Trench warfare (…) The game seems to lack this element-arguably the "face" of the whole war.
Ranged artillery LAND bombardment
Trench warfare on the western front really needs to be more realistic. Most battles in the trenches should have the outcome "stalemate" from the winter of 1914 until 1917. Also more options for artillery bombardments need to be added.
I believe Trench warfare is not given proper representation, and that’s kind of sad for a WWI game.
Now, to be honest, it is not an easy task. The problem is that the combat engine, which deals with the 1914 more fluid situation, and is probably built to be somewhat generic and cover earlier periods for other games as well, cannot be suited to model a kind of warfare that had never been practiced before WWI, and (hopefully) will never be after.
Warfare in the opening hours of the conflict had not departed from the Napoleonic frame of mind; battles would last hours, the longest ones a couple of days. Most of the time, one of the forces would emerge as victorious. Once the trenches settled in, it was no longer about outwitting the opponent in a skillful display of military expertise, it was about industrial slaughter. Battles lasted for months, and were no longer fought by two encountering forces, but were cauldrons that would absorb the reserves of entire fronts.
There is a drastic change of all parameters, and this is why the same battle resolution model equation cannot be applied indistinctively for 1914 and for 1915-1917.
A more realistic way of modeling the idiosyncrasies of trench warfare could, in my humble opinion, go along these lines:
First, as pointed out by ajarnlance, (bloody) stalemate was the quintessential outcome of trench warfare. Verdun was a stalemate, the Somme was a stalemate, Cambrai was a stalemate. Even the disastrous Nivelle offensive, when considering German losses, was a stalemate. Screens showing "X victory" or "Y "defeat" should be a rare sight on the Western front!
Regarding combat, initial assault against an entrenched position should face huge, quasi insurmountable, defensive bonuses.
Excluding extreme disparities in combat odds and/or in losses, result should be “stalemates”, with the slightly “winning side” gaining 1 or 2 % military control in the region ( a few blood-soaked yards of no-man's-land). But, more important there should be a slight decrease in the defensive bonus (unless the battle can be justly labelled an attacker's defeat, if the attacker's strength was really inadequate).
Attackers would therefore be encouraged to pound the same spot relentlessly, until their resources in the area are all but spent, hoping to erode the defensive bonus enough to manage a small localized breakthrough and claim victory to the face of the world. To do so, they would have to replenish the quickly dwindling attacking force with fresh blood from neighboring armies. Of course, the defender will do the same.
Outcome would be determined, as it should be, not by the relative expertise of opposing generals (general skills should have very very reduced impact on static Western Front battles, in my opinion, in fact, none at all) but by the quantity of reserves each side is willing -and able- to throw and sacrifice in the battle.
“Victories” against anything but the weakest defending force would then only be achieved by exhausting enemy potential and overcoming his defensive bonus through successive assaults. Generals at the time expected no better.
It would translate into something like 5 to 15 % military control of the region and would provide the winner with non-negligible Morale gains. No need to capture a city or anything,( although, obviously, doing so, adds to the Morale boon): In Trench battles, miserable little location with no significance whatsoever on the grand strategic scale, would suddenly become the centre of the world ( Douaumont fort, the Mort-Homme, etc.) whose possession, would determine who is believed to have the upper hand. When the British conquered the first few kilometers at Cambrai, it was enough for every church bell in the UK to ring – first time since 1914 - victory at last! (The Germans promptly sent the British back to their starting positions.)
Offensive postures would include long artillery bombardments (la Bataille de matériel as conceived by the Allies), forfeiting all element of surprise but hoping to bury the enemy under the storm of steel. guns by the thousands and lavish ammo are a prerequisite. Week-long massive bombardments are also a key feature of WWI and currently underrepresented, to say the least, in TEAW.
Assault postures could, one the other hand, reflect the lightning barrage + tank/stosstruppen assault of later days, capitalizing on the element of surprise and the infiltration/breakthrough capacity of the assault spearhead.
A proper WWI simulation should give the players this sense of murderous escalation, this temptation to scrap the bottom of the barrel for the last combat -ready brigade available, with stakes rising as the casualties mount week after week, and each side desperate to offset the material and morale damage of the slaughter by claiming final victory (grabbing some flattened hill or ruined town, or decrepit fort).
I'm afraid there is little of that in the current version of the game, yet I am confident the issue will soon be adressed.