From: Vermont, USA
Thanks for posting your feedback.
The biggest issue for me is that there are too many gaps between units. This was caused by the hex scale being halved from 10 km in WitE to 5km/hex in GaW and the unit density (divisional) stayed the same. This causes gaps in the Russian lines. German units can use these gaps to completely bypass the front line of Russians in GaW and head directly to the VP locations.
In your opinion, has this been an issue for you in all the campaign scenarios you've played or just some? IMHO the unit density is not much different from Panzer Corps or Panzer General and the Germans historically were able to breakthrough and bypass for much of the early stage of Barbarossa. Unit density does increase in my experience as you go through the campaign and I've found the AI to fight for the victory locations when you have a scenario that requires them for victory.
With no restrictions on resupplies (other than being reduced based on the number of enemy units you are next to) and no need to attack in order to create gaps in the Russian lines means that the Germans can completely ignore any Russians that are not setting on VP hexes. In the AGN campaign, I drove my units through the gaps and headed directly to Riga and Kranus with no ill effect (and full resupply). Definitely NOT the kind of game I was hopping for.
Was this with the AGN campaign portion of the A-A campaign or with the separate campaign?
Resupply is also similar to the Panzer General/Panzer Corps style games, but we do include a detailed supply mode with more limitations. Nevertheless, full modeling of supply lines is outside the scope of this and most similar games. We do track fuel/ammo by unit and offer several different modes to adjust how much you want supply/fuel costs to play a role in the campaign. Resupplying also takes a turn for the unit being resupplied, which seems like a fairly significant effect to me.
Eric has stated that increasing the area of the ZoCs of units is something they may do to address this. Personally, I think breaking the divisional units down into regiments/brigades makes a lot more sense. Regardless of what is done, something definitely needs to be done so that the player is required to attack SOMETHING in order to achieve a breakthrough versus the game design/setup providing free breakthrough's with no effort at all.
Breaking down to regiments would require a redesign of every scenario in the game, so that's a non-starter. At this scale, increased ZOC for divisions, if possible, would give you most of the benefit for much less development cost and I think it's possible that we'll be able to do this. As far as requiring the player to attack something, I have not made it through any campaign without being required to engage in a lot of combat, so I'm not sure again what the exact sample of campaign scenarios involved here is. The most attention was paid during development to the main A-A campaign and I'm curious how you have found that to play.
I was also shocked that there were no railroads on the AGN maps. As critical as these were in the war, not having these on the maps seems to be a major oversight. I know they had access to where the RRs were since WitE has them. Why they were not included AND tied to the supply system (other than delaying the release) I do not know. I am also hopeful these hugely important RRs will be added to the game at some point. I'd even be willing to pay $5-$10 more for a DLC that added them . Although I do think they should have been part of the base game.
Railroads would be quite important if this were a complex enough game to model lines of supply/fuel rather than just costs of supply/fuel. That's why they were in War in the East, but not here. Even so, during the initial phase of Barbarossa with the rebuilding of rail lines the railhead often lagged being the front lines by quite a bit. For the current system, they would mainly be just for strategic movement, which is not as necessary within this map scale (vs. some of the larger Panzer Corps maps).
Air movement has a separate thread with is the last of my issues so I will not cover it here.
Thanks, saw your feedback on that and I think increasing air movement is relatively easy and likely not too problematic. I'd say it's quite possible, but we'd like to get more feedback on the initial release before deciding on what changes to make.
Which campaigns have you had a chance to play so far?