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Of course, you have to adapt to the game engine, which allows for many things but not always all the finesse you'd like, and also to the balance between the two sides. Here, I think that both sides are represented as accurately as possible from a historical point of view (with a very accurate and detailed oob), while at the same time having many distinctive features that make things more interesting. For example, the American player can delay his opponent by setting up roadblocks. Special' events and cards will also spice up the game by offering special possibilitie, as the intervention of the von der Heydte Battalion or Operation Bodenplatte on the German side, or the ability to ‘throw in’ the 101st Airborne directly on the American side. Weather is an important factor all along the game, conditioning the intervention of air forces (on both sides).
Each type of unit has its own characteristics and capabilities that I can't fully summarize here: basically, the infantry can "take" losses and defend well but lack "punch" for the offensive, unless it is very well supported by artillery and/or aviation. German tanks are generally powerful but vulnerable in defense or fighting alone. (From this point of view, the American Combat Commands are much better balanced) They are the only units that can break through, and the motorized or mechanized troops are the only ones that can accompany them. Tactical cards also make it possible to highlight the respective qualities of each army.
There will be several scenarios of different sizes (not all of which will be implemented on release, but will come later). The grand campaign is obviously the longest and most complex challenge, but is still affordable in terms of difficulty. My idea is always to make games that are both historically accurate and fast-paced and dynamic. In Bulge, as in Overlord, the number of units is around 500, which is important but reasonable and manageable for a player who doesn't have a lot of time to devote to the game (of course, everything can be saved at any time, as in all SGS games).
Stacking is another key element of the game. You can't concentrate all your forces on a narrow front without creating traffic jams. Basically, one region of the game can contain the equivalent of a large division with a few supporting elements (the artillery is very well presented and also plays an important role). Terrain is also crucial, as it is in the real world, and you need to choose your attack routes carefully.