Hi,
Yeah, I know I'm a bit late to this particular party but here goes
anyway.
Manual : could do with some native English speaker editing but I'm
probably the only one who has read it anyway as it's really not needed
to play the game. It does add to the "wow" factor of this game if you
read about what's all in there.
Tutorial : I had to smile when my infantry kicked the enemy unit out
of the village the first time around. Especially since the tutorial
manual said I'd suffer a retreat and continues from there - you can
never really tell with random combat I suppose, but what were the
odds
First game up : North Africa - my Italians have got the British 2nd
Armoured and some other units surrounded, but I'm not sure who's
receiving the worst pummeling. They're out of supply now so let's see
what gives in my next turn. I moved my panzers from north to south and
sneaked through there - didn't they read any history books ?

- I
managed to kill 8th Army HQ. Ha ! But I'm reigning my panzers in for
now as my supply line to them is threatened.
As far as I can tell the only way to watch what your opponent did in a
turn is to click the "history" button and have a look. Why couldn't
this simply be done in the normal window during the AI's turn ?
Getting troops from the various HQ units to the front-line "container"
units could also do with some UI streamlining. A unit can only receive
reinforcement from it's own HQ, so it's pretty easy to come-up with a
scheme which doesn't require so many clicks. Speaking of UI : it would
be nice if the "supply layer" button would work depending on which
unit is selected. Now, if you want to have a look at the supply layer
of the enemy you have to first select an enemy unit, then click the
supply layer button twice to re-calculate it. And another thing : it
would be nice to have the unit designation on the unit itself, and not
only in the overview screen below it, but I don't know if that's
typical for this scenario or not. Might also have something to do with
the "unit container" approach.
I was impressed by the briefing at the start of the scenario : it
flatly stated that if I was going to play the AI, and not a human, it
would get a bonus as that's the only way to give me a good game. Too
many games seem to prefer a Virgin Mary approach to not giving the AI
any bonusses, but then totally fail to give the gamer a good game
which is the object of a game any way you look at it.
Given how flexible it all looks I was a bit surprised by the number of
scenarios included. I didn't exactly expect 200+ but 30 odd seems a
bit low, especially if many of them are human vs human only. After I
finish kicking the British out of Afrika I'm going to have a look at
what the community has produced so far in additional scenarios.
Overall impression : pretty good generic WWII wargame engine, with
some weird UI choices. Now, generic may sound like a byword for bland,
but in this case it isn't and I can really see why you guys voted it
to the number 2 spot in the WOTY election.
Ok, game on. Gotta take Cairo and have a swim in the Canal
Greetz,
Eddy Sterckx