Some remarks after a few days of play

Germany At War: Operation Barbarossa 1941 is an elegant turn-based design, inspired by classics such as Panzer General, but with more of a historical focus. You command the German forces through a branching historical campaign covering the entire 1941 campaign as well as part of the 1942 campaign. Dozens of scenarios stretch from the Soviet border all the way to Archangel and towards Astrakhan, the original military goals of Operation Barbarossa. Step into a wargame where your performance will rewrite history, through an addictive combination of compelling gameplay, realistic events and challenging battles.

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Lokesz
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Joined: Thu Aug 01, 2013 1:11 pm

Some remarks after a few days of play

Post by Lokesz »

As a veteran of Talonsoft's East Front (campaign series) and Panzer General I am very pleased with Germany At War. I am playing through the A to A campaign the last few days and feel very happy with the campaign mechanics. It really feels like an improvement on the campaign system of East Front and PG (and therefore also Panzer Corps of course).

So far I've only played the A to A campaign on hard with 'detailed supply'. I have 2 wishes, better graphics and better scenario balance. I don't suspect the graphics engine will be rebuild. So I am already settled to live with it. While I was playing I wrote down a few remarks. It is here for anyone interested:

1. The unit strength at HQ is hard to read; black digits on dark green background … A light background would be nice.

2. The indicators for movement and firing are very, very small. Now I know were to look for it's better visible, but the first scenario's I didn't notice they were there.

3. The indicator for movement is not very useful. It is 'on' when the unit has at least 1 movement point. Which means that at the end of a turn a lot of units are still 'on' and have to be checked. It would be more useful if the indicator goes 'off' when the unit has moved in that turn.

4. The unit images are vague. I can hardly see the difference between a panzer 4 and a tiger. It is getting better when completely zoomed in, but that is not practical during play.

5. The model accuracy leaves much to desired. Even zoomed in the most important german tank, the panzer 4, hardly looks like the real thing. Too long for its width, turret too far back, surfaces at the front have different shape and angle ... The historic details are part of the immersion of wargaming. I miss these details.

6. I turned weather off. Hardly could see the units through the clouds.

7. In the Minsk scenario you are supposed to destroy 2 fighter groups in 6 turns with your bf109 squadron. If the 2 enemy fighters decide to flee there is no way to catch them. In this scenario it is not possible to recruit an extra unit. The only way to realize the objective is through gamey tactics. This means: reloading if they are out of reach, reloading if the combat result is too meager.

8. At the start of a new scenario I want to be able to reinforce and promote the units in the HQ inspection screen. Going to 'deployment' to scroll to the desired unit and open the details section becomes tedious. I make a lot of errors that way.

9. I like to be able to pick up an already deployed unit. When I browse through units it happens regularly that I deploy a different unit then intended or forgot to reinforce the unit. (Reinforcement after deploying means it cannot move in turn 1.) I already developed a habit of writing down everything that must be done before deployment. Otherwise I screw up every time.

10. Because multiple deployment is possible on a single hex, each scenario gets a kick start. Artillery moves a few hexes on a road and shells a fortified position, infantery clears the remnants and faster units move into the rear. This sounds very 'blitzkrieg', but the scenario's don't seem to be designed for it. Some scenario's are strategically won in turn 1. It is also unrealistic that a complete army bursts from a single point. It would be better if a deployment-hex becomes disabled after it is used once.

11. Captured bridge objectives change color even if they are destroyed. Destroyed bridges fail the objective until repaired. They should either stay red or count as a successful objective.

This must be it for today. I must realy like this game, otherwise I would never have taken the time to write al these complaints [:'(]
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Ronald Wendt
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RE: Some remarks after a few days of play

Post by Ronald Wendt »

Hello,

thanks for your remarks. We will take them into account. Several issues are seen as problematic by other players, too so there is a high chance for some of them to be changed/mended.

Critizism is welcome and appreciated, especially if it can be compehended because of its presentation.

Regards,
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demyansk
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RE: Some remarks after a few days of play

Post by demyansk »

How do you know easily if a unit has moved?
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Ronald Wendt
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RE: Some remarks after a few days of play

Post by Ronald Wendt »

Hello,

ORIGINAL: demjansk

How do you know easily if a unit has moved?

there are little symbols above the strength sign. Green arrows indicate the ability to move, green circles tell you a unit still can initiate combat.

If those symbols are grey, the unit lacks those features.

Regards,

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