In Praise of AoD: The Greatest WWII Grand Strategy Game Ever

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Second Lieutenant
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Three great things about AoD that distinguish it from any other game on the planet:

1. Realistic and intuitive stacking penalties and reserve forces

No other game models this better than AoD. This is the single greatest "under the hood" innovation of the game.

The more forces are committed to the assault, the more the front is "clogged" and the more the combat power of each unit is diffused. The best thing to do is "cycle" your forces - use just enough forces to achieve breakthrough, and commit fresh reserve troops when the frontline troops get worn down.

No other wargame recreates this reality in AoD's simple and elegant manner. HoI3 has to use an arbitrary and clumsy "frontage" system. In every other war game out there the benefits of attacking with a 99-unit superstack outweigh the disadvantages.


2. Intuitive interaction with weather and terrain.


I can see both terrain and weather (except in case of "frozen" weather, but that's nitpicking) This is an incredibly simple thing which somehow has eluded all the wargames I know. I can plan my assaults around the weather. I was actually thrilled when I had to postpone assaults many times because I could see snow fronts sweeping in.

3. The strategic air war has decisive consequences.

Historically, the air war against Germany succeeded in crippling about 30% of Germany's production, despite the vast resources devoted to Germany's air defense. As Speer makes very clear in his book Inside the Third Reich, that the air war did not do more damage was simply due to the Allies' failure to concentrate attacks on vital industries. Speer asserts that the Allies could have totally ended German war production in early 1944 had they focused on the ball-bearing plants, or the power plants, or the oil refineries; as it happened they attacked these targets sporadically, and wasted a lot of their air power on "terror bombing."

In every other grand strategy war game you can actually completely ignore the air war and still win. For Germany at least, that's not possible.
 
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As a follow up to the previous post, I am aware of the issues such as Germany always crushing the SU, or Japan smashing China easily.

However these problems are balance issues that can be resolved with intelligent tweaking of various modifiers in the text files. The mechanics of AoD are fundamentally sound.
 

Lennartos

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hehe

Threads like this is why we keep on going in high spirits ;)

One thing i have been thinking about - i also find the HOI3 frontage system to be... a bit "synthetic"..
That is not to say that the system does not have a point.

Militia does not necessarily have the same frontage as Tank divisons.
The difference in frontage is not that great, as militia needs to use dispersed warfare, but i think there might be room for a mix between the two, where the "frontage" is the value to diminish the effect of the front instead of only taking the amount of units.

It might not change much gameplay wise, but i think it would make the system more flexible for modders..
Also it would give access to some interesting mechanics like sacrificing toughness (gde) for lower frontage... (think human wave)
 

Svend Karlson

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hehe

Threads like this is why we keep on going in high spirits ;)

Heck, if you need high spirits to keep on going, just let me know what kind of spirits exactly, I'll buy them for you.

AoD has me hopelessly addicted to Hearts of Iron all over again. It is hellish difficult to tear myself away from it over the weekend, and I would not / could not return to HoI2 now that I've played AoD, too many improvements dammit.
 

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One thing i have been thinking about - i also find the HOI3 frontage system to be... a bit "synthetic"..

...i think there might be room for a mix between the two, where the "frontage" is the value to diminish the effect of the front instead of only taking the amount of units.

It might not change much gameplay wise, but i think it would make the system more flexible for modders..

Or they could simply drop that clumsy system and adopt yours.
 

DesertSnow

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Yes, the air war has changed and effectively ended one game for me by the USAAF bringing Germany down to 67 base IC at which point I could do nothing more:D

Well, there is something you could have done. Lock yourself in a bunker, write a "will and testimony" in which you would blame everyone (except yourself) for the defeat, then shoot yourself (sorry, i couldn't resist myself ;)
 

Simon1397

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Well, there is something you could have done. Lock yourself in a bunker, write a "will and testimony" in which you would blame everyone (except yourself) for the defeat, then shoot yourself (sorry, i couldn't resist myself ;)

Extraordinarily I found myself putting all my hope in the 'secret wapon' systems (turbojets, V1/V2's just as IRL) as they seemed to be the only solution to the strategic air war (that I was losing) although the army was holding up in the East. The game had an eeriely authentic effect of mimicking the end of the war where holding on for some wonder weapon that would turn the war around gripped me into a state of paralysis.

As an aside the infrastructure destrucion wrought by the air-war and reinforcement cost that led to a collaspe of the ESE made my ground troops poorly supplied and they took heavy manpower losses in battles making a vicious spiral for all.

One caveat though, the UK South coast had no troops in it and the British aircraft carrier effect can be negated by a Sealion in 1940/41. I just tend not to take advantge of the AI for the sake of gameplay.