i think it's a good moment to say ![]()
Flanders Front - Join The 3rd Battle of Ypres now

Attention, Generals!
“Flanders Front”, the most revolutionary event in Supremacy 1914, is now available to all players!
Lead the Entente or the Central Powers to victory! Join a team of 10 players in the Third Battle of Ypres and defeat the enemy. Collaborate closely with the other generals, as you will need your entire team to conquer and hold the provinces with Victory Points against your 10 opponents.
Event details:
- 1917: Ypern Map with 20 players
- 2 fixed teams of 10 players each
- Each member of the winning team receives 10,000 Goldmark
- Hold 70% of all Victory Points on the map
- Random country selection
- Elite AI (but no Goldmark entry fee)
- Initial relation towards the other team: war
- Timeboxed at 21 days
New event-exclusive features
“Flanders Front” comes with a great number of event-exclusive features which you will not be able to experience outside this event in Supremacy 1914. Read carefully and be prepared!
Research: Specialize by researching higher unit and building levels to greatly improve their power and trump your opponents!
Armor classes: Counter your opponent's strategy by recruiting units that deal high damage against units of a certain armor class!
Terrain: Read the battlefield and take advantage of it in combat and when moving your troops!
Economy: Work with what you have, as production and demand of a product cannot be altered by using or producing another resource.
Morale: The morale of a province has a direct impact on its productivity. Moral penalties are based on number of provinces, not on being at war.
Special weapons: Take advantage of special weapons and their abilities, like the powerful gas artillery!
Epic weapons: Make your units even more powerful by unlocking their epicness at the end of the research tree!
Feedback
Your feedback is of great importance to us. We opened all possible channels for you to share your thoughts, impressions and feedback. Join us and discuss the new event on the forums. Participate in our survey that will be available throughout the event. And send us your questions for our game designers which they will answer in our AMA (Ask me anything) on June 25th in the forums.
We hope you enjoy this phenomenal new event and wish you best of luck on the battlefield!
Your Bytro Team
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23 Replies
I think the supply's at the start for both research and building are to low. Other then that interesting to have units from day 1
Enforcer(Angel of Death)![]()
BobokilI think the supply's at the start for both research and building are to low. Other then that interesting to have units from day 1
what have you tried to build and research so that you run out of resources?
I can't tell that mate ready know since is my Battle plan .
Enforcer(Angel of Death)![]()
BobokilI can't tell that mate ready know since is my Battle plan .
ok, you got a point there, but how do you have a "battle plan" to a map and mechanics you couldn't prepare a few hours ago because you didn't know how it was going to be? all i'm saying is that even if some are cheap and takes very little time, you don't have to build and research them all, you have to choose
I played WW2( Call of War) first before I joined Supremacy does that answer you question.
Enforcer(Angel of Death)![]()
BobokilI played WW2( Call of War) first before I joined Supremacy does that answer you question.
i guess it does, somehow ![]()
nemuritor98i guess it does, somehow
If youu hadn't noticed yet the map has almost more in common with CoW then with s1914
NarmerTheLionIf youu hadn't noticed yet the map has almost more in common with CoW then with s1914
ofc i did, but there are traits from both, when i first played CoW i found barracks where similar to recruitment offices because they were made where you produce units, however when i tested the event last week and i saw those buildings i thought to myself, it looks like here you have to choose one way or another, you can't have everything in each province at start, one province would produce infantry, other would produce light armor, other would produce heavy armor and others would produce planes,
So what are your experiences after the few hours/days playing Flanders Front? ![]()
All fine just more supply's at start make even more fun.
Enforcer(Angel of Death)![]()
The DEBATABLE
The part where you can make units in just 5 mins and above can also be exploited when an enemy tries to rush someone where there are no units in the area. But 5 mins later, they see an infantry, maybe even a few more in a few minutes. On the one hand it STOPS RUSHES but gives no justice to the person who boldly and ingeniously rushed the enemy, but on the latter, maybe it is a REALISTIC APPROACH because you cannot really rush in the Great War. Doing so would really screw the other team because one guy who got rushed leaves the entire teams back-line open for rushes. With this feature, the team can create units fast so the enemy cannot push that fast.
THE SOMEWHAT BAD
Visual graphics mentioned above aside, another issue is the unit levels: when produced, the units level stay the same. When these units get "out-teched", there main use is just home defence or military police in low morale areas. Either that or still use them in assaults in hopes to make a difference. Still, the issue here is the units UPKEEP. It is much preferable to sacrifice them than lose out on a bit of resources when the tech difference is significant - but only if these units have no use or are just defence.
Disclaimer: Just a perspective of someone who wants to save up resources. Other than that, units are not a complete waste.
THE BROKEN BAD (that it could be exploited)
Umm Bytro... Are you saying it takes all of the units health for the unit to be destroyed?! This feature can be exploited fast by just making a huge stack with lots of health just charge at everything without expecting any losses. You kill maybe 30 units but suffer NO CASUALTIES because the army group still has a decent chunk of health? The base game mechanics where both units die is a lot more safe as it really encourages players to make an army group that will surely have an advantage over the other units to breakthrough or cause more casualties.
If you want any clarifications of this post just ask! All these are just CLAIMS OR OPINIONS OR FEEDBACK so please take them into consideration - just want Bytro to look into these cases and whether to rebalance these or not. In any case, high praise to Bytro personnel for delivering this event! Having tons of fun playing the gamemode! Top 10 anime crossovers or something xD ![]()
Best Wishes,
~ Cpt Mystic Stirling ;P
P.S. A repost from the other thread
ArcorianSo what are your experiences after the few hours/days playing Flanders Front?
Thanks for sharing that feedback Cpt. Mystic~Stirling I added it to our feedback list which our game designers constantly go through to improve the event.
how is it that Light tank is 2-3 times better than a heavy tank?
If your Heavy Tank is lvl 1 and come with lvl 4 Light Tank you tank will even make damage to mine. Is all about lvl off the units.
Enforcer(Angel of Death)![]()
I always though havy tanks are better than light tanks but new event proves me wrong
Light Tanks were developed later in the war, thus they unlock later than the heavy tank and their first level is already as strong as lvl2-3 of a heavy tank. But in turn the Light tank also has less levels to research. This system goes for all the unlocks in the game. Day 1 unlocks have 6 levels, day 3 unlocks have 5 levels and day 6 unlocks have 4 levels.
Cpt. Mystic~StirlingThe DEBATABLE
The part where you can make units in just 5 mins and above can also be exploited when an enemy tries to rush someone where there are no units in the area. But 5 mins later, they see an infantry, maybe even a few more in a few minutes. On the one hand it STOPS RUSHES but gives no justice to the person who boldly and ingeniously rushed the enemy, but on the latter, maybe it is a REALISTIC APPROACH because you cannot really rush in the Great War. Doing so would really screw the other team because one guy who got rushed leaves the entire teams back-line open for rushes. With this feature, the team can create units fast so the enemy cannot push that fast.
THE SOMEWHAT BAD
Visual graphics mentioned above aside, another issue is the unit levels: when produced, the units level stay the same. When these units get "out-teched", there main use is just home defence or military police in low morale areas. Either that or still use them in assaults in hopes to make a difference. Still, the issue here is the units UPKEEP. It is much preferable to sacrifice them than lose out on a bit of resources when the tech difference is significant - but only if these units have no use or are just defence.
Disclaimer: Just a perspective of someone who wants to save up resources. Other than that, units are not a complete waste.
THE BROKEN BAD (that it could be exploited)
Umm Bytro... Are you saying it takes all of the units health for the unit to be destroyed?! This feature can be exploited fast by just making a huge stack with lots of health just charge at everything without expecting any losses. You kill maybe 30 units but suffer NO CASUALTIES because the army group still has a decent chunk of health? The base game mechanics where both units die is a lot more safe as it really encourages players to make an army group that will surely have an advantage over the other units to breakthrough or cause more casualties.
If you want any clarifications of this post just ask! All these are just CLAIMS OR OPINIONS OR FEEDBACK so please take them into consideration - just want Bytro to look into these cases and whether to rebalance these or not. In any case, high praise to Bytro personnel for delivering this event! Having tons of fun playing the gamemode! Top 10 anime crossovers or something xD
Best Wishes,
~ Cpt Mystic Stirling ;P
P.S. A repost from the other thread
After playing and winning a round of Flanders I have to say that your theory is very wrong.
1.i have to say the rush part is a valid point
2 . Having a large stack of massive hp is absolutely useless if it doesn't do damage lol you can spam ten of thousands of heavy units and conscripts but if I attack you with howitzers and cav you won't live long and I have to say units heal painfully slow in the game and the lower the Hotpoint the lower damage so I can say that if you have won with a stack which has lost like a 400/1000 of heavy flamers and conscripts hp and I have lost with only 0/400 I have gotten the worth of my troops as a next stack of anti heavy troops will kill your stack in moment without taking much damage.so better play by the rock paper scissors part of the game.
3. The truly op thing I have found is the infrastructure spam in this map I have to say if spamming like 4 level 3/4 infrastructure in your empire can make you ridiculous amount of resources and give you enough money to buy anything else as on the endof day 7 I was making 100k+ per day
ther eis only one true way- cav spam + inf spam
1/3 of team is spawning cavs in hundreds and use roads to quickly occupy victory points, while other spawn infs to secure victory points and roads
I cannot see other sensible way to play that
Taking into consideration that Bytro mixed here new grahics, with new unit system and new map without giving time to familirize with any of them ( maybe except graphics).
Having road system that completely changes way how you move on the map.
Adding to chaos newbies who cannot even cover roads on that map and use defense unit to attack and offense unit to defend.
You finish without a country as 1 enemy inf walks into you country using highway passing by your allies - I still say it is chaos not worth a time.
In general - from Supremacy we have here 0 content. So all experience from playing supremacy is usless IMHO.
I cannot even recognize if I am attacking French , British or Neutrals. Or if my southern neighbour is in front of me or behind me. Adding to confusion AI allied units walking everywhere. And those huge graphic objects covering map so I cannot even see if I am standing in town or next to town or if I am walking into town or already fighting...
Tooooo much untested content in one go. If you have introduced that bit by bit. First Graphic, then map, then road system, in the end new units- maybe it would be possible to swallow it, but throwing everything to one pot and hoping it will work somehow and people will use it because they will get 10 k GMs.... well I must say I regret wasting my time even for that 10 k Gms as I can but they for 1 pound anyway
As a game designer I must say I would not risk it that way. To much to lose on a producers side. People can be put off from new updates and events. They can assume this is a new way how things will work. Some like schkopen already started to look for a new game
. There is a good reason why some people play COW and hate Supre, and same reason have people who play Supre and hate COW...
Do it step by step and allow us to play map with new graphic (if you cannot run it in Legacy) but without new units. Step by step.
Do you remember how many people left when you allowed HitAndRun and then moved from Java to HTML. Same thing will be happening here I guess. You will probably have to look for a new base of players.
Anyway thanks for the huge effort, but ..
NO thx
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