Balance Issue
Posted: Wed Jan 04, 2017 9:37 am
Greetings,
This post is mainly with multiplayer forecast issue than vs the AI.
Issue: Norway:
By the looks the "script" to invade Norway has been unchanged since the previous titles of the serie. Though the "size" of the map here is much, much larger. And Axis does not have the cash nor the resources to protect something as large as Norway. There were also an amount of reasons for which the UK pulled back from Narvik alongside France.
First of all - German reinforcements and supply would arrive to Oslo non hindered (Germany mined heavily the Skaggerat and the Luftwaffe litterally dominated the air in that time - in fact most of the strategy games block the access to the "Baltic" at the western side of Denmark) and next they'd not have the manpower for a loooooong time to do that against easily tenable territory as Norway (accounting Germans as tenacious defenders).
Second - which is another problem in general, is that the airforce does not "scare away" ships sufficiently. (Especially in the Mediterranean. There were reasons if Italy dominated the central mediterranean and kept regular shipping, albeit with losses by subimarines, to Libya).
Solution: Change the "Script" - upgrade the Oslo unit in an Army, the other Garrisons in Corps, and add a bunch of Garrisons in various towns. Add some Coastal Guns as well. Add 1 HQ named Dietl in the production queue that pops around June '41 for Barbarossa. Yes it's beefing up Germans, which it is badly needed in Multiplayer by the looks.
Italy too weak.
As it stands, Italy is way, way too weak. Italy had a large but not exactly efficient army. An amount of troops, mix of corps and garrisons should be added here and there. At 3 to 5 strength. Currently Italy it is pratically ripe to get invaded in '41 as soon as Barbarossa is launched.
Italy also needs a larger airforce (They actually had a pretty large airforce at the war start) - including 2 maritime bombers to help them fend off a premature invasion.
Because a human player can easily make a stand in El Alamein and then once Barbarossa start invade directly Italy. Or even just jump at Tobruk and Tripoli.
Land based planes are what kept the Royal Navy honest in the central mediterranean until the Allies got their own fighters in range (Early '43).
Some Italian units can have "upgrades" which are not normally at avail. (An Alpini Corp starting with 1 of Infantry Weapons; and the Littorio class BBs coming with 1 of Naval Warfare).
Naval Warfare & Production.
Not a true balance issue, but I feel a ship should not get Naval Warfare upgrades but be built with them from scratch. No ship got a massive inter-war overhaul of their main guns and naval armaments (Anti-Air yes but that is another tale).
About anti-air though, it has been proved in many occasions that air fights air; the anti air is more a deterrent than what would harm airforces (at least in the amount we see in this game)
Experience.
Experience hardly works at the present.
German troops going through the campaign of Poland and France arrive with no experience at Barbarossa. How? Why? Because of how replacements work. They drain a too large chunk of experience (or simply too little experience is earned).
On the other hand, the moment you switch on the defensive vs the AI - that at least in Russia they seem to try to ram in your units in almost suicidal attacks ... then yes you start to get experience. You are entrenched, they're not, they suffer losses, you suffer 0 or 1 and you start to gain experience.
Elite Replacements are too slow - one should buy more at once than just 1 per turn.
Barbarossa / Supply
That is what came out as most obvious to me in my first campaign.
I am not new to Strategic Command at all - and the supply system has once again revealed its issues where panzers spearhead in depth into enemy territory. Barbarossa was a whack-the-next-town-in-line experience; where you were the gray tidal wave that hardly achieved historical results simply because in Summer, each Soviet town had a Soviet corp waiting. And you can't just run past it because you'd be out of supply of worth to operate.
The Germans never made it close to Leningrad, got stuck at Smolensk and barely got past Kiev.
In '42 there was no "Blitzkieg" at all, more a sluggish war of attrition where the German units slowly (against the limits of an AI, I underline) made relevant advances here and there; and had to give grounds there and elsewhere. (Forfeitted Moscow attack to take Rostov and Kharkov, established possession of Tula and reached Leningrad. Conquered Sebastopol)
All in all I'd not complain - if it was not this was vs a regular (no modifiers) AI. What Germany will achieve vs a competent human?
Also - adding - France was pratically empty of troops except few garrisons and 2 corps and 2 fighters.
To me it's also obvious the Axis force pool needs expanded limits and they need a better economy. (I even got a suggestion for expert axis players to weaken their economy, which I avoided)
Now with the game in the current state the Supply / Logistical model won't be changed. But Germany needs to be able to pour more units - garrisons and corps if needs to be but their production needs to be upped. (Or Allied production lowered).
The Afrikan Legions
I understand some gameplay in Afrika is desired. I felt very odd that in Lybia there are more Axis troops than a while Army Group on the Soviet Front (Counting the units).
The W.Allies also seemed to pour over time countless of corps and armies (which the AI allowed in grand part to be smashed. The AI boggled and kept attacking and attacking without making a breach and I was simply "picking" on their most exposed units and withdrawing behind my entrenched line. That for a year whole).
Long in short - like Russian '42 - in Afrika too the pure mass of troops present transformed the battle into a trench war of attrition (Whereas the W.Allies would win due to economical power)
Though I admit the AI at least try (not always) to focus on 1 unit, attacking it multiple times in the hope to destroy it. That is good - but they did not with planes (odd!), a main reason for their failure I believe.
Anyhow - just too many troops in Afrika, W.Allies had too many. Italy had to send more once Greece fell.
(This links to the problem of "Fortify in El Alamein and use the seas to invade around - probably a better use of that massive force. Something which presently Regia Marina cannot stop - but it would have in '40 '41 and early '42 with the help of the Luftwaffe. Crete was a grand lesson for the Royal Navy.)
All in all - to me the game seems very "Pro-Allies" and far from being balanced for the Multiplayer purpose.
Probably the beta-testers checks for bugs and that things work - but very few games get "power-gamers" to beta test for balance (a good name I have in mind is Pelton from WITE - the kind of player that plays to win, using anything the game allows you to.)
This post is mainly with multiplayer forecast issue than vs the AI.
Issue: Norway:
By the looks the "script" to invade Norway has been unchanged since the previous titles of the serie. Though the "size" of the map here is much, much larger. And Axis does not have the cash nor the resources to protect something as large as Norway. There were also an amount of reasons for which the UK pulled back from Narvik alongside France.
First of all - German reinforcements and supply would arrive to Oslo non hindered (Germany mined heavily the Skaggerat and the Luftwaffe litterally dominated the air in that time - in fact most of the strategy games block the access to the "Baltic" at the western side of Denmark) and next they'd not have the manpower for a loooooong time to do that against easily tenable territory as Norway (accounting Germans as tenacious defenders).
Second - which is another problem in general, is that the airforce does not "scare away" ships sufficiently. (Especially in the Mediterranean. There were reasons if Italy dominated the central mediterranean and kept regular shipping, albeit with losses by subimarines, to Libya).
Solution: Change the "Script" - upgrade the Oslo unit in an Army, the other Garrisons in Corps, and add a bunch of Garrisons in various towns. Add some Coastal Guns as well. Add 1 HQ named Dietl in the production queue that pops around June '41 for Barbarossa. Yes it's beefing up Germans, which it is badly needed in Multiplayer by the looks.
Italy too weak.
As it stands, Italy is way, way too weak. Italy had a large but not exactly efficient army. An amount of troops, mix of corps and garrisons should be added here and there. At 3 to 5 strength. Currently Italy it is pratically ripe to get invaded in '41 as soon as Barbarossa is launched.
Italy also needs a larger airforce (They actually had a pretty large airforce at the war start) - including 2 maritime bombers to help them fend off a premature invasion.
Because a human player can easily make a stand in El Alamein and then once Barbarossa start invade directly Italy. Or even just jump at Tobruk and Tripoli.
Land based planes are what kept the Royal Navy honest in the central mediterranean until the Allies got their own fighters in range (Early '43).
Some Italian units can have "upgrades" which are not normally at avail. (An Alpini Corp starting with 1 of Infantry Weapons; and the Littorio class BBs coming with 1 of Naval Warfare).
Naval Warfare & Production.
Not a true balance issue, but I feel a ship should not get Naval Warfare upgrades but be built with them from scratch. No ship got a massive inter-war overhaul of their main guns and naval armaments (Anti-Air yes but that is another tale).
About anti-air though, it has been proved in many occasions that air fights air; the anti air is more a deterrent than what would harm airforces (at least in the amount we see in this game)
Experience.
Experience hardly works at the present.
German troops going through the campaign of Poland and France arrive with no experience at Barbarossa. How? Why? Because of how replacements work. They drain a too large chunk of experience (or simply too little experience is earned).
On the other hand, the moment you switch on the defensive vs the AI - that at least in Russia they seem to try to ram in your units in almost suicidal attacks ... then yes you start to get experience. You are entrenched, they're not, they suffer losses, you suffer 0 or 1 and you start to gain experience.
Elite Replacements are too slow - one should buy more at once than just 1 per turn.
Barbarossa / Supply
That is what came out as most obvious to me in my first campaign.
I am not new to Strategic Command at all - and the supply system has once again revealed its issues where panzers spearhead in depth into enemy territory. Barbarossa was a whack-the-next-town-in-line experience; where you were the gray tidal wave that hardly achieved historical results simply because in Summer, each Soviet town had a Soviet corp waiting. And you can't just run past it because you'd be out of supply of worth to operate.
The Germans never made it close to Leningrad, got stuck at Smolensk and barely got past Kiev.
In '42 there was no "Blitzkieg" at all, more a sluggish war of attrition where the German units slowly (against the limits of an AI, I underline) made relevant advances here and there; and had to give grounds there and elsewhere. (Forfeitted Moscow attack to take Rostov and Kharkov, established possession of Tula and reached Leningrad. Conquered Sebastopol)
All in all I'd not complain - if it was not this was vs a regular (no modifiers) AI. What Germany will achieve vs a competent human?
Also - adding - France was pratically empty of troops except few garrisons and 2 corps and 2 fighters.
To me it's also obvious the Axis force pool needs expanded limits and they need a better economy. (I even got a suggestion for expert axis players to weaken their economy, which I avoided)
Now with the game in the current state the Supply / Logistical model won't be changed. But Germany needs to be able to pour more units - garrisons and corps if needs to be but their production needs to be upped. (Or Allied production lowered).
The Afrikan Legions
I understand some gameplay in Afrika is desired. I felt very odd that in Lybia there are more Axis troops than a while Army Group on the Soviet Front (Counting the units).
The W.Allies also seemed to pour over time countless of corps and armies (which the AI allowed in grand part to be smashed. The AI boggled and kept attacking and attacking without making a breach and I was simply "picking" on their most exposed units and withdrawing behind my entrenched line. That for a year whole).
Long in short - like Russian '42 - in Afrika too the pure mass of troops present transformed the battle into a trench war of attrition (Whereas the W.Allies would win due to economical power)
Though I admit the AI at least try (not always) to focus on 1 unit, attacking it multiple times in the hope to destroy it. That is good - but they did not with planes (odd!), a main reason for their failure I believe.
Anyhow - just too many troops in Afrika, W.Allies had too many. Italy had to send more once Greece fell.
(This links to the problem of "Fortify in El Alamein and use the seas to invade around - probably a better use of that massive force. Something which presently Regia Marina cannot stop - but it would have in '40 '41 and early '42 with the help of the Luftwaffe. Crete was a grand lesson for the Royal Navy.)
All in all - to me the game seems very "Pro-Allies" and far from being balanced for the Multiplayer purpose.
Probably the beta-testers checks for bugs and that things work - but very few games get "power-gamers" to beta test for balance (a good name I have in mind is Pelton from WITE - the kind of player that plays to win, using anything the game allows you to.)