- Decisive Campaigns Case Blue. This, in my opinion, is actually the top East Front game out there. Fabulous design, intuitive yet rich, completely mod-able to an extent rarely seen in a game of this type, the might and long-lived TOAW being the obvious comparison. Excellent support from the developer who is always on the forum and takes player/modder inputs in an open, intelligent and positive fashion.
I don't know it yet, and besides AE, WitE and ARMA2 I don't see myself having time for another monster game within the next year at the very least. But could you expand a bit on the mod-ability of DCCB?
The DCCB Editor is tough to handle but very powerful. Here's a short list of some key things you can mod, as well as an assessment of complexity.
1. The Map. You can create any map you desire as well as creating new hex types (e.g. Jungle) and replacing all of the map graphics. Complexity = Medium.
2. The OOB. You can create new unit types (e.g. Civil War Cannon) or edit all existing ones to create a completely new OOB. You can remove or add units to the map to create a new battle or campaign. Complexity = High.
3. Unit Graphics. You can mod all unit graphics. For example, I have replaced the stock images with B&W WW2 photos, while Troy Ritter has edited all of the NATO icons. Complexity = Low.
4. Movement tables. All movement costs per terrain type/unit type can be edited in table form. Complexity = Medium.
5. Combat Values. All combat values can be modded likewise. Complexity = Medium.
6. Officers. All officers can be edited, removed or added, along with their attributes. Complexity = Medium.
7. Events. All game events can be modded, removed or inserted. For example, you could add a set of events to model the effect of off-map strategic bombing on morale and supply. Complexity = Very High.
8. Cards. The cards system is totally mod-able and you can add new cards to the mix as desired. Complexity = Medium.
Basically, every major part of the game structure can be modded, from creating new scenarios in different time periods with different units, to editing combat results tables. Meanwhile, the AI performs well, without resorting to spamming empty units and spreading them before you in a carpet, and the server-based PBEM seems to work very smoothly.