Guderian21 wrote:I decided to test the new content, and I'll share my thoughts over a few posts. I reinstalled the game, as I hadn't played in months. Previously played through twice on Normal difficulty. I decided to play through on Easy in order to speed up getting to the new content, and resolved myself to Gold Star every mission. I easily met this on every mission that had previously been available, except Market Garden, which I did restart in order to secure the optional objectives and ensure access to the ahistorical missions. I will note roughly how many attempts I needed in each mission to get a gold star on Easy mode, so that difficulty comparison is possible.
My thoughts on Update 12 and general game issues:
Lombardy-Ligueria: (2 attempts, wasn't paying attention to the turn requirements for Gold the first time, as the scenario was so simple that I forgot to look) Not much to say overall, very few moving pieces. It makes sense to include for completeness sake, but otherwise the overall level of complexity is a sharp decrease from everything else in the game.
Fortress Holland: (1 attempt) The number of German units was intimidating at first, but their low quality meant they were mostly annihilated by turn 4-5. All objectives comfortably taken. Much like Lombardy, this scenario was a huge step down in difficulty/complexity, which is actually welcome given some of the upcoming battles.
Push to the Ruhr: (5 attempts) This was a welcome step up in difficulty from the historical campaign. I had issues with capturing 3 different objectives on different attempts, it wasn't the same one that I couldn't get in time every time. Once it was Panzergrenadiers in Bonn that my tanks couldn't dislodge, once it was entrenched infantry in Wesel that I couldn't get engineers to in time. The worst was Emmerich, where a panzer division swapped with the infantry garrison the turn before I needed it. It really feels like there are several fronts to manage here, divert too many forces north to get the optional objective at the river and you risk not clearing the south fast enough for gold. On one of my attempts, nearly all of the tanks in the north were wiped out by German armor coming up from the south, but thanks to liberal bridge destruction I wasn't able to capitalize very efficiently in the south. The balancing act is really affected by the optional objective in the northeast.
Saar-Vosgues Offensive: (2 attempts) I failed to devote enough forces to capture Strasbourg on time. You almost have to divert some of your forces to the center, and give ground in the north in order to have enough push towards Strasbourg since the AI will cluster panzer divisions there. I don't think that the southern forces have a realistic chance of making this objective on time for gold without reinforcement from the north, which is fine. I do think that this is the first scenario that has forced me to reorient my forces significantly though. Once Strasbourg falls, the rest of the map is gobbled up pretty quickly.
I'll post on more scenarios tomorrow, but there are a couple of general issues that I want to comment on.
1: stragglers/replacements. With all the units switching armies between battles, many of my armies end up with replacements at HQ that they can never deploy. This was most annoying in northern Italy and Bohemia. The British army there ends up with Brazilian infantry in the reserves, but the only Brazilian division switches back to the American army. The polish forces switch command at some point. Several American/British armies end up with British/American replacements in their reserve that can never be deployed. I can think of several ways to fix this, but most of them have issues of their own. Maybe just allow two armies present in the same battle to exchange reserves during deployment?
2: paratroops. Why to they have to be dropped turn one? On specific, controlled maps, like Normandy or Sicily they work well. In Ruhr Assault and Unthinkable they just get swallowed up and annihilated. I either drop them at the front line and they may as well have started on the ground, or I drop them to interdict enemy supply for a turn before they die. Both of these maps have rivers to cross, which limits the ability to link up with behind the lines paratroopers in a timely manner. I guess I should really be using them immediately behind the rivers that need to be crossed, but it feels like a pretty minimal effect on maps this large. I suspect that they will still be killed on the first AI turn regardless. If I could wait to drop them behind the lines, I would be able to better support a breakout when it happens.
Cheers for the feedback.
It is working as intended then
. Personal preference maybe, but I prefer it when the scale and (to an extent) the difficulty changes pace now and then. Lest things get boring/frustrating.
RE: Fortress Holland
Hehe, I see you actually agree on this then
RE: The rest
Glad to hear they are hitting a good spot for you.
Yes. This is an issue in the game design itself. We will be looking into solving it in the future, but not for update 12.
They are limited to turn 1 mainly for balancing and a tad of realism. You may have noticed how super powerful the para cards are... Now imagine having what is essentially 3-5 free of those in a scenario. It would fall apart.
If you drop them in good terrain and a nice annoying location for the AI they are still very very useful. In Unthinkable I'm not even sure the scenario is beatable if they are not put to good use (you get all the five "big ones" in that scenario).
Thanks again for the extensive feedback!