Gary Grigsby’s War in the West is the most ambitious and detailed computer wargame on the Western Front of World War II ever made.
All Reviews:
Positive (33) - 90% of the 33 user reviews for this game are positive.
Release Date:
Dec 4, 2014
Developer:
Publisher:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Gary Grigsby's War in the West

Buy Gary Grigsby's War in the West Complete BUNDLE (?)

Includes 2 items: Gary Grigsby's War in the West, Gary Grigsby's War in the West: Operation Torch

 

Recent updates View all (12)

October 4

War in the West has been officially updated to version 1.02.35 - With a surprise!

Hi everyone!

War in the West has been officially updated to version 1.02.35. This new version brings many improvements and bug fixes, but good news is not over as the readme notes for 1.02.35 separately includes the changes made in the 1.02.28 public beta (June 2018) that never went official. So there’s a lot of changes since 1.02.15, including some nice performance boosts that were in 1.02.28.

You can read uthe full changelog below.

v1.02.35

• New Features and Rule Changes
1. Added save format version check which restricts loading "newer" saves/scenarios by "older" exes.
2. Adjusted retreat attrition.
3. Made several changes and corrections to air transport flights, including adjusting flak attacks on air transport sorties.
4. Adjusted temporary motorization unit depot selection routine to more accurately find trucks for motorization. Note: If it is more than 3 hexes to a depot, there can be a long wait (10+ seconds) while the system figures out where it will get trucks for the unit.
5. Improved going to map from CR air group screen.
6. Editor - Max end date of user created scenarios. Set the hardcoded max end date to Dec 24, 1945 (was Sept 1 1945).


• Bug Fixes
1. Rules for MP loss for defending units in combat were not functioning (they were mistakenly removed at some unknown point). Fixed.
2. Reinforcement units arrive 1 hex away from correct hex. Fixed.
3. Game froze during Axis AI movement in Rommel Attacks due to a line forming error. Fixed.
4. Can't assign construction unit to Lucera airfield. Off rail cities can be not linked to main supply network. Fixed.
5. Air transport flight is not following staging base setting. Fixed.
6. Small fix for the ground element mapping to the TOE(OB).
7. Merging isolated units can send troops to pool. Excess ground elements should stay in the isolated unit. Fixed.
8. Editor: Two leaders can end up showing as commanding the same HQ. Fixed.
9. Editor - Flak units with rail motorization listed incorrectly.

v1.02.28

• New Features and Rule Changes

1. Many adjustments to air execution code. Performance boost up to 30%.
2. Improved offrail calculation routine (~2x faster).
3. Improved game performance during air transfer mode (F10).
4. Adjusted FreightInterdictionEffect function
5. Small adjustments to unit ground replacement routine.
6. Unit Sym Naming. Some Ground Insignia are not picking up because unlike for the AirSym the _ character in the file naming is not being recognised as / in the code. I/57th Werfer Battalion.
7. Adjusted display of a/c loadouts
8. Interface – Added split of number of units destroyed/disbanded in Destroyed Unit list on the Loss screen. These appear in the format (#destroyed/#disbanded).
9. Editor - Fixed text overlap in editor - "INIT AIR DOCTRINES"
10. Editor - Fixed text overlap in editor - "INIT AIR DOCTRINES"
11. Editor - Added an AI unique ID# to each scenario to be used for distinguishing AI routines to be used. (for internal use)
12. Editor - Fixed editor bug on NAT/Weather tab.
13. Editor – Adjusted colors of EFB units.
14. Editor - Fixed text overlap in editor - "INIT AIR DOCTRINES"
15. AI - Bad line forming in Alps. Fixed.
16. AI - Br 15th AG reports to itself. Fixed.
17. Fixed ground element experience change when refitting units in EFB.
18. Adjusted ground element experience change when refitting units.
19. Adjusted average unit experience calculations.
20. Adjusted ground element experience change when refitting units.
21. Slightly adjusted supply phase routines.
22. Fixed ONMAP/Support/Multi filter in CR\
23. Adjusted automatic staging base selection.
24. Added Axis cargo ship pool/usage info to the event log.
25. Adjusted Afv breakdown (reliability). Low reliability AFV should have higher chances to break down.
26. Adjusted Italian production: 80% in 1942, 70% in Jan/Feb 1943 and 100% after Mar 1 1943

• Bug Fixes
1. Armored Cars appear Twice in Production List. Fixed.
2. Pilot replacement can get stuck. Fixed.
3. GS escort is not working correctly in Amphib mode. Fixed.
4. Depleted/routed unit in the hex which are not participating in the defensive combat can overwrite battle result for the participating unit. Fixed.
5. Fixed bug in SetUnitRebuildCity
6. Fixed supply tracing function.
7. Adjusted NearSupplySourceEFM
8. [UI] CR allows to disband air groups without regard to disband rules. Fixed.
9. Fixed temp motorization code.
10. Reinforcements should not arrive into an isolated hex. Fixed.
11. Fixed air doctrine init bug.
12. Fixed build unit morale calculation for the CW and American nationality ground elements.
13. EFB reinforcements have bad date. Fixed.
14. Typo in AD creation. Fixed.
15. Units are gaining duplicate weapon slots. Fixed.
16. Info hard to read during Strat Recon AD creation. Fixed.
17. British Manpower production in scenarios is producing too little manpower. Fixed.
18. Fixed map centering in air transfer mode (F10).
19. Fixed on map air directive shading with small attacking plane values.
20. Fixed map zoom/unzoom functions.
21. Axis controlled ports should have 15k capacity per port point. Fixed.
22. German Cargo Ships disappear from Atlantic. Display issue. Fixed.
23. Added missing sea control check that should be triggered at the end of naval/amphib movement (important for the ferry hexes).
24. Naval legal movement compass can appear over inaccessible ferry hexes. Fixed.
25. Fixed plane tab on air group detail screen.
26. AME/CW ground elements suffer increased break down rate when unit moves (treated as captured). Fixed.
27. Vehicle requirement does not zero out for the motorized STATIC units. Fixed.

Data and Scenario Changes

1. Changes Common to All Scenarios:
- Hidden/unused soviet ground/air units removed
- Fix missing Elite Status for certain German Goering/Grossdeutschland units
- Bulgarian Air units changed from Staffel (Yato) to Group (Orliak) size and rebuilt with 30 aircraft each
- 16th USAAF Rec Sqn - disabled, Electronics Warfare squadron which we don't model
- Some minor German HQ name changes
- Multiple German HQs in EFB now have proper leader assigned so these leaders are not available in West
- Several german infantry division reduced in size by using different OB - not field divisions but occupation divisions
- Many reinforcing US Armies and Corps now arrive with proper leader pre-assigned
- US Airborne Divisions rebuilt to new OB paths
- Two reinforcing FF Tabor Goums Mountain Rgts now arrive as fullsize unit and set to arrive in Tunis
- 6th SS Pz Army - changed to SS-Elite
- 12th Army (EFB) - disabled, formed from existing unit
- 22nd Airlanding Div (EFB) - rebuilt as standard Infantry div
- 162nd Turkomen Inf Div - Exp/Morale lowered to 50 (non-german inf div)
- 464th US Para Art Bn - removed, by time of arrival became part of 17th Airborne Div
- 509th US Para Rgt - reformed as Bn, set to Allied-Elite
- 550th US Para Bn - reformed as Airlanding Bn
- 714th US Tank Bn - removed, part of 12th US Armored Div
- 818th US TD Bn - changed to SP version with M10 TDs
- Elite Status to following ground units:
-- German: 1/3/5/6/9/11/23 Panzer Divs, 29th Panzergrenadier Div
-- US: 2/3/4/6 Armored Divs, 10th Mountain Div
- Added St Vith as a new location.

1. GC43
- 3/6 BUL Fighter Group rebuild with Bf 109 G-2
- Some german Corps HQs present from start in EFB so they start with at least minimum Corps HQ requirement fulfilled
- Two german Panther Battalions set up for Kursk merged back into their parent Panzer Divison
- 8th Army (EFB, reinforcing) - disabled, renamed from existing unit
- 155th Reserve Pz Div - rebuilt to lower standard
- 250th 'Blue' Infantry Division (EFB) - add withdraw at end of 10/43
- 323rd Infantry Division (EFB) - disabled, was non-existent as coherent fighting unit, just some parts left under command of 88th ID
- 88th US Inf Div - reassigned to AFHQ, arrival changed to Oran
- 92nd US Inf Div - reassigned to AFHQ, arrival changed to Oran
- 507th Sep. US Para Rgt - arrival changed to Liverpool, withdraw removed
- 508th Sep. US Para Rgt - reformed as 504th Para Rgt (+), arrives late 12/43 in Tunis (minus some guns who are present in 82nd Airborne)
- 517th Sep. US Para Rgt - withdraw removed

2. 43 GC (Addl Air HQs)
Majority of changes linked to significant improvements based on game play. This includes adjustments to experience, morale and those units considered as Elite.
- Experienced US Division have Exp & Morale >60 and New units are at 60 not 55
- Early arriving US Infantry, Tank and TD units have Experience & Morale slightly raised from 55 to 60. Units with an excellent combat records slightly higher than 60.
- Some Elite-SS Artillery Bn’s raised from 60 to 80.
Set to Rest the German single-engine fighters in NW Europe. It saved about 60-109G-6 and 60-Fw-190As from being destroyed by P-47s and Spitfires. The German Commander can decide how to proceed on his first real turn.
- Drop zone for 1/1st BR Airborne to 153,294. It is not destroyed as often making this jump.

3. GC44
- 2/6 BUL Fighter Group rebuild with Bf 109 G-2, 10 more G-2 placed in pool
- 3/6 BUL Fighter Group rebuild with Bf 109 G-6, 10 more G-6 placed in pool
- 2nd Panzer Army (EFB) - Rendulic installed as leader (Note: to mid 6/44, 20th Mountain Army afterwards)
- V Corps (EFB) - Mueller,F. installed as leader
- XV Mountain Corps (EFB) - von Leyser installed as leader (Note: to mid 7/44, switched command with Lehn (XXI Mountain Corps))
- XVIII Mountain Corps (EFB) - Eglseer installed as leader (Note: to late 6/44, Hochbaum afterwards)
- XIX Mountain Corps (EFB) - Jodl,F. installed as leader
- XXI Mountain Corps (EFB) - Fehn installed as leader (Note: to mid 7/44, switched command with von Leyser (XV Mountain Corps))
- XXXIII Corps (EFB) - Koehler installed as leader
- LXIX Corps (EFB)- Auleb installed as leader
- 92nd US Inf Div - reassigned to AFHQ, arrival changed to Oran
- 507th Sep. US Para Rgt - withdraw removed, add 95 Airborne Prep points (D-Day only)
- 508th Sep. US Para Rgt - reformed as 504th Para Rgt (+), detached from 82nd Airborne (D-Day only), will be frozen in England until July
- 517th Sep. US Para Rgt - withdraw removed.

4. 4SC
- Göring replaced by Kesselring as leader of OKL (as per Torch manual)
- Göring, Guderian, Rundstedt disabled as leader (Göring considered removed, other 2 in general staff/high leadership positions)
- Several GER/ITA leaders who historically surrendered in North Africa reactivated - considered evacuated
- Several leaders who were arrested/executed/killed on/after 20th July 1944 reactivated - did not happen in this alternate reality.
- 3/6 BUL Fighter Group rebuild with Bf 109 G-2
- Some german Corps HQs present from start in EFB so they start with at least minimum Corps HQ requirement fulfilled
- Two german Panther Battalions set up for Kursk merged back into their parent Panzer Davison
- 8th Army (EFB, reinforcing) - disabled, renamed from existing unit
- 155th Reserve Pz Div - rebuilt to lower standard
- 250th 'Blue' Infantry Division (EFB) - add withdraw at end of 10/43
- 323rd Infantry Division (EFB) - disabled, was non-existent as coherent fighting unit, just some parts left under command of 88th ID
- 88th US Inf Div - reassigned to AFHQ, arrival changed to Oran
- 92nd US Inf Div - reassigned to AFHQ, arrival changed to Oran
- 507th Sep. US Para Rgt - arrival changed to Liverpool, withdraw removed
- 508th Sep. US Para Rgt - reformed as 504th Para Rgt (+), arrives late 12/43 in Tunis (minus some guns who are present in 82nd Airborne)
- 517th Sep. US Para Rgt - withdraw removed

5. BG Italy
- Multiple german leaders assigned to their proper East Front HQs
- TF 86/545A Amphib HQs will stay with their naval support groups, all others withdraw
- 504th US Para Rgt - reformed as 504th Para Rgt (+)
- 517th US Inf Rgt - reformed as 517th Para Rgt (+)

6. Salerno to Rome
- Multiple german leaders assigned to their proper East Front HQs
- TF 88/545A Amphib HQs will stay with their naval support groups, all others withdraw
- German airbases in WA Italy controlled area around Rome reformed as WA Italy airbases, assigned Luftwaffe units moved to german Viterbo airbase
- 504th US Para Rgt - reformed as 504th Para Rgt (+)
- 517th US Inf Rgt - reformed as 517th Para Rgt (+)

7. Torch to Tunisia
- 2-509th US Para Bn - renamed 509th and strengthened

8. Westwall
-The Axis Air Directives have been updated.
-The 176th Infantry Division is on map at Bielefeld and not arriving as a Reinforcement.
-The 190th Infantry Division is also On-Map at Neumunster instead of arriving as a Reinforcement.

9. Bulge to the Rhine and 1945 Campaign
- Axis Air Directives have been updated and a new AI Script has been set-up. It should be a Challenging Allied Turn 1 in both games.
- In BttRfixed the Brest AF as it was delayed and not functioning. Also replaced Beaufighter ITF with the Beaufighter TX X.
- Removed drop tanks from German fighters.
- Move some support units from German Army HQs down to Corps level.
- Added an additional Spitfire XIV Squadron to each game.
- Reviewed Detection Levels

10. Breakout & Pursuit
- Allied Air Directives have been improved to provide Level 9 Interdiction in almost all break-through hexes.
- German units in Brittany are Frozen 1 Turn and the 15th Army is frozen for different lengths of time by Corps HQ. This will prevent abandoning the Pas de Calais on Turn 1 and forming a very strong barrier on the River Seine. It is much more enjoyable as the Allied Player, but still a challenge unless some type of pocket can be formed.

11. OB
- Multiple changes and new OBs for US Airborne units
- German reserve Panzer Division OB reduced in strength

12. Ground Elements
- Crews assigned to Mortars and US MGs reduced to gun operators (excluding ammo carriers, supposed to be in support squads)
- Weapon composition changes for US Airborne Squads
- Minor changes to allied minor nation equipment
- Weapon composition changes for SMG/Assault Rifle equipped german squads, typically reducing by 1-2 SMGs and replacing by LMG and Rifle+Rifle Grenade
- Crew reduction for german 251/2 mortar carrier
¬Crew increase for allied 3.7in and 90mm AA Gun

13. Aircraft
- 300 gal ferry drop tanks removed from F-5/P-38 Lightnings, replaced by 165gal tanks available 1/44
- German Bf 109 in /U4 subversion changed to fighters
- Reorganize Bulgarian Bf 109 and activate imports from Germany
- British Liberators converted from import to production version with corresponding reduction in build limit for US versions
- Changes to early B-26/F-5/P-38 to better fit African scenarios
- F-5 recons converted from import to production version with corresponding build limit reduction for P-38 models, F-5C renamed F-5B

14. Leaders:
0007 Balck, Hermann -> set available date to 09/1944
0019 Bulowius, Alfred -> renamed to Buelowius
0029 Demelhuber, Karl-Maria -> renamed his forename to -> Karl
0037 von Falkenstein, Sigismund -> delete
0141 Peltz, Dietrich -> set available Date to 09/1943 (will have ingame the wrong rang, was promoted to GM 17.03.1944)
0163 Schmalz, Wilhelm -> set available date to 05/1944 and reduce his Air rating to 2
0229 von Stulpnagel -> renamed to -> von Stuelpnagel
0251 Ziegler, Heinz -> set last Date to 11/1944
0342 Mauchenheim, Anton-Reicha -> renamed to -> von Mauchenheim, Anton
0347 Vogel, Wilhelm -> renamed to -> Vogel, Emil
0349 Postel, Ge org-Wilhe -> renamed to -> Postel, Georg
0351 Krappe, Guenther -> set restriction: Ground only
0352 von Sass, Eduard -> delete

Following leaders will not be available for the West Front:
0013 Block
0018 Breith
0020 von Buenau
0022 Buschenhagen
0023 Busse
0025 Cloessner
0051 Gollnick
0053 Graeser
0054 Grasser
0056 Guderian
0066 Hartmann
0067 Hasse
0070 Heinrici
0074 Herrlein
0079 Hoffmeister
0083 Hossbach
0099 Kleemann
0109 Kreysing
0110 Krueger
0127 Matzky
0149 Recknagel
0155 Roehricht
0170 Schulz
0185 Tiemann
0189 Volckamer
0209 von Luettwitz
0221 von Saucken
0234 von Vormann
0240 Wegener
0249 Wuthmann
0269 Henrici
0281 Stemmermann
0339 von Kessel
0408 von Edelsheim
0411 Weidling

15. Art Changes:
Pictures:
Ld0037 - empty slot
Ld0576 - Gloria
Ld1755 - Langford-Sainsbury
Insignia:
Added Darojax’s Insignia Add on v1.7
GE 8th Mountain Div
84 Group RAF
1 comments Read more

August 24

v1.02.35 Beta - Available now

A new public beta is now available, which includes a number of fixes and improvements, you will need to choose the Public Beta branch under the games Properties to check it out.

For the full list of changes please visit Matrix Games

0 comments Read more

About This Game

Gary Grigsby’s War in the West 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.

Main Features

Map
- 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)

Air War
- 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

Logistics
- 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.

Weather
- 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

Axis Garrisons
- 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

Victory Conditions
- 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

Artificial Intelligence
- 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

Multiplayer
- Updated PBEM++ implementation w/improved game information interface

System Requirements

    Minimum:
    • OS: Windows XPSP3/Vista/7/8/10
    • Processor: 1.5GHz
    • Memory: 2 GB RAM
    • Graphics: 128MB DirectX 9+ Compatible
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Sound Card: 6 bit DirectX 9+ Compatible

What Curators Say

5 Curators have reviewed this product. Click here to see them.
Customer reviews
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type


Purchase Type


Language


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph



Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
 
Hide graph
 
Filters
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...