From: The War Room
It has its flaws, quite a few flaws, but overall it's probably the best WWI grand strategy currently available on the market (there's hardly any worthwhile competition though, except AGEOD whose engine is terribly unfit for WWI). It's slightly old school, with only one unit per hex and abstracted 1-10 values, and has its flaws, but overall it is quite accurate, easy to learn, and its research and diplomacy are very nice touches. The only thing that truly doesn't work is naval combat, and it has to do with 1 unit per tile limitation.
EDIT: I changed my mind a bit after several sea battles in this game. It may seem to be countering the summary and my multiple praises that you will see later, but the sea battle system broke it for me. It is so unrealistic, gamey and obsolete that it turns sea battles into individual skirmishes between ships, rather than grand battles as in the real world. As you can imagine, the attacker gets to choose what to do and he can use his heavy ships to destroy your light ships before you get to react - you have to wait for your turn, there is no automatic firing. This is something that Panzer General from the 90s did much better and I find this absolutely inexcusable. I tried to love this game, but it's not nearly as good as I expected. The land warfare part is quite decent, except for the hex issues and simplified strength, but naval warfare (quite a big thing in this game) is atrocious.
1. There are many types of units and many countries, covering every major power of the war, as well as some minor nations such as Serbia, Montenegro, Albania or Portugal.
2. Combat is sufficiently detailed not to feel flat like old Panzer General games (although I'd say that Kaiser General is still one of the best WW1 options out there, besides this).
3. Diplomacy and research are both great addition and add a lot of immersion.
4. AI is quite capable, which is a great change from most other strategy games out there. There is definitely a great strength in simplicity.
5. There are only three scenarios, but the Grand Campaign is what I find the best choice in any case. There are multiple choices over time which means that each playthrough can be quite different.
6. The ability to automate one or more of your allies. I like the separation between the western and eastern allies, and left Russia to the AI. It did a bit better than historically, which is fine.
7. Graphics are quite nice, and Blue Max mod available on Matrix Forums makes counters absolutely gorgeous.
8. Economics and convoys are very well simulated, as well as naval blockades.
What doesn't work
1. One unit per hex imposes unhistorical limitations - there are only so many planes and artillery and HQs you can fit in Belgium.
2. One unit per hex makes naval battles especially awful and nothing like their historical counterparts, where whole fleets fought on a relatively small area. Also, ships can only attack an adjacent hex which means that a destroyer has the same range as a dreadnought.
3. 1-10 strength per unit is perhaps too old school. I much prefer more in-depth statistics listing equipment like in Gary Grigsby's games.
4. AI can be a bit odd. Like when it retreated most of its units from France in September 1914, to go to the east. Schlieffen Plan had precise goals and abandoning it in the middle, allowing me to recapture most of Belgium is very odd and a terrible strategic choice, that would have been rather unlikely in real life.
5. For historical purists, the battle ratio is too high. Battles happen all the time in this game, even on a static front, whereas in real life large offensives were separated by longer periods of hardly any action in that particular area.
6. Naval units suffer way too high casualties at sea. You can lose several divisions transferring them from France to Egypt, which is ancient warfare level of attrition.
7. Unit speed is often off, especially land units being transported at sea. Sometimes, I have no idea why, a convoy will stop slow down to 2 hexes a turn, which is WAY slower than sailships. It then takes MONTHS to transport a unit from France to Egypt (I haven't timed it, but I think it's about 8 months in my current campaign and still ticking).
8. U-Boats are way OP. Several U-Boat units can destroy 1/4 of the Royal Navy in a matter of weeks, by swarming blockade ships and destroying their targets before you can react the next turn.
< Message edited by Ekaton -- 12/6/2019 8:58:38 AM >
I need ten females for each male...