It would be a shame if a good game was spoilt by an assumption that "bigger is better". Gary Grigsby made a similar error in thinking a more complex game would by definition be "better" - its not, its just more (too?) complex -in a spreadsheet management type of way - I doubt anyone but accountants & people alone in a sealed room ever actually play WiTE for more than a few turns.
The great thing about DC1 & DC2 for me was the ability to manipulate sub division units to gain advantage - using armour, infantry, air & artillery in a combined op dependent on terrain/weather/opposition etc - the sub units allowed this subtlety. I fear a big east front division slugging match will be just as dull as all the other big east front division slugging match games (both PC & board) that exist out there.
Why not use the existing system to do North African scenarios or some other interesting theatre at the existing scale rather than just trying to create something that will be just another monster game - as unplayed as it is unplayable.
I can assure you maybe a bit here since I have just played a PBEM test match with Cameron. And the level of "monsterness size" of DC3 feels slightly below the level of DC2 to me.
The new focus on the "multi-part" armies works very well and gives, at least me, the same enjoyment as I used to have with handling the multi-part divisions. And it did not feel like a slugging match, but yes: it is a different scale and type of game than DC1/DC2. Some things are abstracted like the air war and artillery support. But I think its a nice and different experience that still allows you to make the different branches cooperate, just on a different level.
Since I am a rather small outfit and having to support lots of different games and create a completely new engine (shadow empire) as well one of my goals for DC3 is now to have a much simplified editor released by the time of DC3 to allow easier development by scenario designers or third-parties.
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