A mini-review of the current SPWW2 here.
I'm playing the GE campaign starting against PO, and I've picked the 200X160 map. I believe there are three roads running LTOR. the southernmost one being paved. The paved road slightly flanks the southernmost objective cluster (SPWW2 has them either in clusters, or each individual victory hex scattered throughout enemy territory). It is there that I have only a PZIVB platoon guarding that road, with perhaps a platoon of infantry as well.
What I've done basically is to move the mass of my units directly east of the three objective clusters, so considering those objectives are fairly mid-map I'm pretty open to flanking and the visibility is only 11. The clusters seem as though they're a good 40 hexes behind my front, so the enemy takes a while to threathen me, since I probably don't have any deployments more than 20 hexes in front of those objectives. I also probably have no more than 2 platoons of tanks within 20 hexes of each other, so it's somewhat piecemeal.
They've redone the pricing somewhat from what it used to be. My tanks are running on basically SPWAW prices, but the later year tanks are far cheaper (KTiger is maybe 121pts). I'm not sure what the campaign default for GE is, but I believe it's still the 1000pts. and of course is insufficient for a wider map, and given the at least early year tank price increase is probably insufficient all the way around. I thought some time back when they talked of widening the maps that it sounded good, but the problem of picking too little or too much force for any given map may remain. Naturally since the core default isn't adjusted to the map size this still remains.
In any event, back to the action. I believe I'm like 6-7 tunrs deep now, with the first enemy units spotted on turn 5. The southernmost paved road has seen 3 platoons of PO tanks, alongside an unpaved road in the center with another 3 platoons of PO tanks.
The southern highway attack has seen no infantry to date, with my PZIVB's not suffering a loss while inflicting maybe 8 kills so far.
The central attack is another story however. Still, I've suffered no losses through some PZ38's there, but I also had what was either 30 or 45 rounds of 81mm mortar I laid on the spot where the PO tanks were first spotted. These rounds have ripped into them deep. They lost at least three tanks, a crew, a numerous individual casualties, as the column has been loaded with infantry too. I'm not too sure about this, but I must've had an armored unit hit with each round approximately 50% of the time. While that's fine and good for me, I dread that happening the other way around, though the PO is very thin-skinned. I thhink SPWW2 has what I consider a very high rate of hitting armor in a given hex. Now if the hit ratio adjusts for the number of armored units in the hex fine, but if I'm getting or receiving soemthign like a 50% ratio all the time I'll have a problem with that, though I may decide to ignore it as best I can.
Elsewhere, where there is not even a proximate danger to the objectives in the north, I placed a mere section of PZ1A's to sound off a alarm and hopefully gut an infantry unit or two. Slightly further to the south, and further back in an area that makes an excellent horseshoe trap, I've placed thee 37mm ATG's in a line of woods, with 251/1's a hex behind them to vacate them quickly if necessary.
What absolutely fascinates me about that far northern sector, is that the first units I've seen were a platoon of MG-only armored cars. That's maybe the first time I ever recall having an entire sector of a front, in any rendition of SP, where mt MG-only tanks/AC's, were going up against the same thing. We're all trying to rout each other to death, and are hoping for a vulnerable hit. It's a real gripping stalemate

. Funny though, that's going to develope into something, thanks be to my ATG placement. As things stand, it's reasonable to assume his AC's will keep going west or remaining where they are. As long as those AC's are all I see, the PZI's will proablt remain, however, those ATG's are of little use at this time. So instead of using a tank platoon fire brigade from somewhere else, I'm swinging the ATG's, without embarking them on the 251/1's onto a hill slightly to the NW. I think they'll be in place before the AC's have a chance to see them. I don't want top expose the 251/1's unless it's really necessary. In any event the 251/1's can at least soak up fire if those particular AC's are the only threat.
Meanwhile, in the south, I'm flanking as well. I have a lonely calvary unit which has advanced approximately 40 hexes and has yet to make contact. So, with this first small glimpse of the AI I've been in for a small treat. It would appear at this rough stage as though the flanking possiblities are quite workable. My flank is being turned in the north, quite possibly, while his south is at least probeable.
BTW, somebody put some wisdom into one aspect of this campaign, at that is, they have given TIME to allow for flanking manuevers. Typically SPWW2 campaigns gave the user 35 turns more or less, but now, this battle, the PO's are given
45!!!. No more 20 turn nonsense here. Of course, I am curious if a narrower map would've produced less of a turn limit, and whether the battle type would've produced a different amount, but the game has always produced different turn limits for different style attacks, I'm just not sure they considered map size as a factor all the time, but they obviously have with this larger map. Oh, 45 turns and 200 hexes, I'm in awe.
From this sample of play, it appears early GE with 3000pts. is a good amount to allow flanking as possible, while there's still some pretty good meat there. My typical SPWAW campaign battle was between 85-95 core units with it's smaller map. My 3000 in SPWW2 netted me around 105 units, but I may have to up that another 5-10 units if I'm too thin. The marvelous thing about that though, the game allows me to increase to size of my core, mid-campaign if I so desire.
One bad thing to report with this attempt at play, anyway, at that is that I've had turns where the AI moves take 5 minutes. Before the map increase I believe SPWW2 took no more than a minute on the same computer. 5 minutes isn't too much for a game like this, but it is touching on unacceptable. I'm not sure of the attacker/defender ratio on a SPWW2 delay, but if I have 105 core units, he may have over 300 units on that huge map (well, 300 minus the 10-12 I've already detroyed:D ). I believe the game is limited to 200 units per side, so I may not see 300, but rather 200 units of more expense. I have seen a sizeable tank force for this early on at least (I'm playing with their Ai tank heavy force rating on).
I hope the game pans out as fun as it's being for the time being, though if it takes 5 minutes to move all the time that might get a little old, but hten, if that's the price you pay for 200 hex height I'd say it's worth it. BTW, the delay may in part have been due to my not rebooting the computer after exiting CIV3 PTW earlier, so it may had been just an isolated incident.