No.
The problem is fundamentally the 'one turn after the other' format.
This makes it impossible to retreat effectively.
It also completely removes Allies from the battlespace except in very rare circumstances.
In STW/MTW when you drag an army into another province, you're not actually moving that army, just indicating where it should go when you click 'end turn'.
When you click end turn, the AI take their turns to indicate their moves, then the units actually move and finally anywhere that armies from different factions are on the same province = Battle or withdraw.
The STW/MTW AI did actually have the advantage/slight cheat of seeing what you did & being able to respond but in nearly all cases this was positive for the game play as they did things like send reinforcements to attacked provinces, counter-attacks into lightly defended provinces or Allies could send in their guys to help.
Thats why we need to go back to the Risk style provinces.
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Additionally, I'd like to see a 3rd separate layer to the game so that when two armies meet in a province (ie neither choose to withdraw at STW/MTW style 'armies meet' interface), instead of jumping straight to battle, you go to a third 'Theatre Level'.
RTW style campaign was an attempt to add this 3rd level but it fails at it, while simultaneously it broke the Campaign level AI & gameplay.
My way the Theatre level would play similar to the RTW style but would just be one, zoomed in province at a time.
You would have a few turns (eg if Campaign level turn is 1yr, you'd have say 4 * 3mth turns) of army level maneuvring before going back to the Campaign level.
For example you could:
- Position on strong ground or maneuvre to deny it to your enemy
- Bypass the enemy forces, pushing through to another province
- Escape superior forces
- Intercept an invader
- Withdraw to safety
- Split the army to attack/defend multiple targets (eg minor towns) or perform Theatre level flanking moves (eg Telamon)
- Avoid battle but attack the enemies' supply lines
- Sit & wait for your enemy to make a move
- Close to Battle!
I think that would give the best of both worlds & be relatively easier to code AI for.
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