Hi shri - this is great feedback and I can work in many of these suggestions in the next iteration of the 1916 campaign. Here are few specific comments in response.shri wrote: Sat Sep 02, 2023 11:39 am Hey Michael,
some feedback from the 1916 game i am currently playing from both sides.
1. Germany should start with full trench, level 5 thus giving minimum level 6 entrenchments. It was bloody hard for the English to fight at the Somme and it should be. Right now an English well time offensive can reach Lille and roll the left flanks. Far too fast and early historically. Historically, Germans built the formidable Seigfried (called Hindenburg by the English) line which was the best trenches of the entire war and nearly impregnable....
Germany also can start with level 2 submarine and level 2 Air-ships and maybe 1 more Zeppelin, after all major Zeppelin raids and Submarine raids occurred in 1916. It maybe can start with Naval Warfare researched, thus giving the German player an alternative to spend massive MPP to upgrade German ships and fight a Jutland. (otherwise fighting Jutland is nonsense in 1916).
Additionally, General Bulow was dead by 1916 and Kluck was into retirement, maybe von Below and some other maybe von Hutier can replace those 2. (this gives a slight advantage to the Germans and compensates for 2 additional Russian corps to some extent).
2. I understand the need for Historical accuracy demands Monte N**** and Albania and Serbia surviving into 1916, but their ends give AH a-historically high NM and extra MPP. Maybe they can start dead and Serbian army in Albania preparing for departure. A-historical but game wise more balance. This will compensate by removing free NM and MPP for Austria.
3. Russian artillery esp. Heavy artillery needs to start in the build (it should need minimum 3 turns to deploy), right now in turn 2 or max 3 you can launch Brusilov and reach Oil fields. But Russia needs more troops on the northern Front, maybe the "Detachments" can be replaced by Corps... An additional 2 corps for the Russians one between Riga and Duagapolis and one near Minsk will help to stabilise the line for more turns.
4. French and English both can start with 1 heavy artillery in the build, arriving in 2/3 months. They both delayed the Somme offensive for artillery reasons. On the other hand, UK can have maybe 2 detachments in the Western desert to deal with Senussi. Right now Senussi can become a real challenge and can take Benghazi and threaten Tobruk.
5. Arabian revolts working great, true nuisance for Ottomans. But Kut-Al-Amara is getting some supplies (no idea from where), shouldn't be so. Maybe that Corps needn't start as it does allowing Ottomans to deploy further ahead and make it tougher for the English to march up in Mesopotamia.
6. Level 1 infantry (though not level 0) perhaps should give 1 offensive and 2 defensive thus making it more difficult to kill. In 1916 the fronts didn't move easily in the Western part. Similarly for level 2 infantry also. Though this perhaps should be restricted to only - Germany, France and UK. With Germans starting the campaign with 1 chit, thus giving them a small advantage to reach it earlier.
1) I could give Germany level 5 in trench warfare to start. However, that would exceed the tech level the CP player could reach starting in August 1914 (given that I have introduced a 3 chit maximum for Trench Warfare tech). More generally, I have looked hard at the way trenches are depicted in the game and there is little one can do to modify them. Even maximum strength trench lines can be pierced more easily in this game than historically. In my games, I have found the secret to a successful front line defence on the Western Front is a strong ability to counter-attack enemy corps with friendly artillery and second line corps to counter-attack. BTW - I thought the Germans retreated back to the Siegfried Line in the spring of 1917, not 1916.
Giving the Germans a greater naval capability to start is an interesting option for the 1916 scenario. Even with their massive sub fleet, the Germans currently can't match the UK and France in an all-out surface ship battle in the North Sea. And yet, they did venture forth in June 1916 for the Battle of Jutland...
2) In fact, my current thinking for the 1916 mod is to introduce several new features that will kick-in at the start of 1916 to start reducing A-H national morale, reflecting the disruption to their agricultural production in Galicia and increasing domestic political unrest within the Empire. Not giving them the NM boost for defeating Serbia would contribute to that. I could also, as you say, have A-H start the first turn having taken Uskub already, forcing Serbia's surrender.
3) These suggestions are very doable. I did not do the research on actual strength levels in 1916 when I came up with the current forces on both sides (instead, I made "reasonable" assumptions about the losses).
4) ditto for the UK and French heavy artillery. I could give the UK the Western Desert Force detachment to help deal with the Senussi. I find that the Italians have to send one or two detachments to eastern Libya. If they do that, they can see off the Senussi.
5) Glad to hear that the Arab Revolt is working well for you. Kut-al-Amara should not be much of a problem for the Ottomans, as they start the scenario surrounding the one Indian Army corps there. It does get some supply from the town until the supply runs down to zero, when it gets easily destroyed by the Ottomans - just as happened in 1916. I have beefed the Ottomans ability to hold Mesopotamia considerably, by giving them a DE to buy a new general in Baghdad once the British surrender at Kut, plus the option to build the railroad to there by mid-November 1916.
I plan to look again at the Decision Events around Persia. It should be a minor that both sides see an advantage in invading in order to outflank their opponents, as happened during the war.
6) In fact, that will be one of the main changes in the next iteration of the mod. The base level defence strength of corps should increase faster than their attack strength, with each increment of Infantry Weapons tech. I intend to do this o increase the attrition faced by attackers. Right now, with advanced artillery and experienced generals, it is possible to wipe out a 10 strength entrenched defending corps by taking only 2 strength points in losses. It needs to be a little higher, while still making prepared frontal assaults worthwhile.
Cheers,
Michael