tyronec wrote: ↑Mon Jun 08, 2020 7:25 pmIt looks like the only way to make challenging would be to select some command traits that would make the game more difficult.
This , basically.
tyronec wrote: ↑Mon Jun 08, 2020 7:25 pm
Every turn you just surround as many enemy units as possible and force them to surrender.
tyronec wrote: ↑Mon Jun 08, 2020 7:25 pmPerimeter.
I have never played with Perimeter because , as I understand it , Perimeter is one of those traits , commonly referred to around here as , " Edmon's Power 4 " , which makes the game as you describe it above.
Granted , surrounding enemy units and forcing them to surrender does indeed sound sensible , practical , realistic and historical.
--- Except , as you indicate , for the purposes of this game , it makes it too easy.
I prefer to play with traits , or without traits , that force you to actually fight the enemy. That force you to take casualties . Encirclements still happen --- when the enemy is broken / thrown into chaos already anyway , when you are mopping up , almost as an afterthought.
Sort of like the taking of prisoners in real life. As I understand it , in real life as opposed to in fiction , nobody wants to take prisoners in the assault because they worryingly may slow you down , and constitute a security risk when the issue is in the balance. And nobody wants to take prisoners on the defensive , because it is just another liability when you already have enough liabilities , and , again, prisoners constitute a security risk when the issue is in the balance.
So , generally , prisoners are taken when the ball is over / winding down .
I apply the same sort of thing to encirclements. The enemy is going to fight like hell to avoid encirclement , of course. So encirclement becomes something you read about / hear about a lot , but rarely actually ever see in practice. And , when it does happen , like I said , the show is practically over anyway.
tyronec wrote: ↑Mon Jun 08, 2020 7:25 pmAnti-air
Again , AA that actually shoots down aircraft seems perfectly sensible.
For the purposes of this game , though , I find that managing air defense is a lot more involved and interesting if AA deals primarily in suppression .
Your AA will still gain experience over time , they will still occasionally shoot down enemy aircraft. But AA / air defense is now primarily a pure support function , like Bruckenpioneire , artillery , or AT. In this case it is primarily a support for your fighters , and a so - so supporting defense of your ground units.
Support , support , support. Like it or not , it's your fighters that have to make the kills. ( After , hopefully , your AA has softened up / disordered the enemy air. )
One apparent drawback without Anti - Air , though , is that not only do you get few kills in the air , but in ground support against either soft or hard targets AA is absolutely lousy.
But , then , how many Knight's Crosses were won in AA units ? As only a supporting service , it isn't a very glamorous service.
Like I said , though , for me , running AA as a purely un-glamorous support service makes using AA more interesting and more involved .
tyronec wrote: ↑Mon Jun 08, 2020 7:25 pmTrophies
Again , I have never played with this trait . The way I hear it , it is one of those traits that makes acquiring prestige ridiculously easy ?
The flip side , though , of playing without traits that generate a lot of prestige , is that you are chronically starved for prestige , or even run out of prestige !
What can I say ?
Keep tweeking it, and tweeking it , and tweeking it , until you find your happy medium ?
---
To me , the genius of this game , and the attraction , is in the tweaking. Via a combination of traits and --- dare I say it --- cheat codes --- you arrive at a rule set THAT YOU LIKE / AGREE WITH / APPROVE OF.
It's roughly a war game - equivalent of paint - by - numbers. That is , you are given a ready - made framework to work with . But , within that framework , you can create what you want.
I would guess that when / if we finally get a Steam Workshop , this game will really blossom in the hands of modders ?
The very thing that constitutes a positive for some , though , for others is a negative. What is attractive to some , is off - putting for others .
tyronec wrote: ↑Mon Jun 08, 2020 7:25 pmDoes the campaign get more demanding later on ?
With AA as strictly an un- glamorous support service , no easy way to generate prestige , and encirclements / mass surrenders a rare event , Poland through France was , yes , easy.
But then , wasn't the war basically just a picnic for Germany until the Autumn of 1941 , anyway , historically ?
When I went to North Afrika , though ....
At Gazalla ; It took ten turns to take Tobruk . And your forces are a bit battered . But , no biggie , you still have ten turns to go , and only a little mopping up to do ---- Wrong !
You then run up against an entire army , new , fresh , and armor - heavy , to tackle , and only ten turns in which to deal with it !
I had to use a cheat code to give myself ten more turns . Otherwise , I would go from total victory to Custer's Last Stand in ten turns.
Same story at Baghdad. You have two major rivers to cross , a massively fortified city , and victory objectives on opposite sides of the map. ( Think of a drive toward Stalingrad
AND , AT THE SAME TIME , a drive toward the Caucasus / Tbilisi. )
I can either simply lose , literally wipe myself out trying to take the victory objectives , or give myself ten more turns.
Finally there is Sealion. It takes ten turns alone just neutralizing the Royal Navy / Royal Air Force , so that my invading ground forces don't get chopped to pieces just crossing the channel. ( And that seems pretty historical to me , too. No amount of fancy footwork would have abrogated the fact that you MUST neutralize the British air and sea forces . UNLESS you neutralize the British air and sea forces , you will either suffer horrific losses , or suffer horrific losses
AND lose. )
I'm hoping we will eventually get an Italian campaign , either from Slitherine or from modders , and then I can have fun trying to win the war with an antique army that punches like a girl.
