Capitaine
Posts: 1043
Joined: 1/15/2002 Status: offline
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For this "WEGO" mode to be realistic, you would need a mechanism to recreate the punch-counterpunch nature of warfare. So often in war, one side will take the initiative, and the other side will be reactive. The reacting side doesn't all of a sudden start moving at the same time, or even immediately after, the initiative side attacks. I recall in V4V "Velikye Luki" that the German strategy was to begin a huge retreat from Soviet lines on the first turn, thereby preempting the start of the Soviet offensive and saving themselves for later. It was unrealistic. In a wargame, however, players tend to move their units much more frequently and agressively. Until someone designs a system to replicate the actual "movement order" in WEGO terms, that system will suffer for both realism and playability reasons. Just because it is true that real life armies execute their operations simultaneously, it doesn't mean they are both using maximum energy and capability across the board every second with all their units, as gamers playing a WEGO game do. In this respect, and at this level in game tech, an IGO-UGO system remains better able to replicate the uneven activity levels of the sides better than the WEGO alternative, IMO. This may change one day, but someone has to come up with the mechanism to do it, and make it playably fun. V4V wasn't it, unless one's view was that simultaneous execution alone was and is the single most important aspect of combat there is. That simply isn't the case, espec. in operational level games.
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