--Army titles are constantly lost with the army reverting to the generic tag; e.g. 11.Armee at the beginning of a turn ends up as "Armee (Ger)" for various reasons at the end, the most likely reason seems to be absorbing other corps stacks or units. Worse than this I have had two locked armies move to the same region and have them both unlocked and merged into one stack at the end of the term. Army GOs can also lose their command rating and have to move back into range of their GHQ to get it back.
--GHQ range should be doubled in western Europe given superior communication and transport links.
--As has been noted elsewhere, offensives against massively dug-in lines on the West front have far too high a success rate. A 2-1 or even 3-1 odds attack against a solid defense (entrench level 5-8, good generals, excellent artillery and supply) should routinely produce nothing more than heavy attrition, but far too often the AI is able to smash through and cause complete retreats.
--Related to the above, gas attacks appear to be handled pretty well, as are Stosstruppen, but another key feature in any huge push was the use of dedicated engineers and of course not just sappers. Laying out assault trenches, constructing ad hoc tracks to push ahead with--these were key elements and should be included here rather than just "dig-in" army engineers. My grandfather (noted below) was in one of these engineer btns and their work was key in the Canadian success at Vimy. A special "assault engineer/sapper" Option could be created, but rather than instantly in effect requiring a lead time after the costs paid, and with a % chance that the other side will be alerted. When used, a suitable attack bonus.
--That great looking mod for multi-player addresses the turn scale and a campaign season 1-week frame, and one month in winter, is really needed in my view. With better-tuned cohesion costs for RR movement the current "RR & Bash" situation could be made far more realistic; e.g. with a one week frame units on RR can load, move, and unload but would have a special 1-turn high cohesion penalty--removed the following week.
Finally, this is my own bias as a scenario designer, but I would very much have wished to see at least the German Sudwest and Ostafrika campaigns done in detail, along with the Senussi uprising in Libya (with a Zep option to deliver guns and ammo to the Senussi tribesmen there of course!).
Overall, brilliant historical research and I look forward to seeing this evolve.
