are generated from industrial and resource centres (provided the Western Allies have not bombed them), with resource centres in Romania and the USSR – representing oil and other raw materials – needing to be controlled for the German economy to operate at full effectiveness (Germany also has a limited capacity to "loot" production points from conquered countries). German production points are increased by a multiplier, which reflects the increased productivity of the German war economy as the war progresses. The German player has a wide of choice of units to produce: infantry, garrison infantry (for fighting partisans), static infantry (for coastal defence), Panzer and Panzergrenadier divisions (stronger SS versions of both of these becoming available later in the game), small Panzer brigades, paratroops and air transport points, flak, fortifications, supply depots, and railroad repair units. Replacement points may be produced to rebuild battlegroups into full-strength divisions at the front. The German player is limited to spending at most 30% of his production on naval units, although he may spend between 30% and 50% on the Luftwaffe. Soviet production points are created from personnel and arms points; the latter are increasingly available as the war progresses, whereas personnel points, abundant in 1941, become scarcer and by 1944 are not available every turn, often forcing the Soviet player to cannibalise no-longer-needed infantry units for their personnel points (the arms points used to create them are lost). Soviet production is largely determined by the course of the war: the USSR needs to build infantry and antitank units first – although even in the desperate early turns the USSR is still required to build two new air factors each turn, so the Red Air Force will gradually increase in size – then switch to armoured corps and artillery units (which have offensive firepower of ten factors, equal to a German Panzer division) as the tide turns. Publication history In 1974, game designer Jim Dunnigan designed War in the East, a large game (3 maps, 2000 counters) to simulate the eastern front of World War II. The result was what critic Jon Freeman called "an ungainly beast with two thousand counters and poorly written rules. If anyone ever finished it, the fact has gone unreported." Dunnigan revised the game and in 1976 released a slimmed down second edition that had only 1000 counters. Critic Freeman called this version "a lot more manageable." SPI combined the