Quick impressions
Posted: Sun Aug 26, 2012 7:38 pm
I've played a couple games now, choosing to focus on the big land battles on the Eastern Front. I have been a big fan of earlier strategic WWII in Europe games starting way back with Strategic Command through the various incarnations of Commander: Europe through Time of Wrath. I prefer the higher level command presented here. And at $15, this was pretty much an automatic purchase, though I did worry that this might be a "retread" of older titles and might not have enough new ideas to warrant the purchase.
I should have been more confident in Slitherine. The game will look familiar to folks, but there are some ideas from newer games that distinguish this game, based on my early plays.
First, I chose to play the USSR in the 1943 scenario. Something that I couldn't do is play both USSR and Allies, which I am used to doing in Commander. If there is a way to do this, I didn't find it. Ultimately, I decided being able to focus on one front was fine. *Update* I was using the Quick Game option, if I had used Custom Game, I could have set this up any way I wanted.
As in other strategic games on this front, the Germans ability to be successful on the offensive is limited. Part of why I like to start later in the war where the AI is primarily tasked with defense.
The game really encourages encirclements, combined attacks (concentric) and isolation and reduction of hard-points (cities). The German Army-size units are beasts, but if you can surround them and cut their supply, they weaken immediately. This was one big difference over earlier games - I'm used to having to wait a couple turns to get the benefits of cutting off units. That was always unrealistic for this level and it's great to see this better simulated.
Fog of War is aggressively implemented, with the default being 1 hex range of visibility. There is an air recon mission for your fighters which will show a large swath of enemy positions behind the lines, and it's an interesting option to use your air forces in this way.
There is also an interesting interplay between fighters and tactical bombers. According to the tutorial, if you send in tactical bombers without clearing out enemy fighters, the bombers will be sent off. However, I never had this happen to my tactical bombers in the game. I did get to use my fighters to pre-emptively go after his tactical bombers, when I spotted them.
Air fleets now get destroyed immediately when hit by a ground unit. To me this is a definite improvement over earlier grand strategic games that made these units weak, but still able to take an attack or two.
Strategic movement is implemented via points with points expended based on the size of the unit. At start, the USSR can transport corps, but not armies. More SMP's can be purchased. All strategic movement travels on rail lines. Rail lines that are captured from the enemy get rebuilt in a turn, so you can get a sense of that aspect of the war very nicely.
Research is done at a set pace unless you spend points investing in it. Investment accelerates development.
Units benefit from research, but in play units will need to be upgraded to get full benefit. A nice trade off between using units and refitting them.
Overall, I am having a really good time with this game. It doesn't revolutionize the treatment of WWII at this level. But it is just enough of an update to make me feel that this will be my first choice for a game at this scale in the future.
Kudos to Slitherine!
I should have been more confident in Slitherine. The game will look familiar to folks, but there are some ideas from newer games that distinguish this game, based on my early plays.
First, I chose to play the USSR in the 1943 scenario. Something that I couldn't do is play both USSR and Allies, which I am used to doing in Commander. If there is a way to do this, I didn't find it. Ultimately, I decided being able to focus on one front was fine. *Update* I was using the Quick Game option, if I had used Custom Game, I could have set this up any way I wanted.
As in other strategic games on this front, the Germans ability to be successful on the offensive is limited. Part of why I like to start later in the war where the AI is primarily tasked with defense.
The game really encourages encirclements, combined attacks (concentric) and isolation and reduction of hard-points (cities). The German Army-size units are beasts, but if you can surround them and cut their supply, they weaken immediately. This was one big difference over earlier games - I'm used to having to wait a couple turns to get the benefits of cutting off units. That was always unrealistic for this level and it's great to see this better simulated.
Fog of War is aggressively implemented, with the default being 1 hex range of visibility. There is an air recon mission for your fighters which will show a large swath of enemy positions behind the lines, and it's an interesting option to use your air forces in this way.
There is also an interesting interplay between fighters and tactical bombers. According to the tutorial, if you send in tactical bombers without clearing out enemy fighters, the bombers will be sent off. However, I never had this happen to my tactical bombers in the game. I did get to use my fighters to pre-emptively go after his tactical bombers, when I spotted them.
Air fleets now get destroyed immediately when hit by a ground unit. To me this is a definite improvement over earlier grand strategic games that made these units weak, but still able to take an attack or two.
Strategic movement is implemented via points with points expended based on the size of the unit. At start, the USSR can transport corps, but not armies. More SMP's can be purchased. All strategic movement travels on rail lines. Rail lines that are captured from the enemy get rebuilt in a turn, so you can get a sense of that aspect of the war very nicely.
Research is done at a set pace unless you spend points investing in it. Investment accelerates development.
Units benefit from research, but in play units will need to be upgraded to get full benefit. A nice trade off between using units and refitting them.
Overall, I am having a really good time with this game. It doesn't revolutionize the treatment of WWII at this level. But it is just enough of an update to make me feel that this will be my first choice for a game at this scale in the future.
Kudos to Slitherine!