sbaxter1
Posts: 53
Joined: 12/25/2010 Status: offline
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quote:
ORIGINAL: Altaris Can someone break down how multiplayer works exactly? In particular, how does the turn and impulse structure work out? How long does it typically take to turn around a turn? How long typically to finish a full game? How's it rate on the grognard scale compared to WitP and WitE? Six turns per year except for 1914 which has three. January has only one impulse (tough to fight in the cold), March and November have two, the rest (May, July, September) have three. You need to add in the strategic phase for each turn, too. Count that as an extra impulse and you get 20 impulses per year (again, 1914 has fewer). The initial setup can be time consuming. My experience is that you can load a setup you have created for CP but not so for TE. That is annoying as the Russians have LOTS of troops over a wide area and moving them to places where they will be effective takes time. Currently, I am playing two opponents half way around the world from me. One impulse per day is normal, given that I get their moves and respond when they are sleeping or working, but it can go a lot faster than that. Not being a grognard and not knowing what WitP and WitE are, I could not say.
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