1.2.0 thoughts

Commander - The Great War is the latest release in the popular and playable Commander series of historical strategy games. Gamers will enjoy a huge hex based campaign map that stretches from the USA in the west, Africa and Arabia to the south, Scandinavia to the north and the Urals to the east on a new engine that is more efficient and fully supports widescreen resolutions.
Commander – The Great War features a Grand Campaign covering the whole of World War I from the invasion of Belgium on August 5, 1914 to the Armistice on the 11th of November 1918 in addition to 16 different unit types including Infantry, Cavalry, Armoured Cars and Tanks, Artillery, Railroad Guns and Armoured Trains and more!

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Kuz
Posts: 11
Joined: Thu Jan 03, 2013 9:51 pm

1.2.0 thoughts

Post by Kuz »

After 4 games of 1.14 and 2 games of the beta patch the CP seem to be able knock Russian out of the war by 1916 using a Russia first strategy. This guarantees a CP Marginal victory every single game. Russia needs a buff. So with Russia out some 17 months early the CP become too strong.
For example the last game we played using the Russian First strategy the CP were able to maintain approx. 9 bombers and about the same numbers of fighters. This seriously affected the fighting ability of the Entente further guaranteeing at minimum a CP marginal victory.

Fleets are now not only useless but a liability to the national moral.

The American’s never get close to getting in the fight because the German’s don’t feel the need to commence submarine warfare. As a side note I've never seen the American's join the war.

Bombers are still way OP’d. Both in terms of strategic warfare and in fighter vs. bomber. You can get even or better odds on a fighter and then hit a single fighter 3 or 4 times and its death for that fighter. This was an issue in CEW as well resulting in a limit of two airstrikes per hex in the GS mod. If it were up to me I’d get rid of the strategic warfare component of bombers altogether. There were two things that seriously affected production. U-boat blockade of England and the Naval Blockade of Germany. That needs to be worked on.

We liked the fighters responding but there should be a "sleep" button in order to keep them from flying if so desired. Strength points to low etc...

Some technical issue’s we discovered were AH didn’t take any moral loss after it lost its BB. More importantly the CP tried to bomb Italian fleets in the Adriatic and got a fatal error and CTD. This happened every time he tried. The hex was two hexes directly south of Split.
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warspite1
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RE: 1.2.0 thoughts

Post by warspite1 »

ORIGINAL: Kuz

After 4 games of 1.14 and 2 games of the beta patch the CP seem to be able knock Russian out of the war by 1916 using a Russia first strategy. This guarantees a CP Marginal victory every single game. Russia needs a buff. So with Russia out some 17 months early the CP become too strong.
For example the last game we played using the Russian First strategy the CP were able to maintain approx. 9 bombers and about the same numbers of fighters. This seriously affected the fighting ability of the Entente further guaranteeing at minimum a CP marginal victory.

Fleets are now not only useless but a liability to the national moral.

The American’s never get close to getting in the fight because the German’s don’t feel the need to commence submarine warfare. As a side note I've never seen the American's join the war.

Bombers are still way OP’d. Both in terms of strategic warfare and in fighter vs. bomber. You can get even or better odds on a fighter and then hit a single fighter 3 or 4 times and its death for that fighter. This was an issue in CEW as well resulting in a limit of two airstrikes per hex in the GS mod. If it were up to me I’d get rid of the strategic warfare component of bombers altogether. There were two things that seriously affected production. U-boat blockade of England and the Naval Blockade of Germany. That needs to be worked on.

We liked the fighters responding but there should be a "sleep" button in order to keep them from flying if so desired. Strength points to low etc...

Some technical issue’s we discovered were AH didn’t take any moral loss after it lost its BB. More importantly the CP tried to bomb Italian fleets in the Adriatic and got a fatal error and CTD. This happened every time he tried. The hex was two hexes directly south of Split.
warspite1

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