Canoerebel -> RE: "Tojo Edition" (12/10/2009 6:58:43 PM)
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AE is a massive and incredbily complex undertaking that is in the process of producing the most wonderful game any WWII buff could ever imagine. As I've stated before, this may be the only game I play for the remainder of my years. Since I'm 48, I hope that will be a long time. An exaggeration? Well, UV/WitP/AE are the only games I've played since 2002 and feel like I'm just getting started. At this point, however, it is clear that the game has some major issues that affect game balance. We are fortunate that the developers are (1) players devoted to the game; (2) conscientious; (3) talented; and (4) demonstrate a love of quality and pride in workmanship. These problems are being addressed, but it takes time. I haven't had Patch Two installed long enough to know if the biggest kinks through Patch One have been addressed, but I had four major concerns after playing into October '42 in a PBEM match: 1) The China model was clearly broken. The Japanese player could destroy China at his will, absent mercy or major house rules. He could accomplish this by strategic bombing and bringing artillery death stars into the theater. There is (was, if Patch Two happened to fix this?) no way that the Allies could counter this strategy. 2) Artillery Death Stars. Artillery is hyper in the game, reducing armies to jelly and negating fortifications. This problem will eventually be visited on the Japanese, but at the start of the game it's a one-sided problem for the Allies. Hence Manila, Bataan, and Singapore are easily taken and, as noted above, China is toast. 3) Wimpy Fortifications. Fortifications are no good. Chinese troops behind as much as eight forts are decimated by enemy artillery fire. Even after installing Patch Two I've taken more than 1,000 casualties a day from bombardment in a hex that has eight forts. Given the squads destroyed, the enemy can inflict more losses in that one hex than the Allied player can replace. [Perhaps there are modifications that will limit the Japanese player's ability to bombard every turn, but I haven't gone far enough to see it yet]. 4) Sub War on Steroids: In my PBEM game, the Japanese player has consistently operated his subs in and adjacent to the biggest Allied bases (Pearl, San Francisco, Noumea, Sydney, etc.) with near impunity. The presence of dedicated ASW and air-ASW patrols have been ineffective. At first the Allies scored some ASW success, but over the past four months ASW prosecutions have been virtually nil while Japanese subs have managed to sink nearly a dozen ASW craft - mainly AMs and DDs with a KV thrown in for good measure. That these sinkings occur in or adjacent to basews with ASW patrols is a-historical. Subs should have success against juicy transport TFs (and their escorts) on the high seas, but rarely in or adjacent to big bases that have major ASW activity. One time, a Japanese sub even surfaced at Luganville during the daytime and torpedoed a docked AKL loading supplies...while an ASW TF and ASW aircraft didn't do a thing. I know these and other problems are being addressed, so I have great expectations for AE and hold the creators in the highest regard.
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