JasonPratt
Posts: 43
Joined: 5/17/2010 Status: offline
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quote:
Hi couple of questions have u tried WitP AE and if so can you make any comparison? how does naval and air work? anyway gonna look around the forums and w8 for some more AARs WitP (including AE and, more pertinently, Warplan Orange): hexbased movement and ranges WW1: territory based movement and ranges (somewhat like irregular hexes in proportionate size, though) WitP: tracks every aircraft and pilot in the war individually. WW1: tracks the creation and destruction of aces; otherwise, squadrons are attached to headquarters and deployed or otherwise behave in concert with headquarter abilities. (Still, very much less abstracted than "Guns of August") WitP: tracks every ship in the war individually and in massive detail WW1: tracks fleets in some detail. (Also far less abstracted than GoA, but nowhere near detail of WitP engine.) Individual ships are tracked. Naval combat in WW1 is rather more detailed than (pure) Air combat; both are far more detailed than GoA; neither are as detailed in some ways as WitP. However, unlike WitP (at least the pre-AE version, including WPO, and I haven't heard otherwise yet for AE), the player is allowed to influence both Air and Naval combat (where purely so, not just as support for land combat) while it's happening by assigning some basic roles, lines of attack/defense, reinforcements, etc. This includes formation steaming. Air Combat Example 1 (from the manual): A Russian fighter [squadron, etc.] intercepts an Austrian fighter and an Austrian bomber. The battle starts with a duel involving both fighters (the Austrian bomber is temporarily put aside). At the end of the second round, the Russian fighter is still present. So it attacks the Austrian bomber (which cannot avoid the fight). Air Combat Example 2: in May 1915, a French fighter attempts a recon to observe a German region (within range, 5 regions). A German GHQ-based fighter intercepts (the GHQ is within range). He is allowed to do so, because he benefits of the “Engine” technology, and his Dogfight value is now 1, so he may intercept and fight (on the other side, the French air unit still has a 0 Dogfight Indicator, and he cannot defend !). The aerial battle starts; only the German may shoot: ● The German fighter has a 1 Dogfight value, and the French fighter has a 0 Protection value, for a final difference +1. ● The German player rolls on the +1 column. He rolls a 6, no result. At the end of the first combat round, the French fighter decides that discretion is the better part of valor, flees and lands back at home. Here's (hopefully) a screenshot from the manual, giving an example of the naval battle table: Naval battles are too complex to give easy examples of; the manual covers naval actions and warfare for 15-1/2 pages. (And that doesn't count submarine warfare, which has its own 2-1/4 pages as a strategic action. Tactical submarine support exists in WW1Gold, but is pretty rare, especially at the beginning of the game.)
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