Subs, Air Power and Battles

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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battlevonwar
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Subs, Air Power and Battles

Post by battlevonwar »

Battles don't give enough NM%... Cities that are usually meaningless or a bad tactic is used indicates who has the upper hand. I would rather see a great Battle that goes one way influencing as does say Battleships... 10% morale pop up or down. If I am killing 75% of my opponent in battles, but he takes 1 or 2 so so cities it shouldn't be I'm losing the game for sacrificing real estate that would later lead to my victory.

Still notice few use a Sub Strategy. The Threat of the USA entering is just not worth it. Subs and the USA entry make it worthless to pursue this strategy!

Air Power needs tweaking as to what it does, I won't mention publicly but I'm sure the designers/editors know. Unless other players wish to place their thoughts!

Naval War needs some more serious implications, it's so important, yet it's just not covered. People disband their Navy or don't research it... It's too expensive

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warspite1
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RE: Subs, Air Power and Battles

Post by warspite1 »

ORIGINAL: battlevonwar

Battles don't give enough NM%... Cities that are usually meaningless or a bad tactic is used indicates who has the upper hand. I would rather see a great Battle that goes one way influencing as does say Battleships... 10% morale pop up or down. If I am killing 75% of my opponent in battles, but he takes 1 or 2 so so cities it shouldn't be I'm losing the game for sacrificing real estate that would later lead to my victory.

Still notice few use a Sub Strategy. The Threat of the USA entering is just not worth it. I would not see that this game makes Subs and the USA entry threat a big enough issue for anyone to push the envelope as the Central Powers!

Air Power needs tweaking as to what it does, I won't mention publicly but I'm sure the designers/editors know. Unless other players wish to place their thoughts!

Naval War needs some more serious implications, it's so important, yet it's just not covered. People disband their Navy or don't research it... It's too expensive

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warspite1

Some of these have been touched on many times before:

1. Naval aspect - there is so much that could be added to the richness of the game by giving this more thought. Its better than when it first came out, but is still too limited. Never, as the Entente have I got a British Admiral [8|]

2. I have played 50+ games now and only once have I ever seen the US enter the war.....

3. Strat bombing remains a bug bear of mine. I NEVER use it - in a WWI game its just rubbish. So gamey...

As I have said ad infinitum, this is a really fun game - with just a bit more effort it could be a classic.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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battlevonwar
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RE: Subs, Air Power and Battles

Post by battlevonwar »

Precisely:

Bombers, have too much power! Ironically the Airships are pretty useless and just pretty balloons, likely more decisive in WW1 up until a certain time date. (removing classic feel)

Subs are beautiful spies here. However at 40 PPs, plus the research to make them viable against Surface Convoys/Transports. Who would spend it? The CP would have to get free tech and free subs to use them that or make them a different price for the CP... It's a scraped strategy, I wouldn't want to see what would happen if I pursued spending 200 PPs on it and to bring in the Great US Giant.

Some tweaks, I'm sure that could be done in an afternoon, would add such diversity to the strategies we are using. Tactics as well!
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operating
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RE: Subs, Air Power and Battles

Post by operating »

To me, having a strong sub (CP) navy (6 to 7 subs or more), for which, once built, only uses 1 pp per sub. With Antrewpt and Calias in CP control, these subs can rain havoc on Entente convoys. I stop raiding convoys, when the the message pops up, about America's concern about convoys, thus avoiding America being drawn into the war, also, at this time, Entente pps should be very low. At this point, I go about upgrading and refitting subs to attack Entente warships and help protect CP convoys (occupy hexes around convoys+counterattacks). Yes, subs take a beating, but as long as they stay alive, they can be refitted. What I do notice; Is the Entente AI does not refit warships and seldom produces new ones, making their BBs more vulnerable (to torpedos, crusiers, bombers, BBs). Occuping Gibralter with (crusiers ect.) or the Suez canal, is not easy, however, prevents Entente convoys from getting to England, which is huge loss of pps. As CP naval techs improve, I then increase surface fleet, to block French and English supply ports. I could go on about the technics that I use in the submarine war, but that would be like writing a book, good hunting to you all.[:)]
and one flew over the Cuckoos nest
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battlevonwar
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RE: Subs, Air Power and Battles

Post by battlevonwar »

Try this with me and I will be in Berlin by 1915, if you want to? Any player neglecting their ground forces as much as you state will lose. You can build a Navy if the Ground War is over, only then.

ORIGINAL: operating

To me, having a strong sub (CP) navy (6 to 7 subs or more), for which, once built, only uses 1 pp per sub. With Antrewpt and Calias in CP control, these subs can rain havoc on Entente convoys. I stop raiding convoys, when the the message pops up, about America's concern about convoys, thus avoiding America being drawn into the war, also, at this time, Entente pps should be very low. At this point, I go about upgrading and refitting subs to attack Entente warships and help protect CP convoys (occupy hexes around convoys+counterattacks). Yes, subs take a beating, but as long as they stay alive, they can be refitted. What I do notice; Is the Entente AI does not refit warships and seldom produces new ones, making their BBs more vulnerable (to torpedos, crusiers, bombers, BBs). Occuping Gibralter with (crusiers ect.) or the Suez canal, is not easy, however, prevents Entente convoys from getting to England, which is huge loss of pps. As CP naval techs improve, I then increase surface fleet, to block French and English supply ports. I could go on about the technics that I use in the submarine war, but that would be like writing a book, good hunting to you all.[:)]
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operating
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RE: Subs, Air Power and Battles

Post by operating »

So far my only opponent has been the AI, I know playing a LIVE opponent would be very different, however, practice+AARs keep my interests flowing.

I follow what Warspite has to say about the navy and have strong leanings as to what the navy can acheive. Other than my first few games (either side), have I lost to the AI. Even the AI produces a powerful ground game, much like you profess to do, but does not utilize them to their greatest potential (huge Entente army build up in Egypt). Let's face it, the AI cheats, whereas, you and I cannot. It all comes down to PPs, if I am carving up your convoys (live), your offenses come to a crawl sooner or later. Naturally taking out Russia first is a no brainer, when the Russian BB is sunk, it's the beginning of the end for them, and complete control of the Baltic, except for the occational British sub attack on Swedish convoys. I have not completely mastered the game to the point that I can brag about it, for it does take a while to get used to some of the nuances (timing) of the game. Hope to take you on someday, in the meantime, Good Luck.[:)]
and one flew over the Cuckoos nest
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battlevonwar
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RE: Subs, Air Power and Battles

Post by battlevonwar »

Thank you Operating. The AI was actually very good at first, It took me all night to defeat it. I don't like when it cheats! I look forward to doing battle with you and a Navy Strategy could be tried! It would require some skill and craft and mixed with a proper defensive land strategy in order to have maximum effect.
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operating
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RE: Subs, Air Power and Battles

Post by operating »

ORIGINAL: battlevonwar

Thank you Operating. The AI was actually very good at first, It took me all night to defeat it. I don't like when it cheats! I look forward to doing battle with you and a Navy Strategy could be tried! It would require some skill and craft and mixed with a proper defensive land strategy in order to have maximum effect.

Your last sentence summerizes exactly what I have been doing! Mind you, I only go navy, after building a strong/decent ground force, followed by keeping up lab #s/techs, when PPs allow. There is no "Get Rich" scheme for PPs, Yes, I do walk the tightrope of balance to gain at the time (early/late years) maximum effect. Been working alot this time of year, I'm hoping that LZ and others will make some more practical changes to the game (1.30) before I get back into the swing of playing. Right now, you sound like you would be a great adversary. [;)]
and one flew over the Cuckoos nest
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