Having pored over the game manuals many times (and continuing to do so), I hope some of these questions aren't of the "just read the manual" answer variety.
After a couple of false starts (aka 'learning the hard way'), I'm into 1915 playing as Germany vs. the AI in the 4-player grand campaign. I'm playing strictly turn-based, "Army-by-Army", with all the 'challenging' boxes ticked in the Options screen.
Sorry -- some of these are a bit wordy -- mostly I'd just love whatever info. I can get from veterans out there:
1. Interceptions. I fear I'm not using these very efficiently. I usually choose the "Intercept with Full Forces" option when an interception is in the offing. I guess I'm not quite sure why you would Intercept with *less* than your full forces? Sending a minimum 1 corps to intercept seems like almost certain suicide for that corps, although I suppose such an Intercept would at least have the benefit of stopping your opponent's Army's move through your territory. I'm a little confused too as to *where* your forces wind up after a successful interception? If my Army is set to Intercept, and I select "full forces", assuming I win the Intercept combat, is my entire Army now moved into the territory where the Intercept took place? If Yes, is this the drawback of 'overusing' Interception-- that if you intercept with several of your Armies along a front, after it's done, your front is going to be completely disorganized and full of gaps - ?
2. Does GHQ have a combat function during "Movement Warfare" doctrine (1914) - ?? I understand that once you get to "Trench" doctrine, your GHQ can serve as a massive "reserve" for offensives (and on defense?) -- i.e. if your army is attacked and within range of GHQ in Trench combat, the entire slate of GHQ's corps are made available in the Reserves area (correct?). But this does not happen during "Mov't Warfare". I guess I"m just hoping to confirm that, for all intents and purposes, there's no real reason to load up GHQ with Corps before Trench warfare is initiated.
3. Railroad conversion. It seems to me that the conversions are happening automatically. I take an enemy territory, say in Belgium. The "signpost" sprite is placed on the conquered territory, with a number that I assume = the RR capacity of the territory (?). The manual suggests that you have to *dedicate* an infantry corps to select "Convert RR" -- but I've never done this, and after a turn, the rr conversion seems to have happened automatically (the sprite disappears) -- am I missing something here?
4. Events cards. I don't quite understand why cards not meant for your alliance are made available -- for example, playing as Germany, during one Events phase the only card I could draw was the "Lawrence of Arabia" card. Given that my ally is Turkey, there is no reason for me to play this. Is the point, then, that I'm holding it so that the Entente can't use it? Also, I may be mistaken, but it often looks like the AI is playing cards *against* itself that produce harmful effects in their own countries -- like France playing a "Mutinies" card on itself - ? Maybe I'm not seeing this correctly, but it sure looks this way from the Event message descriptions and from what I see on the map itself.
5. Is there a way to cycle *all* your stacks on the map -- not just armies, or stacks within a single territory?
6. Generally, and a big question I know -- how do I know how much I should be Producing, in terms of armaments and new units? Some units are automatically queued up and will become available to me. How aggressively should I be producing new units? I'm being very conservative at the moment -- but should I be going all out on production as Central Powers??
7. Breakthroughs. Just want to confirm: if your Army can do a Breakthrough (after combat, not one planned during combat), your stack will show up with a "Purple" glow - ?