Kuokkanen
Posts: 3545
Joined: 4/2/2004 Status: offline
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quote:
ORIGINAL: Matti Kuokkanen Heaviest grand strategy monster games Matrix has available are War in the Pacific: Admiral's Edition and War in the East. The Operational Art of War III falls between those monsters and Panzer Corps. I've read most of the manual, and it doesn't look too demanding to me. Game is very much scalable: counter sizes have variety from squad up to corps, and lots of between. Wars and time periods (& related scenarios) covered vary from Napoleon to Gulf Wars. I haven't had yet have time to play the game (after I got through the manual, I have been very busy at work, and I should go to sleep now...), but as I understand it, it's just about moving counters, issuing orders (from very short list available for unit), declaring targets for attacks, and keep close eye to flow of supply (no truck counters to move around, but you can have numbers over hexes which give you general idea about supply transportation). You can start with some small scale scenarios in Tutorial section with only tens of counters, then try Operation Barbarossa or other large scale scenario. Further clarifications of that game: You can read full TO&E of every counter with details down to every vehicle, every heavy weapon, and every squad. That aside, on the map you see counter with either NATO symbol OR isometric 3d-like model. Size of counter (squad, platoon, company, battalion etc.), movement points, and approximate combat values (offense/defense) give you general idea about unit's combat capabilities. Supply status (= readiness) is among the most important things to know. Unit's overall weight is needed for transportation purposes. Most of the rest are trivial data and therefore can be overlooked. Therefore game should be only slightly more complicated than Panzer Corps. Combat: Several units can attack one target at once. Flanking can be done when attacks come from several directions. When some units fight, other units will lose movement points, but they will maintain their readiness and can be used to pursuit fleeing enemy and/or do breakthrough the enemy lines. I guess this should make fairly realistic use of British infantry/cruiser tank tactics. Supply: There are some supply points around the map. Supply distribution is most effective along the rails and roads. Air supply is modeled, and is used for units where ground supply doesn't reach. Heavily motorized units can use their trucks to improve flow of supply when they don't move. Dedicated (movable) supply units are included. Units improve their readiness when they don't move (consider it as automatical use of supply button from Panzer General/Corps)
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You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it. MekWars
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