New player, first observations
Posted: Fri Feb 22, 2008 6:06 pm
Hello all.
I downloaded CEAW a few days back, and am about halfway through my first campaign game (Axis, 1939, oil off, no advantage to AI). Still trying to get the feel for everything before I "push the engine." So far, I'm enjoying the game-- it's beer & pretzels, but not ridiculously so (I was hoping CEAW wouldn't be a repeat of Panzer General, which I never really liked-- TOO abstracted for my personal tastes).
Before I continue into my observations, I'd preface everything with the argument that I'm completely happy with a game that does NOT strive to be all things to all people, as long as it has rules that are logical, consistent, and fun within the context of the game. Thus, I'm not one to argue that there aren't Marines/Paratroopers/Patton's ivory-handled pistols in the game. I've played wargames for twenty years, board and computer, and the most I ask is that they all be fun and logical within their own particular niche. I love Advanced Third Reich, HOI2, TOAW, etc., but I'm just as happy that CEAW fills that updated Clash of Steel/PG hybrid role of easy-to-play, hard-to-master.
That said, like all players do, I've found a few things that rub me a little wrong. I figure I'd list them for comment/possibilities for changing them (FYI, I've read through the forum here and over at Matrix, so unless I missed these before, yes, I've searched the forums
.
1. Interface:
A. The ability to choose the order in which you deploy new builds. Others have mentioned this, but this is a problem when you have a commander in your deployment stack that you don't want to deploy yet, but you can't get to the other builds until you deploy that commander.
B. The ability to cancel a production order before hitting next turn.
C. The ability to disband a unit and return manpower to the pool. Can we get this as an option?
2. Egypt. I'm with the folks who say the British should be able to build directly there, or at least make looping there easier. I know there's a chance for a human player to use this powerful capability to their advantage/their opponent's disadvantage, but it seems like this would really aid the A.I. Allies in defending Egypt.
3. Russian objective cities. Moscow and Perm? I think there should be more of them. Definitely Moscow and Perm, but also an either/or for Leningrad and Stalingrad, or the oil fields. Obviously, in an oil-on game, the Axis has to go towards the oil fields anyway, but relying only on the Moscow-Perm direction for forcing Soviet surrender seems to be ahistorical.
4. Commanders. Can we get the A.I. to use them? I know they were a late edition to the game, but is there any chance for this to be added in via patch?
5. Submarines. They're really not very useful unless you build a lot of them, and even then, you have to use them ahistorically to take out the Royal Navy fleets if you want any hope to survive. Something tells me that this can be fixed with giving subs an advantage after battle. Perhaps only the first attack against them is at full strength, and later ones are at reduced effectiveness? Maybe better sub tech for the Axis at start?
As it stands now, I don't really see how anyone can justify a 70 pp submarine, especially since you need to buy so many to hope to be useful against convoys. There's no way to replicate any of the German "happy times" against the Allies in the early part of the war, as using your subs too early/too few just gets them slaughtered. To be accurate, this really should be the other way around, where subs are more effective *in the beginning*, only with declining effectiveness as the war/technology/U.S. fleets come into play.
I know this is close to doing the history griping I said I wouldn't do, but Axis subs just don't seem to ever cost-effective in CEAW unless there are exceptional ideal circumstances.
6. The A.I. Yes, I know, I know-- no A.I. can match a human player. I'm not interested in refighting that argument, but I will say that the A.I. in CEAD *really* needs improvement. I'm in my first game, and finding it competitive because I started out with some bad (for this game) strategic choices. But I can tell even now that it won't be hard forever, *especially* as the Allies (I've read up on all the trouble the A.I. has in offering any defense at all of France and western Germany).
Now, it seems to me that the bane of all strategic WWII game A.I. has been in getting the Axis AI to fight an effective two-front war. But can we expect to see any AI improvements in CEAW in this department? I'm not asking for human-level competence, but simply 2008-level competence. At times with this game, I think I'd unfortunately settle for *1998*-level competence. (love the game, recommending it to everyone. . . but there's no excuse for a 2008 game to only fight half a war).
Questions I haven't seen the answer to:
A. Replacements. When repairing a unit, I don't always get a maximum repair up to 10, even though I have enough PP and manpower. Why is that? I can understand that when the unit is in the line, in contact with the enemy, but when the unit is in the rear. . . just curious.
Also, is there an experience benefit to repairing a unit out of line as opposed to in contact? Maybe the distinction is too subtle, but as long as the game is making the calculation, I'd argue for less of a hit (or chance to hit-- how does this work?) to experience if the unit is repaired out of contact than if it is repaired in contact (to reflect more "peaceful" time to incorporate new replacements-- much easier to do while "resting" behind the lines, and as a benefit this reflects the actual German policy during the war).
B. ZOCs. How strong are they? They don't seem very strong at all, as I learned to my surprise with a couple of annoying deep Soviet thrusts on the Eastern Front. How much does a ZOC slow down movement? (Okay, I'm sure this was in the manual, but I'm at work without it in front of me, so I'm just curious now).
C. Is there a penalty for marching to a battle? Meaning, if you start next to the enemy and attack, is it any different than if you march five hexes and then attack? One would think your combat power would be reduced by the latter (in the first case, you attack and succeed, you get to move one hex after. The second case, you can move as many hexes as you can, then do a full attack, then move that same hex after if you overrun. Seems unbalanced).
D. I haven't played as the Allies yet. How is strategic bombing? Is it useful, or is it like submarines for the Axis.
Anyway, I'm sure I'll have more questions later when I think about it things some more.
Great game, Slitherine. Really having a blast, and thanks to all the folks on the forum and their suggestions/comments that have already helped me out in enjoying the game.
Cheers,
Dave
I downloaded CEAW a few days back, and am about halfway through my first campaign game (Axis, 1939, oil off, no advantage to AI). Still trying to get the feel for everything before I "push the engine." So far, I'm enjoying the game-- it's beer & pretzels, but not ridiculously so (I was hoping CEAW wouldn't be a repeat of Panzer General, which I never really liked-- TOO abstracted for my personal tastes).
Before I continue into my observations, I'd preface everything with the argument that I'm completely happy with a game that does NOT strive to be all things to all people, as long as it has rules that are logical, consistent, and fun within the context of the game. Thus, I'm not one to argue that there aren't Marines/Paratroopers/Patton's ivory-handled pistols in the game. I've played wargames for twenty years, board and computer, and the most I ask is that they all be fun and logical within their own particular niche. I love Advanced Third Reich, HOI2, TOAW, etc., but I'm just as happy that CEAW fills that updated Clash of Steel/PG hybrid role of easy-to-play, hard-to-master.
That said, like all players do, I've found a few things that rub me a little wrong. I figure I'd list them for comment/possibilities for changing them (FYI, I've read through the forum here and over at Matrix, so unless I missed these before, yes, I've searched the forums

1. Interface:
A. The ability to choose the order in which you deploy new builds. Others have mentioned this, but this is a problem when you have a commander in your deployment stack that you don't want to deploy yet, but you can't get to the other builds until you deploy that commander.
B. The ability to cancel a production order before hitting next turn.
C. The ability to disband a unit and return manpower to the pool. Can we get this as an option?
2. Egypt. I'm with the folks who say the British should be able to build directly there, or at least make looping there easier. I know there's a chance for a human player to use this powerful capability to their advantage/their opponent's disadvantage, but it seems like this would really aid the A.I. Allies in defending Egypt.
3. Russian objective cities. Moscow and Perm? I think there should be more of them. Definitely Moscow and Perm, but also an either/or for Leningrad and Stalingrad, or the oil fields. Obviously, in an oil-on game, the Axis has to go towards the oil fields anyway, but relying only on the Moscow-Perm direction for forcing Soviet surrender seems to be ahistorical.
4. Commanders. Can we get the A.I. to use them? I know they were a late edition to the game, but is there any chance for this to be added in via patch?
5. Submarines. They're really not very useful unless you build a lot of them, and even then, you have to use them ahistorically to take out the Royal Navy fleets if you want any hope to survive. Something tells me that this can be fixed with giving subs an advantage after battle. Perhaps only the first attack against them is at full strength, and later ones are at reduced effectiveness? Maybe better sub tech for the Axis at start?
As it stands now, I don't really see how anyone can justify a 70 pp submarine, especially since you need to buy so many to hope to be useful against convoys. There's no way to replicate any of the German "happy times" against the Allies in the early part of the war, as using your subs too early/too few just gets them slaughtered. To be accurate, this really should be the other way around, where subs are more effective *in the beginning*, only with declining effectiveness as the war/technology/U.S. fleets come into play.
I know this is close to doing the history griping I said I wouldn't do, but Axis subs just don't seem to ever cost-effective in CEAW unless there are exceptional ideal circumstances.
6. The A.I. Yes, I know, I know-- no A.I. can match a human player. I'm not interested in refighting that argument, but I will say that the A.I. in CEAD *really* needs improvement. I'm in my first game, and finding it competitive because I started out with some bad (for this game) strategic choices. But I can tell even now that it won't be hard forever, *especially* as the Allies (I've read up on all the trouble the A.I. has in offering any defense at all of France and western Germany).
Now, it seems to me that the bane of all strategic WWII game A.I. has been in getting the Axis AI to fight an effective two-front war. But can we expect to see any AI improvements in CEAW in this department? I'm not asking for human-level competence, but simply 2008-level competence. At times with this game, I think I'd unfortunately settle for *1998*-level competence. (love the game, recommending it to everyone. . . but there's no excuse for a 2008 game to only fight half a war).
Questions I haven't seen the answer to:
A. Replacements. When repairing a unit, I don't always get a maximum repair up to 10, even though I have enough PP and manpower. Why is that? I can understand that when the unit is in the line, in contact with the enemy, but when the unit is in the rear. . . just curious.
Also, is there an experience benefit to repairing a unit out of line as opposed to in contact? Maybe the distinction is too subtle, but as long as the game is making the calculation, I'd argue for less of a hit (or chance to hit-- how does this work?) to experience if the unit is repaired out of contact than if it is repaired in contact (to reflect more "peaceful" time to incorporate new replacements-- much easier to do while "resting" behind the lines, and as a benefit this reflects the actual German policy during the war).
B. ZOCs. How strong are they? They don't seem very strong at all, as I learned to my surprise with a couple of annoying deep Soviet thrusts on the Eastern Front. How much does a ZOC slow down movement? (Okay, I'm sure this was in the manual, but I'm at work without it in front of me, so I'm just curious now).
C. Is there a penalty for marching to a battle? Meaning, if you start next to the enemy and attack, is it any different than if you march five hexes and then attack? One would think your combat power would be reduced by the latter (in the first case, you attack and succeed, you get to move one hex after. The second case, you can move as many hexes as you can, then do a full attack, then move that same hex after if you overrun. Seems unbalanced).
D. I haven't played as the Allies yet. How is strategic bombing? Is it useful, or is it like submarines for the Axis.
Anyway, I'm sure I'll have more questions later when I think about it things some more.
Great game, Slitherine. Really having a blast, and thanks to all the folks on the forum and their suggestions/comments that have already helped me out in enjoying the game.
Cheers,
Dave