ejs & I have just received the latest beta, and as promised we're going to do a couple of AAR's - each of us as the Central Powers so you don't get the full picture - we have to leave some suspense!! [:)]
However to set the scene here are screenshots of the default 1914 setups as delivered by the opening scenario - both players are free to alter these as they wish.
Firstly the Western front - note that I've had to crop the game buttons and part of the summary map to get the size down for this board:
Great to see so many screenshots. I am very glad that the Middle East has been added, it will make the Turkish front so much more interesting. Are Arab Irregulars available as units or is that abstracted? The Turks will have some difficult decisions to make once they join the fray. Austia will also, along with Germany, have some weighty decisions to make on turn one. Is there some limit to the amount of force that Germany can amass against Russia if Germany decides to go all out in the East initially? Can't wait to see things unfold.
"The fruit of too much liberty is slavery", Cicero
I have no idea how moddable anything is or what format they're in - I jsut play the game!! [8D]
Sadly there's a new bug in the latest release - the TE can see the CP setup, which makes trying a sneaky attack anywhere on T1 impossible!![:(]
AFAIK the Arab irregulars do not appear - although we've not had any games recently go late enough - they could be easily added as a cavalry corps tho.
There are no limits on German deployment - only what you think you can get away with having against the French!
I've no idea sorry.
However the bug reported above is simply Frank forgetting to turn off a debugging tool whereby he can see the AI moves as they are made, so a corrected version will be uploaded shortly and we'll be on our way.....
SMK,
This will be a lot of questions, please answer any/all if you can,
1)From the scenarios you have played, or scenario you have played, do the combact mechanics seem pretty solid?
2)I believe I read in another post that the later the years go on the less quality of troops you get, is there anything the player can do to prevent or slow this down? Put more money or resources into training?
3)In the scenario you played, do there seem to be enough turns/movements /phases?
4)How effective is aircraft?
5)Are there different victory conditions?
6)If you take over someone elses city this takes away resources?manpower?morale? Or all 3?
That is all for now, the graphics look good enough,if the AI is coming along as good as everyone says, this looks like a really fun game. Thanks for any responses as well.
jason
What do the Circles with Numbers denote on the HQ Units? Defense value?
What do the Numbers by the City names denote?
I assume that the Number in a Circle on the Corp Units is the Defensive value and the Number in the Square is the Offensive value?
Do Army HQs Leaders have a rating and if so, how does this affect the units under their command? Can we re-assign Corps between Armies?
How much better is an A rated Corp over a B and C rated Corp? The Offense/Defense values seem the same. What differentiates them?
What types of units are there other than Infantry, Cavalry, HQ, and Naval?
I assume that Tanks, Gas, and Aircraft are simply abstracted into your Corps by increasing their values, once those technologies are researched? How is this implemented? Thanks.
"The fruit of too much liberty is slavery", Cicero
Randell765,
1) The combat system is solid in my opinion.
2) The quality of troops declines as the game proceeds. There is nothing (that I am aware of) that can stop this - I think that it reflects the increasing age/the increasing use of less than fit manpower by all combatant nations to replace casualties. Of course the answer is not to waste your good troops(!).
3) In my opinion the balance of turns/phases is good.
4) Aircraft are used in their primary historical roles - information gathering and helping the artillery. Their direct ground attack role is not specifically featured, but I suppose that in any offensive the assistance that they give to your artillery reflects their help in that department too.
5) No. You just have the job of winning the war.
6) Resources and manpower are dealt with separately. Resources (not shown in any of the screens above) are able to be shown on the map with a toggle button - they refelct industial capacity/food. Manpower I believe is reflected in the cities. Capturing cities does reduce enemy morale.
Arinvald
The numbers on the HQs reflect their offensive capability - ie the number of offensives that that HQ can mount. In the strategic phase you have to buy points to assign to HQs. It is expensive as you would expect.
The circle number reflects the strength of the unit. The square number its level of organization.
Regarding different classes of troops - I have not done a statistical analysis of the differences - but in gameplay terms there is a noticable difference between the different types of units.
You also have artillery units, siege guns and tanks.
Gas development is done in the strategic phase. A side gaining the necessary development in gas is then able to use it (for a limited number of times) by allocating gas to specific artillery units. This (in my opinion) accurately reflects the fact that gas was most effective when new varieties were deployed and before counter measures were developed.
Regarding development of different types of technologies - this is done in the strategic phase. As overall commander you have to balance conflicting needs - keeping your army up to strength, and getting new troops - keeping your navies functioning - developing new weapons - maintaining offensive capabilities etc.
Regarding air warfare - this is done by both developing your aircraft technology, and by buying air units (which are not shown on the game) that you assign between the various fronts. Air warfare is calculated in the strategic phase - including casualties etc. Then depending on the time of year you get a number of reconnaisance points on the fronts where you have air units operating. These can be used for you to see what enemy units are present and to improve the casualties your artillery inflict when attacking.
Regards.
Corps are not assigned (in game terms) to particular Army HQs. The army HQs allow offensive actions by the units on/adjacent to them. This means that when you activate an HQ for offensive actions that they are able to launch historically (eg Somme/Passchendaele) sized offensives in their area.
The HQs will command ALL troops in their area - regardless of nationality. Again this accurately represents historical events (in my opinion) such as the start of the Somme offensive that involved both French/British units at the start.
I am not certain re city numbers - I will have to have a closer look at the rules. The game effect seems to be on manpower and also morale of a nation.
I have enjoyed testing it so far, and have not joined any PBEM games yet - which I expect will be the real making of the game.
Regards.