It remains to be seen if the Vic3 system will work well, all we have is dev diaries, which are very subject to change.How do we go from "The battle planner sucks" to let make the player exclusively use the battle planner to wage war in a Wargame!? You already need to have all the bigger picture in mind when playing the game, but it would be bonkers to remove the aspect where all your decisions need to come into play. It would be like baking a cake and then having a stranger eat it. For not to speak how good the Ai it's at managing frontlines.
TBh it feels in Pdx games like there are two types of players: Does that want a deeper experience, which are fine with micro and playing the game at speed 2, and thoose that want a more relaxed experience and an experience closer to an idle game with few hiccups. Either approach is fine, but one should not make a game exclusively for one of then, and getting rid of unit control seems like a huge downgrade and a total defeat of the series original vision.
For me at least, I don't find issuing individual attack orders along a line to be engaging or innovative gameplay.
Appointing leadership, allocating troops, defining short/long objectives, prioritizing supplies/air support, logistic concerns, domestic stability, intelligence resources, technology, unit design. These are just a few of the systems that the game has to offer that interconnect into quality gameplay.
The power of individual unit control cripples the importance of other game systems. Sure, politics, production and technology are important before big wars kick off, but once you are in the thick of things, unit control pays off far better than trying to get a new tank variant out. Basically, wars need to be slower in most cases (but not all)