paulderynck
Posts: 8201
Joined: 3/24/2007 From: Canada Status: offline
|
quote:
ORIGINAL: jglazier This is kind of frustrating to me. Volumes 1 and 2 are supposed to be manuals on how to play the game. However, nowhere in either of these manuals does it tell you that intercepting fighters can only move half their printed movement to reach an intercept hex. I am just using this as an example. I'm guessing there are many other detail rules like this to learn. I am not trying to knock the manuals or the writers by any stretch, they are excellently written. I am just stating my opinion, that is it seems to me it will be VERY difficult to learn how to play this game correctly without reading all three manuals extremely carefully. I guess volumes 1 and 2 are more of a reference to what all the screens and forms do, with very basics about how to execute movement and combat, instead of a detailed explanation of all the rules involved in each function. This is fine, I'm just trying to understand the best and most efficient way to learn this game, but perhaps there isn't one. Maybe we do have to study all three manuals to really understand each phase of this game. My last comment (I hope this is not being taken as a rant, but more constructive feedback) - there are sections in volumes 1 and 2 that talk about air interception (7.8.4 and 7.8.5). This detail should have been written there, along with any other restrictions or rules about air interception. Instead, there is just a small paragraph that basically says you can move all your air units to intercept a hex where you have flown bombers. Again - I'm just using this one example to make my point. Ok - enough - back to the learning curve! I WILL learn this game! Thanks for listening. Like any new wargame a person must read the rules in order to play the game. AAMOF it may take several readings and several plays before you remember all the rules you need to play skilfully. This is where MWiF differs from wargames that were designed specifically for a computer. It is a representation of a board game that has gone through seven iterations of rule evolution. Sure it enforces the rules, but a player still has to know the rules in order to play. There had to be three main components in the manuals - the rules, the "how to" of using the program and the "how to" for strategy considerations - this last being what is often in a wargame called the "Designer Notes".
_____________________________
Paul
|