Very little operational choices makes war way too random
Sept 30, 2020 18:12:35 GMT -6
cabalamat likes this
Post by jokus on Sept 30, 2020 18:12:35 GMT -6
I posted this elsewhere, but thought it would be good here, as well.
I think this could be a really great game if a bit of work was done on the operational level. The strategic layer dealing with procurement, assignment to zones, research and political input is great. The tactical level is pretty good, although the air power part needs some getting used to on my part.
The issue is that there is very little in the way of operational input. No planning involved in how to get your weapons that you worked to build to the tactical battlefield. Very little can be done on using the military as a means to a political end. IF you can invade, that is about it. The rest is simply watching and hoping for the one random meeting per month. Playing as the Japanese v the French, I have numerical superiority in the Northeast and Southeast Asian zones. I developed my airfield in the zone. I had the necessary means to force my will upon the sea zone, for that is the purpose of building a navy, to project power and change the situation on the littoral areas adjacent to the sea. But by relying on random meetings, this superiority and buildup is largely wasted. 36 months of war, I had ONE fleet engagement with the enemy with more than one ship. I couldn't bomb their airports unless a random event put me close enough. So your operational choices are extremely limited, you can't take it to the enemy, except if you can invade. Which the Japanese can't v the French...
I am really disappointed in that, because the operational is where you execute the strategic planning to control the seas, protecting your trade and endangering your enemy's. What would it take for a simple set of operational selection choices be laid out when at war? The way things are, there seems to be little relationship between the effort you spent building ships and airpower to what happens on the tactical map in battle.
Fleet action attack/sweep/meeting enemy or defend in zone, avoiding contact but remaining a force in the area (sea control necessitates removing even an inferior enemy fleet)
Airpower attack against land installations to reduce A2/D of enemy.
Amphibious attacks (in there) or raids
Control of protecting or attacking merchants by zones.
Some sort of operational choices on the map screen could be used to make those random tactical battles appear as per the player's operational choices. So if I choose to "Fleet action attack in Southeast Asia", I should be given a fleet battle in the SE Asia, taking into account the enemy's decision to avoid contact, attack, retreat, or focus on air power alone. A "rock/scissor/paper" matrix could determine the tactical actions in line with what the player chose, rather than a totally random event that makes the player helpless at the operational level.
Thanks for listening
Joe