From: Zagreb, Croatia
AE is like an onion. You can play the game just as you play WiTP-1. There are some differences and some tweaks, but you can play AE, successfully, without getting into the nitty-gritty. It won’t take long, with any WiTP experience at all, to figure out the basics. The only major difference is you get more “stuff”, more ships, more battalions, more bases, more air groups, but they … all … play … the … same.
As you peel the onion, you see more and more options that are accessible to tweak, configure, and realign force structure: to shift a balance more towards this, than that; to emphasize one thing over another; to become more efficient in utilizing scarce resources.
Not even the developers have exhausted all the different possibilities. That’s what’s going to give AE a real set of legs. You can start from a WiTP paradigm, but you will have several years worth of differential options to play with.
Most of the described detail you see in these threads, is detail in the normal, automatic flow of things, as well as details relating to the various options. We are damn proud of how we dialed these various things in, and want people to know we took the grognard position. But that does NOT mean you have to be a grog to play.
Everything defaults to WiTP. Additional playability detail is in the heart, mind, wishes and experience of a player. If you got your historical shoot really together, AE tries to challenge at every level of the onion.
Wonderful description John!
Thanks and great gratitude to all hard working WitP-AE guys!
Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE