ORIGINAL: MarkShot
Finally, I am confused by the comments about lack of randomess. I have looked at the warcards in both CAW and CCAW, there are usually 3-5 alternative behaviors/patrol areas for each TG. As I have said before, it is hard to imagine scenarios playing out without being random unless the engine itself is broken, since it is certainly being addressed in the scenario design.
This issue with lack of randomness in the scenarios provided with the game, is quite clear in the following 2 behaviors:
1. TG's do not change in composition between plays. Once you've seen the enemy's carriers within a TG comprising X ships, you know next time you play to ignore all TG's other than those comprising X ships.
2. Though some TG's do start in deifferent positions on the map and I gave SSG kudos for this in one of my very first posts on this game, in scenarios such as Midway and Solomons, the AI's carrier TG's will usually be found in the same locale or approaching from the same map coordinates.
Now, Alex at SSG has said the team is looking into making scenarios more replayable and random. I'm getting around this by not playing the game for a week or 2 and letting real life erase my CaW memory.
I think my idea of extra FoW in terms of less detailed spotting reports and progressive revelations of sightings per day, will be the icing on the cake to whatever else SSG decides upon.
But for now, though I love the game and the tension when there is unknown, it's on the shelf until forced amnesia sets in.
Also I'd love the bugs fixed so I can go on and play the last 3 scens more fully.
So, to answer the OP's question again - is the game too easy? Well, given luck in not letting the AI find you first, yes it can be as long as you can remember what you're looking for. But even then, I'm finding the action solid given the fickleness of fate.
Also as I said above, I wouldn't base an evaluation of the game solely on play of Wake and Pearl. It was Wake that nearly made me throw the game away early on.