Ur_Vile_WEdge
Posts: 585
Joined: 6/28/2005 Status: offline
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At least for me, it's an artifact of my avid chess hobby. You can never quite play it, but there are objectively good moves and objectively bad moves. The random element that is present in WiF and is absent in chess makes it somewhat of a less accurate comparison, but you can still play to maximize your probabilities. To me, playing well is a goal independent of winning and losing. I like to see good play for the sake of good play. But if one side's advantage tilts so far: because your abilities to react will deteriorate as you lose units and production, then the game can become pointless, there's only effectively one option, how you would like to lose, or pray for some one in a million series of dice rolls to turn things around. Honestly, the games I most push for to end early are the ones where I'm in an overwhelmingly advantageous position (Germany breaking the Soviets is the most common example, not necessarily pushing far back, but annihilating the Red Army and leaving them without enough production to catch up). A won position is boring. But it is possible, even probable with very skilled play, to skirt that line between overwhelming Axis advantage and overwhelming Allied advantage, and as such, late game play is important to know how to do. I do think however, it's not so much a psychological aspect of it, but that a lot of players don't really know how to do late game defense, and as such, mis-estimate how badly out of tilt a game has gone. There are points of no return, but the Allies especially can recover remarkably quickly if they know what they're doing. (It's harder for the Axis to recover from reverses in my experience, although it does happen. My first game back in a long long time, I didn't crack France until M/A 41, but went on to crush the Soviets in a slightly risky attack the same year, so it is possible) quote:
ORIGINAL: paulderynck It's more fun to be on the offensive and axis players who try some high risk strategy and then quit when it fails, we find are loath for us to have included again in our gaming circle. Fiddlesticks. Fighting grimly for each hex and impulse is the most exciting thing in all of WiF, and it's why Japan is probably my favorite power, trying to hold back that invincible green titan for as long as possible, you're never more alive.
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