CommC
Posts: 467
Joined: 8/3/2002 From: Michigan, USA Status: offline
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Commander Europe at War is fabulous. 1. Complexity Has just the right balance of complexity: not too many units to manage, yet has enough and the right size hexes to allow tactics, including cutting off supply, counter attacking supply lines, etc. 2-week turns mean not too many turns in a game that it becomes overwhelming, but enough to effectively control all the aspects of the war in sufficient detail to execute your strategy. 2. Unit attibutes Although there are few different types of units, each has both a strength and an effectiveness attribute which allows a wide range of unit qualities... allowing the game to simulate everything from raw recuits of boys and old men, to highly trained troops such as paratroopers. 3. Supply Supply seems perfectly modeled. When units are out of supply, their mobility immediately suffers, and effectiveness decreases over time 4. Population limits The idea to decrease the effectiveness of new units as more of the population is mobilized is brilliant, and accurately models the historical reality 5. Air operations Automatic escort and CAP defense with fighters is a great idea, and works perfectly. 6. Rail and sea transport This is sensibly modeled and seems to reflect the historical situation very well 7. Commanders The commander feature is an added nice touch! 8. Reinforcements and upgrades The was units can be reinforced after combat losses, and upgraded after research successes is very well done and again closely models the historical practice. Overall, CEAW seems to combine a number of innovations in wargaming with a sensible balance of complexity to give an excellent game and sim of WWII in Europe. A hearty thanks and congratulations to the design and programming team! Edit: I added a couple more high points.
< Message edited by CommC -- 7/20/2007 7:18:34 AM >
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