So my first war ending as axis of war plan. Here is my thoughts.
Production easy to handle and with a good strategic value. Production points, oil, manpower and logistic is vital in the game. You can not buy all and use all along the way, you need to keep an eye out for a balance in what you have and how you use it. Trade between minors is also important.
Game supply, stacking, move and combat. Both the Air, Naval and Land move are easy to understand and easy to get a good overview on.
The one stacking on land make it a very good strategy game without need for micromanagement and the 9 stacking for fleets/subs are easy to handle due to the fact you dont have that many ships/subs. The units move are easy and make for a fluid game and same goes for the combat. Really a very good move/combat system that feels genuine.
Only the partisans rules are a bit overstretched and could use some fine tuning.
The incorporation of Sub/escort convoy make for a easy but important handling of the battle of the seas. The naval takes some time to understand but once you do its straightforward and feel realistic. Only thing here is that only the carriers can hunt subs and it doesnt seems the DD can, but that might change along the way.
As for the air it also is easy to use and understand but I feel it difficult to see what actually happends in terms of interception and escort for the fighters. It would be good if you could see these afterwards in a better manner than now.
The AI does a decent job and in many parts a good job especially in defending but are a bit less good at attacking but I am sure that will be fixed along the way in upcoming patches.
Key Garrison units for important hexes for AI. The AI need to defend and garrisson key cities/locations as priority when enemies are within 11 hexes if possible.
Some things I would like to see:
1 Port, it is difficult to see what hex they are in as well as what port capacity they have. I would like to have a tiny blue line around port hexes as well as a white number of port capacity in blue circle instead of the anchor symbol.
(2 alrd in game)
3 Greece can you change their colour, as it is now they look to much as Italy.
4 Split reinforce and upgrade. Implement specifik button for Naval, sub, air, tank/mechanised, land(rest)
5 Early DOW towards Luxemburg and Netherlands before making DOW to Belgium should have some consequenses. I would suggest that if Axis attack either of those three nations then the rest of them Belgium, Netherland, Luxemburg would get war ready.
6 Allied early sep 39 DOW versus Belgium should have major effect on USA
7 Train capacity Instead of being able to buy more train how about taking key cities or surrounder minor countries would upgrade the existing train capacity as well as lower it when losing key cities.
They are a bit strong now. As already suggested I also would like the partisans frequency gets lowered drastically in 41 and then increase as the years pass by, especially in Russia.
Also I would suggest the divisions also get ZOC against the partisans or that you could buy cheap security regiments that had zoc against partisans.
(In my just finished game I had some 100+ divisions in russia alone, turned out better than small corps because of the large areas so I could instantly attack the partisans when they poped up!!!)
Also as already mentioned the partisans are way to combat strong with up to 1 in strength. Divisions and corps should auto kill them.
Thats why I favour the inclusions of security forces of a regiment size that had ZOC against partisans and was very cheap. I do otherwise like the partisans.
New Partisan system suggestion
There seem to be some that dont like the partisans and its micromanagent however. Another way to handle the partisans to avoid micromanagment would be to handle it in the similiar fashion as the sub/escort convoy system of the game.
Each country would have a required need of security forces to handle partisans. Soviet could be divided for areas in this. With the possibility of real units partisans in Yugoslavia, Soviet,Switserland and Greece based on historical view. Both sides would need to buy security forces much like current escorts and allocate them into each country/Soviet areas, where each turn based on numbers would give a similar result as the sub/escort convoy but instead of convoy, sub, escort losses it would give security losses, supply loss, rail breaks and partisans units when failed to handle the security.If succesfull neither of those.
This would only require a Partisan page similar to the convoy page, with each country/area taken having the possibilty to allocate partisans with no need for micromanagement. The cost for these security would be based on what you would normally require to keep the countries partisans free, so you dont get way to many more combat units.
If you lose a country/area the security forces end up in your deployment list again to be able to be allocated elsewhere. I think this would be a neat and good way to handle the partisans.
9 Mulberry units, I would suggest you could make these to increase port capacity, for a limited time of a turn similiar to a oilpoint to supply the fleet.
10 Fog of War. I would like to some degree of fog of war where you dont see all units on map but only those that are within recon/spot range of some kind.
11 Generals death. The ratio for this seems way to high.
12 Trade to minors over sea and over land. This dont work at times. It need to be looked over. Especially when there is a open land route.
13 Bug Trade Germany to Rumania can not be done now because Rumänia send oil to germany. It should be possible two trade one to each country
14 Bug Trade Germany to Finland, should not need fleet convoy when they are connected by rail over land
15 Bug Minor vichy north africa, they stay as allies to Germany even if Germany later attack main Vichy.
16 Bug Some minor bug when it comes to DOW, Italy cant attack all Allies minors and Rumania cant attack the Brittish. Might be others minors with this problem and it could go both way I dont know.
17 Diplomacy It should not be possible to influence major nations.
18 Influence points it needs a bit more to be intresting. You could key the influence point to specifik events where you would get more influence like when taking important events like Paris, Vichy, Madrid, Gibraltar, Alger, Malta, Alexandria, Cairo, Warsaw, Riga, Leningrad, Moscow, Rostov, Sevastapol, Oil hexes and Baku for Axis or similiar. For Alies the liberation of Paris, Vichy cities, Rome, Sicily, Tripli, Tobruk, Warsaw, Ploesti, Axis minor capitols for an example. And each objective give a diplomacy point(influence) Along with some automatic point each year spread out for both axis and allies to be able to sway the opinion of minor countries.
19 clearer way to see the interception and figter escort in the game
All in all a very good and intresting strategic and tactical game of WWII. With some fine tuning in graphics and AI this will be a excellent game and problary will become my favorite war game.
Keep the good work up !
< Message edited by Worg64 -- 10/29/2019 10:05:54 PM >