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If the developers made it so that infantry units have to take a month to replenish, the player and AI would have to be a lot more careful about using their troops wisely, since damaged infantry would have to sit out of battles until the next turn. This would make attacking from multiple directions more viable as eventually the defender would run out of reinforcements. This would also make attacking be more risky as if you ran out of men on an attack, even if you won, the enemy would be able to easily counter attack during its turn especially if they were more careful and didn't have as many units sitting out for replenishment
Yeah, I was getting the highest ranked victories in the debriefing screen (the slider on the victory bar going all the way right), yet I wasn't knocking off any stars. If I attacked a hex from multiple angles (so 3 attacks on one hex from 3 different hexes), despite massacring the enemy, their units are all replenished despite the fact each turn is a month and those units would still be degraded. There is no sense of wearing the enemy out, except from this morale debuff (which didn't seem to affect the actual battles) and the overall strategic national will.
But the battlefield doesn't change, and the units don't reflect the bloodletting that occurred. It is like nothing happened "tactically" speaking. At the very least if I could capture sections of trenches so I could springboard from there to take more of the map, I'd feel like there was some grinding slow progress akin to WW1 battles. But it feels like any progress on the battlefield resets and and doesn't matter. It actually doesn't feel much like WW1 at all, if you read campaign histories there is very much a focus on capturing ground to consolidate so you can push deeper into the enemy's defensive position. But here it feels like you never bite into anything.
I'm hoping this is just a demo thing.
as it is it seems like just never attack wins you the game
I think it's even possible to destroy infantry corps if you kill every single division in them, but that seems like a monumental task given how many regular infantry divisions are in one of those. I have no idea if this actually would work against the AI.
But yeah the actual observable impact of mostly winning a battle is very small. Quite disappointing. When I heard that of the battlefield permanency I was thinking you'd get to keep whatever trench you take, or at least those around a command point.
20 years later we are back to zero... ;-)
It may not be quite as effective as enveloping an enemy force and wiping them out in a cauldron battle, but it should still happen.
Close Combat is actually a very good example of what I had in mind. Maybe you can't take the whole map in one go, but you can focus on an area and then springboard from there the next time. I was hoping for something similar in this game.
if you started almost every battle already in the enemy trenches it'd be far too easy
But you won't start out every battle already in the enemy's trenches, only those where you are going from a previous battle and have it.
And I get the logic behind the stars but that doesn't mean I don't have to find it somewhat hard to grasp and unsatisfying. Especially given the importance of the physical locations over the course of the war.
pretty sure all the close combat games had a version of that where deployment zone was effected by captured objectives and where your units finished that battle at