From: Sunderland, UK
The main problem with stock WiTP is tempo. That is, various aspects of movement, construction, and combat are much too fast (or too intense) or too slow. This thread is intended to gather these issues together and ask how they have been addressed in AE.
Let me give an example. The rate at which the Allies advanced in the South Pacific was absolutely controlled by the rate at which their land based air superiority advanced, and that was limited by the rate of construction of air facilities in unfavourable terrain and unknown geology, jungle clearance, malaria suppression, and build-up of air operations. Naval air in that context had a major advantage--carriers were airbases that could move and generate surges of sorties (about 3x what a land base with the same air group strength could generate day-to-day)--and two disadvantages--carrier air groups were brittle and carrier air operations were unsustainable at the surge rate. Hence, they would suppress the defender for a short time, but eventually the Allies had to get land bases built to maintain that suppression. If the Japanese had land-based air superiority in the area of the new base, they could keep it suppressed indefinitely; so, except for Guadalcanal--where neither side had air superiority--every new base built in the South Pacific was in an existing area of Allied land-based air superiority. The tempo of advance was the tempo of base construction--it took two years to advance, building air bases every 200 or so miles--from Guadalcanal to the eastern tip of New Guinea. In stock, we see bases being built from 0 up to 3 in four or five days, which means the Allies could theoretically do that advance in a month, resulting in factors other than base construction limiting the Allied tempo.
So the question of this thread is what aspects of the stock game engine are unrealistically fast/intense or slow/laid back, and what has been done about them in AE?
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