Well I didn't say it lacked features that Gettysburg had, just said that it lacks some in general. Might've given the wrong impression with my late-in-the-night ramblings.
Overall there are a couple big things that I can think of between all the little ones that can get fixed with a little spit and polish:
- Being able to choose the target for a charge manually.
This is a very important feature for a Napoleonic game due to the engagement ranges being smaller and cavalry actually threatening infantry as opposed to the ACW. Currently the unit that charges, charges the enemy unit that is their Primary target shown in the top left corner of the screen. This makes it very difficult to make combined charges on the enemy, because your batallions may not all choose the same primary target or may have the visibility of the enemy batallion blocked by each other (this unit visibility thing also needs some work). Cavalry basically can never be charged manually unless the enemy has their troops under Take Command and unable to make squares because the enemy's infantry batallions are very likely to form a square in time and cause massive losses when cavalry finally hits them. Having the cavalry charge on it's own means that they are free to stop at any point in the charge.
- Changing the Tiling system.
The game uses a system where each batallion/gun/squadron has a seperate invisible tile around them. This helps the units act more realistically and not cross the paths of other tiles or stand in front of tiles that are in active combat. This needs a lot of polishing to work well as it doesn't seem to be doing any of those things as fully intended and even causing units to not be able to walk through some clearly visible gaps. You can imagine how annoying it is when sometimes a batallion can't back away from the front line through a gap between my other batallions but rather chooses to take the long way around usually taking heavy casualties along the way.
- Changing the UI software to something that's actually user-friendly not user-hostile.
Modders are having lots of issues getting the UI to work the way the want. That's why every modded UI has lots of issues and peculiarities. The devs basically said that they're not going to change the UI software since they've worked so hard to get it to work. This and some other things might be the reason why you probably never see a mod like GCM for Waterloo.
- The artillery line of sight detection is worse than in Gettysburg.
I haven't played gettsyburg myself so I can't tell what exactly the modder I talked to meant by this, but in gettysburg it supposedly was better because they managed to fix it in the last patch for that game. One issue I've noticed is that the sprites that are next to the ammunition crate are the ones that have the LoS calculated for, not the sprites that are next to the gun itself and are operating it, which makes it more difficult to place units behind them in case the battery might need a guard unit. The damage output of artillery is also quite laughable at all ranges besides the canister range but fortunately this can be fixed with mods. Unfortunately, artillery doesn't like modding besides simple stat changes. It suffers from some terrible LoS problems when it's not on perfectly empty fields in Belgium.
There are many smaller issues that need to be worked on like the courier message confirmation spam, but they're likely to never get fixed either.
Oh and the performance is far worse than in Gettysburg, but I guess that could be due to the sprites looking worse there and the sprite limit in each unit being lower (the dev still can't code the game properly, though). It's not like Gettysburg runs great in large battles, but it's still significantly better there. I've heard that the MP is a bit less laggy too than in Waterloo.
There are obviousl many QoL issues too but I wont mention those to keep the post shorter.
Now after saying all that, I don't want you to think that this game is piece of garbage that doesn't have any redeeming values and can't hold it's own, because it certainly can. It's a very good representation of Napoleonic warfare within the limits of a computer game. The long-time fans seem to agree that the AI is better than Gettysburg and makes the Napoleonic combined arms way of fighting a pretty enjoyable expierience, leaving Gettysburg behind when it comes to complexity, depth and the different ways of cooperation between players. Grand Tactics as well as the micromanaging/small scale combat are all there and at a level that you really wouldn't expect from a game that tries doing them both.
The lower effective range of firearms, cavalry's incredible strength in melee and the artilery's punch at canister ranges just makes it a more dirtier and nastier type of warfare with a lot more melee charging and seeing stuff like artillery destroying a quarter of a square with a single canister shot (perhaps exaggerating here
) than you might get in Gettysburg (again - haven't played it myself but that's what the modders are telling me and it looks like that in videos).
Gettysburg is like playing chess with pawns and a king, whereas Waterloo has the whole set of pieces. The former technically can still provide you with a numerically huge amount of different battles each with it's own twists and turns, but the latter just makes things that much more challenging. It also means that it's a more difficult game to get into with a steeper learning curve.
EDIT: edited out some grammar mistakes and changed it slightly to hopefully make more sense.