Some personal opinions about the game
Posted: Sat Nov 28, 2009 7:01 pm
I have bought this game and do like it so far, but I noticed several things that to a greater or lesser extent limit the fun I am having (some have already been mentioned in other threads):
1.) Unlike in PG, OB doesn't seem to place much emphasis in combined arms warfare. Tanks can do everything (except cross rivers), it seems. I think an army consisting exclusively of tanks would still be very efficient. I'm not sure if this is a good thing.
2.) The scenarios often seem to pose more logistical than military problems. Usually the farther victory locations are only lightly defended, but far away. The only way to secure a brilliant victory is often to absolutely ignore opposing units and march on as quickly as possible. This is, however, easily done as the enemy's units tend to run around in circles on unimportant terrain instead of counterattacking or falling back to save the still-unconquered victory locations.
3.) The AI absolutely refuses to re-take victory locations. I even made a test where I volutarily vacated a victory hex with an opposing unit directly next to it. So in the AI's turn it could have re-taken the victory location just by moving one unit one hex unopposedly. It didn't do it, instead moved the unit off to search something in the forests.
4.) Fuel and ammunition seem to be much too expensive in relation to the unit prices. For example armoured infantry carriers cost 40 resources, and it also costs 40 resources to fill them up with fuel, which is obviously ridiculous.
5.) Also ridiculous is the rule that with three adjacent enemy units the own unit cannot be rearmed or refueled, but it can receive reinforcements. It's possible to bring in, for example, new tanks but impossible to bring in fuel and ammunition?
I actually like the idea that the more enemy units are adjacent the more difficult it becomes to sustain the own unit, but the way it is done currently does not make much sense. I'd rather like to see the quantities of new fuel and ammunition being (only) gradually limited while the possibility of reinforcements should be decreased significantly. The way it is now the AI can defend some locations very well by always reinforcing the unit in question (even if it cannot be resupplied) if I don't have enough powerful units near it to ensure that it is killed in one turn.
6.) Infantry seems to out-march tanks, especially on roads. I don't think this makes sense. Actually I think infantry is often more mobile without transports than with it, because you rarely get to use the full mobility of the transports but have to regularly miss a turn for refueling. Speaking of that, there should be an option to abandon the transports. There are lots of possible situations where the player would gladly lose the transports if the infantry would just march instead of being stopped cold for a turn for want of fuel (like when a city has to be taken or there's a crippled enemy unit to be finished off).
7.) Pioneers seem to be unable to build bridges, but infantry units seem to be able to cross rivers with their transports - how do they do this?
1.) Unlike in PG, OB doesn't seem to place much emphasis in combined arms warfare. Tanks can do everything (except cross rivers), it seems. I think an army consisting exclusively of tanks would still be very efficient. I'm not sure if this is a good thing.
2.) The scenarios often seem to pose more logistical than military problems. Usually the farther victory locations are only lightly defended, but far away. The only way to secure a brilliant victory is often to absolutely ignore opposing units and march on as quickly as possible. This is, however, easily done as the enemy's units tend to run around in circles on unimportant terrain instead of counterattacking or falling back to save the still-unconquered victory locations.
3.) The AI absolutely refuses to re-take victory locations. I even made a test where I volutarily vacated a victory hex with an opposing unit directly next to it. So in the AI's turn it could have re-taken the victory location just by moving one unit one hex unopposedly. It didn't do it, instead moved the unit off to search something in the forests.
4.) Fuel and ammunition seem to be much too expensive in relation to the unit prices. For example armoured infantry carriers cost 40 resources, and it also costs 40 resources to fill them up with fuel, which is obviously ridiculous.
5.) Also ridiculous is the rule that with three adjacent enemy units the own unit cannot be rearmed or refueled, but it can receive reinforcements. It's possible to bring in, for example, new tanks but impossible to bring in fuel and ammunition?
I actually like the idea that the more enemy units are adjacent the more difficult it becomes to sustain the own unit, but the way it is done currently does not make much sense. I'd rather like to see the quantities of new fuel and ammunition being (only) gradually limited while the possibility of reinforcements should be decreased significantly. The way it is now the AI can defend some locations very well by always reinforcing the unit in question (even if it cannot be resupplied) if I don't have enough powerful units near it to ensure that it is killed in one turn.
6.) Infantry seems to out-march tanks, especially on roads. I don't think this makes sense. Actually I think infantry is often more mobile without transports than with it, because you rarely get to use the full mobility of the transports but have to regularly miss a turn for refueling. Speaking of that, there should be an option to abandon the transports. There are lots of possible situations where the player would gladly lose the transports if the infantry would just march instead of being stopped cold for a turn for want of fuel (like when a city has to be taken or there's a crippled enemy unit to be finished off).
7.) Pioneers seem to be unable to build bridges, but infantry units seem to be able to cross rivers with their transports - how do they do this?