Mega-campaign: Challenging or an exercise in futility?
Posted: Mon Oct 13, 2014 4:05 pm
The bottom line is that the answer to my question is: futility. By way of background, I started wargaming back in the cardboard and paper map days of Avalon Hill and SPI, through the first computer wargames, up to the present day simulations. I also have many years of military experience. IOW, I’m not a neophyte. Here are my views on the mega-campaign and a few comments on Afrika Corps (in no particular order).
• The Soviet level of resources grows as the war goes on, which is historically accurate, but there is a point to the Axis invasion: resources and living space. If one takes something away, it can’t be made up in a matter of weeks. Afrika Korps seems to be the prime example of this with the British. If the player gets as far as taking control of the Suez Canal, the oil pipeline in Palestine and Syria, and controls the port of Basra, then the Brits reasonably should be expected to show up with less. There was a point to the North Africa campaign and the ME other than bailing out the Italians. If there is no materiel benefit, and if the British don’t seem to have an additional burden, then what’s the point?
• As mentioned in other posts; a comment for the Normandy scenario I think, is right on. You can always count on the AI to behave like a petulant kid just as you are about to win and throw in those last gasp reinforcements manufactured out of whole cloth. Matrix’ SPWAW did the same thing. As my flanking movement was succeeding, I could see units appear right before my eyes directly in front of the flanking force, whereas I am allowed to get reinforcements at the reinforcement hexes only. I.e., the AI cheats. Another example in the mega-campaign, if you are doing well and the offensive proceeds at a good pace, it’s possible your fighters will encounter newly manufactured enemy aircraft in the upper right corner of the map – not at an airfield.
• The AI pulls bait and switch nicely. Spending 1939 – 1942 constructing a balanced combined arms team is nice. But the AI on the Eastern Front necessitates a tank heavy force which would get gobbled up in Stalingrad. I’ve faired pretty well in the Stalingrad scenarios, but I’ve got a unit limitation that the AI apparently does not, at any time, or any place on the battlefield.
• This is a good lead in to the discussion on soft caps. Assigning 400 to the human is player ludicrous given the AI’s unlimited cornucopia of units. Also, the scale of the mega-campaign is very different from the baseline Pz Corps. Pz Corps is operational, while the mega-campaign is grand tactical. That is, more area needs to be covered in order to prevent surprise from those invisible enemy reserves.
• The AI can construct a force which goes after the human player’s weaknesses, which is understandable, but it can do this scenario to scenario. For the human player, it takes months or years of game time to build a force to accomplish the missions. I will add the AI does some pretty non-standard force building just to prove a point; like in Afrika Korps making a division plus worth of 17 pounder anti-tank guns backed by artillery. Or miraculously shows up with fleets of aircraft when your air force has been depleted from the previous battle. This goes beyond the AI’s perfect intelligence, it’s called gamesmanship.
• There seems to be a huge delta between Sgt. and Lt. difficulty levels. I.e., Sgt. is ridiculously easy, while Lt. seems to jump to middling plus difficulty level.
• I have no quibble save one with specific unit capabilities; overall, the research team did a great job in this regard. My one comment is Brit infantry caught out in the open on flat desert terrain by an armor unit. I don’t care if the Brits were highly disciplined; infantry, in the open desert against armor, shouldn’t behave as if it were damn near invincible.
• Overall, the base Panzer Korps is a fine successor to the previous Panzer General series. I am, however, having trouble understanding the conceptual reasoning with the mega-campaigns and Afrika Korps. I’m not complaining about the difficulty. The designers did a bang up job in that regard. If they wanted to construct a simulation showing how WWII campaigns really ended even if the AI cheats, then they did a great job with that, too. But if you want to turn off generations of wargamers, especially new folks, then they’ve done that in spades. Just steer clear of the “can you change history?” marketing ploy because a lot of people will be disappointed. I think that the mega-campaigns and Afrika Korps need a serious patch. Barring that, I’ll be having a bad case of buyer’s remorse.
One final note, and this is not that important to hardcore gamers, but what’s with the modern national colors on the main menu and not the flags of the time? As a major belligerent, the US flag is not even present. The designers went to great lengths to insure historical accuracy, so why are the flags of modern nations depicted? Overriding concerns about some sensitivities perhaps?
• The Soviet level of resources grows as the war goes on, which is historically accurate, but there is a point to the Axis invasion: resources and living space. If one takes something away, it can’t be made up in a matter of weeks. Afrika Korps seems to be the prime example of this with the British. If the player gets as far as taking control of the Suez Canal, the oil pipeline in Palestine and Syria, and controls the port of Basra, then the Brits reasonably should be expected to show up with less. There was a point to the North Africa campaign and the ME other than bailing out the Italians. If there is no materiel benefit, and if the British don’t seem to have an additional burden, then what’s the point?
• As mentioned in other posts; a comment for the Normandy scenario I think, is right on. You can always count on the AI to behave like a petulant kid just as you are about to win and throw in those last gasp reinforcements manufactured out of whole cloth. Matrix’ SPWAW did the same thing. As my flanking movement was succeeding, I could see units appear right before my eyes directly in front of the flanking force, whereas I am allowed to get reinforcements at the reinforcement hexes only. I.e., the AI cheats. Another example in the mega-campaign, if you are doing well and the offensive proceeds at a good pace, it’s possible your fighters will encounter newly manufactured enemy aircraft in the upper right corner of the map – not at an airfield.
• The AI pulls bait and switch nicely. Spending 1939 – 1942 constructing a balanced combined arms team is nice. But the AI on the Eastern Front necessitates a tank heavy force which would get gobbled up in Stalingrad. I’ve faired pretty well in the Stalingrad scenarios, but I’ve got a unit limitation that the AI apparently does not, at any time, or any place on the battlefield.
• This is a good lead in to the discussion on soft caps. Assigning 400 to the human is player ludicrous given the AI’s unlimited cornucopia of units. Also, the scale of the mega-campaign is very different from the baseline Pz Corps. Pz Corps is operational, while the mega-campaign is grand tactical. That is, more area needs to be covered in order to prevent surprise from those invisible enemy reserves.
• The AI can construct a force which goes after the human player’s weaknesses, which is understandable, but it can do this scenario to scenario. For the human player, it takes months or years of game time to build a force to accomplish the missions. I will add the AI does some pretty non-standard force building just to prove a point; like in Afrika Korps making a division plus worth of 17 pounder anti-tank guns backed by artillery. Or miraculously shows up with fleets of aircraft when your air force has been depleted from the previous battle. This goes beyond the AI’s perfect intelligence, it’s called gamesmanship.
• There seems to be a huge delta between Sgt. and Lt. difficulty levels. I.e., Sgt. is ridiculously easy, while Lt. seems to jump to middling plus difficulty level.
• I have no quibble save one with specific unit capabilities; overall, the research team did a great job in this regard. My one comment is Brit infantry caught out in the open on flat desert terrain by an armor unit. I don’t care if the Brits were highly disciplined; infantry, in the open desert against armor, shouldn’t behave as if it were damn near invincible.
• Overall, the base Panzer Korps is a fine successor to the previous Panzer General series. I am, however, having trouble understanding the conceptual reasoning with the mega-campaigns and Afrika Korps. I’m not complaining about the difficulty. The designers did a bang up job in that regard. If they wanted to construct a simulation showing how WWII campaigns really ended even if the AI cheats, then they did a great job with that, too. But if you want to turn off generations of wargamers, especially new folks, then they’ve done that in spades. Just steer clear of the “can you change history?” marketing ploy because a lot of people will be disappointed. I think that the mega-campaigns and Afrika Korps need a serious patch. Barring that, I’ll be having a bad case of buyer’s remorse.
One final note, and this is not that important to hardcore gamers, but what’s with the modern national colors on the main menu and not the flags of the time? As a major belligerent, the US flag is not even present. The designers went to great lengths to insure historical accuracy, so why are the flags of modern nations depicted? Overriding concerns about some sensitivities perhaps?