Things that needs change (yes already)
Posted: Thu Oct 24, 2019 8:20 pm
A) Combat
Presently combat seems lottery.
Wargamers (and I take people buying this game are wargamers) tend to like to see terrain effects, and what odds (2:1, 3:1, etc) entail.
Do we roll D6? D10? 2D10? What?
Presently I've made attacks at 7:1 or even 10:1, and managed to get 1 loss vs 0 of the defender. Sometimes a 5:1 attack goes so awfully wrong that the attacker loses many hit points.
Is combat random?
Similar concept applies for the Air combat / functions vs ground / airfields.
I've not tried yet naval combat. I hope it's not the same as for me Combat is already a deal breaker here and I am repenting of the aquisition of the game.
Combat here seems a huge problem to me, in its being so random that one can hardly plan any move. It's a 7:1, amazing. Oh ... the enemy has held their grounds and even slapped my troops in the face ... hmm ...
B) Technology
Technology seems really ... measly at the moment. Unless some nation has a -HUGE- gap between tiers of technology, it's pratically insignificant.
The table shows 1 point or 2 there, and that at severe investments.
Maybe in 1945 when there is some tier '45 unit on the map the difference is felt, but '39 to '40 or '41 tier ... doubtful.
If a portion of the game is not meaningful / impacting it adequately, best discard it.
But you should not discard Tech. It is meant to be there, it should be improved in the relative gains. And research points or centers should be either buildable, or capturable.
C) Experience
It seems really -low- as gain. A German troops before campaign of Poland is at 70% about. Some gain 1-4% in Poland.
Campaign of France is pratically the same (you fight more but with more troops thus points diluted).
That hardly provides the crack army of '41 for Barbarossa.
Again another lowly significant feature (that alas it is exactly the same in Strategic Command) that needs reworking. (More efficient experience gain.)
D) Various Extras
I believe the plundering is a good thing to have around considering most of the structure is similar to Strategic Command.
Adding assets / supports that may be bought to expand Logistics, Rail Moves, Research, Production (yes like expanding steel ovens, mining facilities, etc). In similar way that one builds supply trucks, they can build more trains, etc.
Strategic Resources need to be more impactful. 1% each is lousy and hardly 'strategic'. alternatively Strategic Resources may give other type of benefits (That would require some recoding).
Axis needs bit more of oil. Suggesting a national oil production of 1-2 points per nation minors included - OR the possibility to invest in Synth Oil facilities.
Hungary also should have a 3 or 5 worth oil field.
Italy at the start of the war is stockpiling 0 oil - just with the starting forces - and it cannot either be traded due to being neutral. Italy should have a national synth oil facility (ahistorical) OR have a trade with the USA that ceases when Italy enters the war or so.
Sorry - but the testers really missed out on an amount of stuff from my perspective.
Probably there is more to come once I play more to explore the game further, but at the present I am extremely frustrated by the combat and technology issues.
Presently combat seems lottery.
Wargamers (and I take people buying this game are wargamers) tend to like to see terrain effects, and what odds (2:1, 3:1, etc) entail.
Do we roll D6? D10? 2D10? What?
Presently I've made attacks at 7:1 or even 10:1, and managed to get 1 loss vs 0 of the defender. Sometimes a 5:1 attack goes so awfully wrong that the attacker loses many hit points.
Is combat random?
Similar concept applies for the Air combat / functions vs ground / airfields.
I've not tried yet naval combat. I hope it's not the same as for me Combat is already a deal breaker here and I am repenting of the aquisition of the game.
Combat here seems a huge problem to me, in its being so random that one can hardly plan any move. It's a 7:1, amazing. Oh ... the enemy has held their grounds and even slapped my troops in the face ... hmm ...
B) Technology
Technology seems really ... measly at the moment. Unless some nation has a -HUGE- gap between tiers of technology, it's pratically insignificant.
The table shows 1 point or 2 there, and that at severe investments.
Maybe in 1945 when there is some tier '45 unit on the map the difference is felt, but '39 to '40 or '41 tier ... doubtful.
If a portion of the game is not meaningful / impacting it adequately, best discard it.
But you should not discard Tech. It is meant to be there, it should be improved in the relative gains. And research points or centers should be either buildable, or capturable.
C) Experience
It seems really -low- as gain. A German troops before campaign of Poland is at 70% about. Some gain 1-4% in Poland.
Campaign of France is pratically the same (you fight more but with more troops thus points diluted).
That hardly provides the crack army of '41 for Barbarossa.
Again another lowly significant feature (that alas it is exactly the same in Strategic Command) that needs reworking. (More efficient experience gain.)
D) Various Extras
I believe the plundering is a good thing to have around considering most of the structure is similar to Strategic Command.
Adding assets / supports that may be bought to expand Logistics, Rail Moves, Research, Production (yes like expanding steel ovens, mining facilities, etc). In similar way that one builds supply trucks, they can build more trains, etc.
Strategic Resources need to be more impactful. 1% each is lousy and hardly 'strategic'. alternatively Strategic Resources may give other type of benefits (That would require some recoding).
Axis needs bit more of oil. Suggesting a national oil production of 1-2 points per nation minors included - OR the possibility to invest in Synth Oil facilities.
Hungary also should have a 3 or 5 worth oil field.
Italy at the start of the war is stockpiling 0 oil - just with the starting forces - and it cannot either be traded due to being neutral. Italy should have a national synth oil facility (ahistorical) OR have a trade with the USA that ceases when Italy enters the war or so.
Sorry - but the testers really missed out on an amount of stuff from my perspective.
Probably there is more to come once I play more to explore the game further, but at the present I am extremely frustrated by the combat and technology issues.
