Others have commented on this but I have a new perspective on the western front now that I have played the game against both the AI and a human opponent. First of all, I think the other fronts are working well in the game and there are all kinds of fascinating military and diplomatic combinations possible to keep players guessing. Where ageod really need to focus their development time with EAW is on the mechanics of western front warfare. After all, when most people think of WW1 they imagine soldiers in trenches getting shelled by artillery and dying by their thousands over a few muddy, shell pocked yards of ground. Historically there were a few breakthroughs between 1915 and 1917 but most of them only advanced a few miles before stalling due to being outflanked, unsupported, or counter attacked. Not until the huge German offensive in 1918 would an army truly advance a significant distance with a breakthrough on a wide front. Even then it was a short-lived success. What players want to see on the western front is a mostly static, trench warfare of attrition.. miles and miles of continuous trenches stretching from the Belgian coastline to the Swiss border... where it is very difficult (notice I didn't say impossible) for armies to move quickly and to gain significant advances. After a couple of hundred hours of playing EAW from 1.00 to 1.02 I can honestly say that this just isn't happening. Here is why and this is also why I think the western front theatre requires different game mechanics:
1) There is simply too much mobility. After a battle one side usually retreats out of the region.. this can even happen multiple times in one two-week turn leading to a ping pong effect of armies bouncing between regions. Opposing armies need to remain stuck in the same region much more often. Battles need to end in stalemate much more frequently.. I haven't seen a stalemate result yet... battles need to have the potential to become long drawn out affairs as each side commits more and more troops in attrition warfare... like Verdun IRL.
2) March to the sound of the guns... an excellent ageod game mechanic in other ageod games... and even on the other fronts in EAW... MTSG just doesn't work for western front warfare. MTSG is creating too much mobility and allowing situations like the one I recently reported in my AAR where an entire army abandoned its level five entrenched position and never returned.. leaving a gaping hole in my line.
3) I think that the game needs to differentiate between front line troops who would almost never vacate their trenches...and reserves which were more mobile and could be shifted to cover a threatened region. Currently there is no incentive for the player to keep much in reserve as armies will respond to attacks by mtsg. There is also no reason to spread your forces thinly, covering every region on the front with no gaps, as these forces currently can be easily overrun by a big stack. Power stacks unfortunately still rule.
Well, there are my thoughts. I think this game has so much potential and does many things very well. Hopefully special mechanics can be introduced that affect only the western theatre (which is already defined in the game files). Here are my suggestions:
1) The ground in the front line regions needs to be much harder to move over and through... the western front terrain was a nightmare of trenches, shell craters, mud and barbed wire which had the effect of slowing armies down significantly. Make new terrain modifiers that add movement and cohesion penalties along the actual front line regions.
2) It needs to be much harder to move entrenched defenders out of their positions... at least until creeping barrages and storm troopers make attacks more potent. Make the entrenchment levels much higher on the WF and prevent armies from abandoning trenches to mtsg.
3) Reduce the chance of retreat (out of the region) from combat significantly in the front line regions... stalemate should be the most common outcome. Retreating locally ie changing military control should be the focus.
4) Find a way to make artillery barrages and reserves a more integral part of the game. I feel as if there needs to be a clear distinction between the front lines in a region and 'behind the lines' where heavy artillery and reserves were located. Currently the role of heavy artillery only seems to be important when besieging forts.
There is a lot more... but I think this should be the focus: get the western front trench warfare working properly.. then this will be one of the best war games ever to come from any game studio.
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