Thanks for this Masterpiece
Posted: Tue Jun 14, 2022 3:03 am
A huge thank you for the team for putting this together. I also really appreciate all the time and effort staff, and the community put into these forums. You learn just a massive amount from reading through the posts. Learnt a bucket load from HYLA when he was active and Loki100, as well as many other contributors.
Highlights of game for me.
- AI - improving continuously. Really has strong routines and have noticed big improvements in only the most recent updates. War In the East 1 could be won at impossible setting Vs AI - not sure it can be in V2. I am on attempt about 20 as Axis and not yet made it past the min point check for Jan (best I have done is 10 points short).
- Weather. Dynamic weather model is great and really creates the kind of planning concerns that should be in a game.
- Map. Per hex weather, road and rail really encourages per hex planning.
- Logistics. Really have to plan out how you set your logistics network. "Amateurs talk about tactics, but professionals study logistics" holds true.
- CCP and movement. This is the first game where every time a put the cursor over a unit I have to ask myself the question. Why does this unit need to move? Each turn planning has to take into account the status of units, tired or low on CCP, and then make critical decisions on unit RR Vs continuing forward. This is probably the best part of the game in terms of recreating the cycles of advance and consolidation.
First played Second Front way, way back in 1991 and am really amazed how far this journey has gone.
Thanks everyone.
Highlights of game for me.
- AI - improving continuously. Really has strong routines and have noticed big improvements in only the most recent updates. War In the East 1 could be won at impossible setting Vs AI - not sure it can be in V2. I am on attempt about 20 as Axis and not yet made it past the min point check for Jan (best I have done is 10 points short).
- Weather. Dynamic weather model is great and really creates the kind of planning concerns that should be in a game.
- Map. Per hex weather, road and rail really encourages per hex planning.
- Logistics. Really have to plan out how you set your logistics network. "Amateurs talk about tactics, but professionals study logistics" holds true.
- CCP and movement. This is the first game where every time a put the cursor over a unit I have to ask myself the question. Why does this unit need to move? Each turn planning has to take into account the status of units, tired or low on CCP, and then make critical decisions on unit RR Vs continuing forward. This is probably the best part of the game in terms of recreating the cycles of advance and consolidation.
First played Second Front way, way back in 1991 and am really amazed how far this journey has gone.
Thanks everyone.