Major Victory Jan 1917 on first try (Feedback)
Posted: Sat Dec 14, 2019 7:56 am
I played the "Call to Arms" campaign and got a major victory in Jan 1917 on my first try (regular settings).
Although I did some mistakes at the beginning I had the impression the game was way too easy from the setup (particulary compared to the main WW2 game).
-Command Level 4 gives you ~5 HQ in the 9/10 range which is just insane
-I didnt declare war on Belgium and gave Italy South Tyrol to avoid a fourth front. Once France declared war on Belgium her fate was basically sealed because you can advance through the North.
-Turkey stayed out of the war (for what reasons idk) but was maxed out in key reserach and could have been another superpower in waiting (didnt even need it)
-Once Paris was taken the battle results ended in 8:0, 7:0 and so on, although Corps were still at Infrantry Weapon 1.
-The amount of Corps you can rebuild at 150 MPP is beyond. You never run into MPP issues, the asterix units are available 2 months after they got destroyed, supply is always 6+. You literally run over the battlefield in Blitzkrieg Style floating infantry Corpses in.
-The power and amount of naval units once upgraded to +1 navy is astonishing. In 1916 I had 10 +3 Subs and all the German Marine around the UK, who couldnt do anything against it. That fact that WW1 U-Boats can sail the entire Atlantic forever is pure fantasy (imho)
-Once you win the West and put your 20+ Corps to the East with 3 x 10-HQ its a matter ~5 turns until Russia surrenders. On the South (Kiew etc.) progress is slower because Austrian Units are slower in research but I had the feeling even here advance is not an issue during summer.
To sum it up: compared to WW2 I think the setup for the Center Powers is way too generous. Its not the AI but more the "hardware" you get. A +2 Weapon +1 mobility Corps on a 10-Hindenburg (all available 1916) is literally a WW2 medium Tank army on the battlefield w/o double strike. Since WW1 was a trench war the actions points of foot units seem too high. Also entrenchment never really got me, after 2 attacks with losses you regularily blow out the unit with the 3rd attack even w/o artillery.
I guess you I can mingle with the settings to make it harder but thats not what I do with a game.
Few things on the positive: Air units dont seem to have any decisive role besides spotting, which I think gets well with reality. The tank research is reasonable (although there was no time left to deploy them). All in all the historic contexts are very well made and interesting. This game has alot of potential once you manage to get more of a "WW1-grind" on it.
Although I did some mistakes at the beginning I had the impression the game was way too easy from the setup (particulary compared to the main WW2 game).
-Command Level 4 gives you ~5 HQ in the 9/10 range which is just insane
-I didnt declare war on Belgium and gave Italy South Tyrol to avoid a fourth front. Once France declared war on Belgium her fate was basically sealed because you can advance through the North.
-Turkey stayed out of the war (for what reasons idk) but was maxed out in key reserach and could have been another superpower in waiting (didnt even need it)
-Once Paris was taken the battle results ended in 8:0, 7:0 and so on, although Corps were still at Infrantry Weapon 1.
-The amount of Corps you can rebuild at 150 MPP is beyond. You never run into MPP issues, the asterix units are available 2 months after they got destroyed, supply is always 6+. You literally run over the battlefield in Blitzkrieg Style floating infantry Corpses in.
-The power and amount of naval units once upgraded to +1 navy is astonishing. In 1916 I had 10 +3 Subs and all the German Marine around the UK, who couldnt do anything against it. That fact that WW1 U-Boats can sail the entire Atlantic forever is pure fantasy (imho)
-Once you win the West and put your 20+ Corps to the East with 3 x 10-HQ its a matter ~5 turns until Russia surrenders. On the South (Kiew etc.) progress is slower because Austrian Units are slower in research but I had the feeling even here advance is not an issue during summer.
To sum it up: compared to WW2 I think the setup for the Center Powers is way too generous. Its not the AI but more the "hardware" you get. A +2 Weapon +1 mobility Corps on a 10-Hindenburg (all available 1916) is literally a WW2 medium Tank army on the battlefield w/o double strike. Since WW1 was a trench war the actions points of foot units seem too high. Also entrenchment never really got me, after 2 attacks with losses you regularily blow out the unit with the 3rd attack even w/o artillery.
I guess you I can mingle with the settings to make it harder but thats not what I do with a game.
Few things on the positive: Air units dont seem to have any decisive role besides spotting, which I think gets well with reality. The tank research is reasonable (although there was no time left to deploy them). All in all the historic contexts are very well made and interesting. This game has alot of potential once you manage to get more of a "WW1-grind" on it.