any scenario starting on 22 June 1941 but will vary in scenarios starting later in the war.

The steps are:

·      Set both sides to **human**.

·      Select the difficulty level and game options.

·      Select any preferences.

·      Click **PBEM** (note, the screen will now show a red background).

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·      Pick Scenario

·      Accept or change the suggested folder.

·      Set your password (this means your opponent cannot open your game files)—the game prompts your opponent to do the same when they receive the file.

·      Send the generated files to your opponent.

Access the other option via the Multiplayer button. This option is to use the Slitherine server. The game stores your saved games on the server and updates them as the player(s) make moves and saves the game. At the end of the turn the game notifies your opponent that it is now their turn. We cover the procedures for playing using the Slitherine server section chapter (2.8.2). You access this option via the “Multiplayer” button.

In either case, once you have generated the set-up files you cannot change the difficulty level nor the game options including whether you will use the automated AI air assistance (2.6.2).

And, to risk stating the obvious, do not forget your password otherwise you be unable to open the game files from your opponent.

### 2.3.3. PLAYING SOLITAIRE

If you opt to make both sides Human controlled but do not select the PBEM option, you may play the game solitaire with you controlling both sides in turn. You may change one or both sides to AI control at any time.

## 2.4. LOADING A SAVED GAME

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If you wish to load a game you started earlier, click on Load Saved Game. Note, we cover the procedure to save an ongoing game in section 2.7. The game shows a list of all the games you have saved. The list will be different if you have the PBEM box ticked.

At the top of the folder list is the game folder of your most recent game. Opening that folder allows you to see each individual same file. Select the saved game you wish to load, and you can carry on playing.

Note that when you open the game the map display options will be the same as when you last closed it.

## 2.5. MOUSE CONVENTIONS

In WiTE2, left clicking will select a tab, allow you to change a value in a box or confirm a desired action.

When playing the game, left clicking will select a unit and right clicking will tell it to execute the orders (move or attack).

A menu will open when you right click on any hex (when you have no unit selected) that allows you to change the map settings or access other game information (see chapter 7 for more information about this).

When the manual instructs you to “select” an option you do so by left clicking with the mouse.

## 2.6. GAME SET UP OPTIONS AND CHOICES

When first playing WiTE2, some of the information in this section may appear unclear. Not least the impact of your chosen settings on game play will take some time to understand.

We strongly suggest reading chapter 4 before playing a game and following the suggested opening turn described at the end of that chapter (4.19).

### 2.6.1. DIFFICULTY LEVEL

There are five general difficulty levels, Easy, Normal, Challenging, Hard and Impossible. The difficulty level is set by varying the percentage of five factors: morale, fortification building speed, supply, transport, and administrative points.

When playing against the AI, setting the difficulty at easy gives you an advantage, normal provides no advantage, while challenging and above provide the AI with increasing advantages.

Table 2.a. Difficulty Level (2.6.1)

 Easy
 Normal
 Challenging
 Hard
 Impossible

You may modify any of these values when setting up a game. If you are playing against the game AI these values can be changed at any time.

Note that at 110 morale the AI gains additional significant advantages in movement. It gains further combat bonuses at values of 120 or higher.

### 2.6.2. GAME OPTIONS

Listed below are the configuration options available to change the way you play the game.

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Note, the game locks certain options when starting a PBEM or Multiplayer game. Either player may change unlocked options at any time.

We recommend players read section 36.17 of the manual for more details on how these options work.

Note that there are three columns on the Game Options screen. The left column allows the player to change the relevant values for the Axis side, the third for the Soviet side. Options in the middle column apply equally to both sides.

Read below for an overview of the more important options and how they may affect game play:

**Computer Controlled**: On/Off for each player, on is AI control, off is human control. By default, this will mirror the choices you made on the main loading screen.

**Fog of War (FOW)**: On/Off for each player, if enabled, the FOW rules (10.1) affect that player. The default setting is FOW off.

**Movement Fog of War**: Used in conjunction with FOW and the option only displays when FOW is enabled. The values are On or Off for each player. Using Movement FOW will limit multi-hex moves in enemy territory (10.1.2)

**Lock HQ Support**: When selected the player’s HQs will have their HQ Support Level Locked at the start of the game. The default setting is off. No matter how this option is set, once the game begins, individual HQs can have their status changed using the Commanders Report (36.8) or the detailed HQ unit tab (21.11).

**Automate AI Air Assist**. When selected AI assistance will create air missions and move your air forces on the map when you execute the Air Phase (4.6 and Chapter 17). Note that if you leave this unchecked you can still use the AI assistant to help (see sections 4.6 and 17.1.2).

**Enhanced Player TB Control**. When selected, player(s) gain more control over the assignment of units to and from the various off-map Theater Boxes (13.1).

**General Difficulty Level**: Cycles through Easy, Normal, Challenging, Hard, and Impossible play levels (36.17). By default, this will mirror the choice you made on the main loading screen, but you can change any of the numbers here—and the difficulty level will change to CUSTOM.

You can assume that increasing the score on one side gives that side a growing advantage in game play. Remember that in a game against the AI you can change any of these settings at any time.

**Morale Level**: This is the most crucial factor in WiTE2. Raising this setting above “100” will impact combat performance, unit morale, and even the cost of movement into enemy territory. The game multiplies the basic morale of each by the value you set here.

For the moment, just note this setting will give the AI substantial advantages. If you want a challenging game against the AI, adjusting the relative morale levels will ensure a better AI performance. This is particularly important if the chosen scenario starts with the AI on the offensive. Once you feel you have a basic grasp of the game, you should put the attacking AI on at least 110 morale.

In general, if you want a challenging game, always give the AI a bonus. If the AI is to undertake the bulk of the attacking (say as the Germans in a 1941 scenario or the Soviets in Vistula to Berlin), you might want to increase this more to improve its performance.

**Reset to Default**: Selecting this button will return all Game Options to their default settings.

Again note, in games against the AI you may change any of these values at any time. You can access them from either the loading screen or when playing the game.

### 2.6.3. USER PREFERENCES

Adjust the User Preference settings to customize aspects of the interface. You may change many of these settings at any time during your turn, but some changes require you to exit and restart the game before the change becomes active.

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Again, see appendix 36.17.1 to read details on these options. We suggest that you simply adopt the default settings for your first games. You may wish to disable the Show Move Animation option which, when enabled, shows combat units moving hex to hex instead of simply “teleporting” to their destination hex.

Reset to Default: Select the check box to the right of the “Reset to Default” text to return all map preferences to their default settings. Note that there is a separate default reset for both the user and map preferences section of the preferences screen.

## 2.7. SAVING AN ONGOING GAME

If you are playing against the computer and have selected the “Auto-Save Game” option then the game will automatically generate two save files each game turn, one for the player and one for the AI.

You may save the game at any point during your turn, we recommend that you save before you step away for any time or if you need to close the game before completing your turn. For a PBEM game you must make manual saves to send to your opponent.

The save option is within the administration menu tab toolbar (36.19) displayed on the main map screen.

When you save a game, it will, by default, attempt to save it in the folder that you created when setting up the scenario.

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There are three buttons at the bottom left side of the screen as follows:

·      Save a New Game: Prompts the player to type in a name to create a new save game.

·      Save over Current Marked Game: Overwrites the save game that is currently selected and highlighted in green.

·      Delete this Saved Game: Deletes the save game that is currently selected and highlighted in green.

## 2.8. MULTIPLAYER

There are two ways to play Gary Grigsby’s War in the East 2 against another human opponent: PBEM or Multiplayer.

### 2.8.1. PLAY BE EMAIL (PBEM)

PBEM allows two human players to play by exchanging turn files by e-mail in a manner that inhibits cheating. Selecting the PBEM button either here or in the Load Saved Game screen toggles PBEM on or off. A check will appear in the PBEM box if PBEM is enabled, PBEM is disabled by default. To start a PBEM game, the second player to move in the chosen scenario (e.g., the Soviet player in the 1941–45 Campaign or the Axis player in the Red God of War scenario) enables PBEM, sets the agreed upon Game Options and then selects the scenario.

Note that there are no auto saves during PBEM. You will need to manually save the turn before sending it to your opponent.

When the second player loads the save file, they will receive a prompt to create a password. Once they create their password, they are taken to the PBEM Save Game screen, where they will create a save game (.psv) file in the /data/save directory. The second player will then go back to the main menu. The second player will then e-mail the save game file to the first player, who will transfer the file into their /data/save directory.

They will then enable PBEM, load the save, and create their own password. The first player will then take their turn, saving whenever they want. Once the first player has finished their turn and selected the end turn button (F12), the computer will conduct the next Logistics Phase and the Amphibious phase during which the map display will be blank. When complete the game will prompt the first player to save the game and e-mail the save file to the second player to continue the PBEM cycle.

### 2.8.2. MULTIPLAYER

Multiplayer (MP) allows human players to play the game over the internet through a server-based system hosted by Slitherine Ltd. You can log on to the server, post, and accept game challenges, and conduct your turn in any scenarios you are currently playing. You must have an internet connection and a Slitherine account before you can utilize the multiplayer system.

If you do not have a Slitherine account, you will need to select the register button, which will bring up the account registration screen and prompt you to enter a username, password, and e-mail address. Once completed we will create your account.

Before you log in a screen like this will display but once you have entered your details it will remember them in the future.

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Once you have logged in the page will display the games you are currently playing, any challenges you have created, and any games that you can join as an opponent.

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To create a challenge, select the option then select the scenario you wish to play and amend the settings as you wish. If you use a password to protect your game, you must give that password to someone before they can load the game.

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Remember, once you start a multiplayer game the settings you select are fixed, including how to manage the air war (chapter 17) and Theater Boxes (chapter 13), and cannot be modified during the game.

The game will now appear on the “my challenges” screen.

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Once an opponent accepts your challenge the game moves to the “My Games” section.

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If desired, a player may use the “Resign” button. You may use the “Show Completed” and “Show Resigned” buttons to filter the game list. When you complete your turn and press the end turn button (F12), the scenario listing updates to reflect that it is now the other player’s turn.

Hovering the mouse over the games in the games and challenges lists will display text providing additional information about the listed games.

Available challenges appear as follows:

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To open an ongoing game, click on the yellow title such as:

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Click on this and then select play.

Multi-player game turns save automatically when you press the F12 button to end your turn. Once you end your turn the screen returns you to the main game menu. Note, you may save the game manually at any time you wish.

### 2.8.3. MULTIPLAYER MESSAGING

There is a messaging capability built into Multiplayer. You can use this when setting up a Multiplayer game to better describe the Challenge and communicate with your opponent each turn without needing an e-mail address or other contact information.

Messages can be up to 255 characters in length and will be visible to all players in a Multiplayer game. When setting up a challenge, note that you can click on the text box near the bottom right of the screen and enter a message of up to 255 characters. Press “enter” after completing the message, and the message will appear in the message section of the screen. This will show the most recent messages from all players.

While you are playing your turn, you can create up to two messages to send. You can access this when you press F12 when you run the air directives (5.3.2) or when you end the ground movement phase and complete your turn (5.2).

When you start your turn, you may see a message that you have an unread message from your opponent. F12 will bring up the message interface. If you have connected your Slitherine account to your e-mail, then such messages will also be sent to your e-mail.

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### 2.8.4. INTENDED CHANGES

We intend to make several changes to the on-line multiplayer options before we release the game (or as soon afterwards as possible). This will allow up to four players to take on a given side (it will be up to them to create a command structure and rules for which one carries out which functions). In addition, if a player withdraws then the intention is to allow a new player to take their place (or for the others to carry on).