I'm a HoI veteran who's played a few games of Vic. I like detail and micromanagement and politics (my real-life job) and wargames, so I'm a prime customer for the game. I've not played enough to really master the economic and political side, but I can well believe it's good.
However, with a friend (playing MP 1.02) I tried the 1861 scenario as USA and CSA, then the WW1 scenario with Germany and France, then let it run itself in a WW1 scenario. We found a lot of things that seemed to us strange:
- In both MP games, the winner (Germany and USA) amassed a huge stack and went around stomping opposition. Unlike HoI there seemed no leadership control limits or logisrical reasons not to do this. Historically it wouldn't have worked - the ACW/WW1 armies were too sophisticated for the sort of mass Braveheart-style charge of older eras, but lacked the command control expertise and gear of later times.
- Battles were incredibly bloody, with the AI willing to fight almost to the last man unless the player intervened. This seems atypical of the ACW at least.
- There was no sign of the edge in leadership that most people give the CSA early in the war. Meade smashed Lee on Southern territory with only a slight edge in troops, several times.
- Panzer tactics, driving far into enemy territory even without a supply line, worked just fine.
- Capitals fell with no particular effect visible. The CSA took Washington and still lost. Germany took Paris while France besieged Berlin. The victim suffered no effect on war weariness. The capital's gone, so what?
- The only way to stay competitive appeared to be to mobilise troops by going into populous provinces, grabbing a population group like 50,000 Catholic farmers, and telling them they were all soldiers. These would then instantly be available as replacements. No dissent, no training needed, and fiddly since one had to do it province by province.
- During the intense battles, even at slowest speed, it was completely impossible to take our eyes off the front for more than a moment, for fear that the AI would bleed an army to death if one glanced away to look at the economy, politics, or anything else.
- There appeared to be no way in MP to force peace, and no penalty in war weariness or anything else for refusing it. Even with Paris and half of France gone, France could cheerfully decline offers to settle, knowing that Russia woujld distract Germany in due course.
- In the AI-run-through with no player intervention, Germany rapidly invaded France and took Paris, then was driven back by BEF intervention. No other significant activity occurred on any front right through to 1919, when peace was declared. For long periods, the German-Russian front was unmanned on both sides even though they were at war, and the German-French front was sporadically manned as units ambled around in the homelands in a sort of Brownian movement with no obvious purpose.
Now we are both newish to the game so may well be missing important points, and we hope we are, since we really want to like the game. But it seems to us that the system doesn't really work for the big wars (we're sure it's fine for colonial skirmishes), and the AI is massively less effective than in HoI, where it's not perfect but still packs a mean offensive punch when it's playing Germany or the Soviet Union.
What are we overlooking?
Nick Palmer
However, with a friend (playing MP 1.02) I tried the 1861 scenario as USA and CSA, then the WW1 scenario with Germany and France, then let it run itself in a WW1 scenario. We found a lot of things that seemed to us strange:
- In both MP games, the winner (Germany and USA) amassed a huge stack and went around stomping opposition. Unlike HoI there seemed no leadership control limits or logisrical reasons not to do this. Historically it wouldn't have worked - the ACW/WW1 armies were too sophisticated for the sort of mass Braveheart-style charge of older eras, but lacked the command control expertise and gear of later times.
- Battles were incredibly bloody, with the AI willing to fight almost to the last man unless the player intervened. This seems atypical of the ACW at least.
- There was no sign of the edge in leadership that most people give the CSA early in the war. Meade smashed Lee on Southern territory with only a slight edge in troops, several times.
- Panzer tactics, driving far into enemy territory even without a supply line, worked just fine.
- Capitals fell with no particular effect visible. The CSA took Washington and still lost. Germany took Paris while France besieged Berlin. The victim suffered no effect on war weariness. The capital's gone, so what?
- The only way to stay competitive appeared to be to mobilise troops by going into populous provinces, grabbing a population group like 50,000 Catholic farmers, and telling them they were all soldiers. These would then instantly be available as replacements. No dissent, no training needed, and fiddly since one had to do it province by province.
- During the intense battles, even at slowest speed, it was completely impossible to take our eyes off the front for more than a moment, for fear that the AI would bleed an army to death if one glanced away to look at the economy, politics, or anything else.
- There appeared to be no way in MP to force peace, and no penalty in war weariness or anything else for refusing it. Even with Paris and half of France gone, France could cheerfully decline offers to settle, knowing that Russia woujld distract Germany in due course.
- In the AI-run-through with no player intervention, Germany rapidly invaded France and took Paris, then was driven back by BEF intervention. No other significant activity occurred on any front right through to 1919, when peace was declared. For long periods, the German-Russian front was unmanned on both sides even though they were at war, and the German-French front was sporadically manned as units ambled around in the homelands in a sort of Brownian movement with no obvious purpose.
Now we are both newish to the game so may well be missing important points, and we hope we are, since we really want to like the game. But it seems to us that the system doesn't really work for the big wars (we're sure it's fine for colonial skirmishes), and the AI is massively less effective than in HoI, where it's not perfect but still packs a mean offensive punch when it's playing Germany or the Soviet Union.
What are we overlooking?
Nick Palmer