tyrion22
Posts: 52
Joined: 5/9/2012 Status: offline
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I want to use this game as practice for the board game, so I'm waiting for the classic AP option to be implemented properly before I play it again. Fortunately, this should finally happen in the next patch. As for which option I prefer, I think you're onto something when you mention FOW. True FOW probably makes the game interesting, even with persistent AP, but without true FOW I can't see how you can surprise/outmaneuver your opponent with persistent AP. If you can both see everything your opponent does, and react immediately at no extra cost, I can't see how the game can be interresting as a game. That's why I would never try persistent AP in the board game, and as I said, I want to use this game as practice for the board game. I know some people play the board game with persistent AP, using small dice to keep track of how much AP each unit has left, but this is not for me. Whether classic AP is gamey or not is not really an issue for me. It's a game, like every other game. Having an overview of the whole battlefield and at the same being able to give a precise order to any unit is gamey, any which way you look at it. I've never played a game that makes me feel like I'm a commander. As long as the game has interresting decisions to make, and the story that unfolds is reasonable, I'm happy. Some people feel it's gamey to be able to force the opponent's hand by doing something on the other side of the board, but it's just as gamey to be able to allocate CAPs. By allocating CAPs you decide which of your units gets a lucky break. This is extremely gamey, if you think about it. In the battle of Gettysburg, Meade wasn't able to decide that Joshua Chamberlain should suddenly do something extraordinary like making his famous bayonet charge, but this is excactly the kind of decisions you, as a player, are able to make. By forcing your hand your opponent forces you to do the opposite (waste APs), or pay the cost somewhere else. This is also gamey, of course, but I don't see how it's more gamey than being able to decide which of your units should suddenly do something extraordinary. However, forcing your opponent's hand and allocating CAPs both lead to interresting game decisions. When playing the board game I like to add a little to the story: If I were forced to waste APs on my MG because I had to react somewhere else, maybe it was because the MG jammed. I'm certainly not imagining two gods (players) forcing each others hands and allocating something as abstract as CAPs. Forcing hands and allocating APs/CAPs is what the game is about, but it's not what the story is about. So, to summarize, classic AP all the way for me, but that's because I'm primarily interrested in the board game, and true FOW is not an option in the board game.
< Message edited by oivind22 -- 10/31/2012 7:41:00 PM >
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