ORIGINAL: GrumpyMel
My thoughts....
1) VP system - Really the only way, I'm going to be able to enjoy WitW (multi-player or single-player) is by completely ignoring it and judge how well I did by where the game ends. The VP system sort of takes the player out of the role of Commander and into the role of an operations officer executing the computers directives. That may be somewhat a historically accurate representation of what Eisenhower faced, but I bought WitW to play a game...not to work for a computer.
Disagree here, part of the VP system is a reflection of serious drains on the Allies resources that are not directly simulated. So you either do that as the game does, limit the OOB or some other abstraction. I can live with the VP penalties around U-boats/V-Weapons, it doesn't force me to do anything, just penalises me for removing assets from their historical priority.
ORIGINAL: GrumpyMel
2) Game Balance - The Axis player has perfect knowledge of the Allied OOB and naval capabilities. The Allied player doesn't have perfect knowledge of the Axis OOB since it will vary depending upon what the Axis player pulls away from the East Front. This is a HUGE advantage for the Axis player and the inverse of what the situation was historically. This advantage should not be underestimated...and I think right now it is.
It is a pity that the Axis player knows exactly how many TFs there are but we are stuck with a realistic OOB and hindsight. Same problem in WiTE where all sorts of convoluted opening turns have been constructed on 100% knowledge of the location of every Soviet unit. What an Axis player doesn't know is how you intend to use them ...
ORIGINAL: GrumpyMel
3) Game Balance - The Axis player far too easly can respond to invasions in great strength. I think this is a problem which is particularly egregious when playing against the A.I. on normal and easy levels. For an invasion to be successful it must be able to gain some initiative to establish a foothold. The Axis capability to respond makes this very difficult and requires the Allied player to throw everything they have at an invasion to try to make it successful which in turn means there is no uncertainty in the Axis players mind that they need worry about a serious invasion anywhere else... thus they are free to throw the kitchen sink against the current one. I think part of the problem here is that interdiction should really be doing more to slow Axis tactical and strategic movement then it is...and not just doing some damage.
Too simplistic an analysis, you have tools, use them. Bomb out the rail net, use recon, hit the Luftwaffe on its bases - you can generate a 1-1 loss ratio this way, the Allies can stand that, in the longer run Germany can't. Really stack up your interdiction values. Create 3 high stacks on the beaches. Its not easy but its not undoable either.
ORIGINAL: GrumpyMel
4) Game Balance - I've mentioned this before but it is far too easy to form strong defensive fortifications far too quickly and to maintain those fortifications in the face of active combat/contact with the enemy and sustained air and artillery bombardment. This naturally would tend to favor the Axis. Another problem in this regard is that the Allied players only method of softening fortifications is direct frontal assault. Since the player doesn't have any nuanced control over the level of attack (e.g. Massive prepatory air/artillery bombardment with probing attacks to see if fortification has been reduced and reinforce attack if they have vs "over the top boys, no one comes back alive") this also leads to a sustained VP loss for the Allies due to casualties.
Recon and interdiction will help avoid senseless attacks, hitting his supply lines will weaken them over time. I do agree that the current FZ-spam that some axis players do is unrealistic, but I think the fortification problem is something you can solve, its not necessarily unrealistic