Bullwinkle58
Posts: 11302
Joined: 2/24/2009 Status: offline
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quote:
ORIGINAL: epidemic AARs are a good idea to help choose. Thank you for the suggestion. I've started reading them. So far, based on a small sampling, the WitE/W AARs are seeming more combat-focused compared to those for WitPAE, which seem to spend a lot more time on logistics. Also the WitPAE ones seem much longer. Is this initial impression consistent with your longer experience? AE PBEM games last for real-time years. Look at the start dates for the popular, long-running games. Some are 2011. AE, like the PTO itself, has several phases. 1942 for Japan is rapid expansion and conquest, while for the Allies it is a case of run and survive. 1943 is fairly balanced as the USN comes on-line and various land upgrades are brought into the OOB. 1944-45 the Allies become a fearsome war machine that drives on the Home Islands with a goal of utter defeat for Japan. However, as in all GG games, the victory conditions make it very possible for Japan to win the game, even if not the war. Auto-victory is possible if victory point ratios get too lopsided. This separation of game from war is a topic often discussed and debated in the forum. Yes, there is a lot of logistics. A large part of the key theater was island-hopping. Japan must have petroleum to survive and it has to be carried home. I was a USN submarine officer and the sub war is the best-modeled I've ever seen. The MK14 dud problem is fully modeled and drives Allied players to drink. But the logistics is at the core of the two sides' "problems." Carrying the Allied stuff forward and defending it is a key part of the strategy. For Japan, careful planning and balancing competing demands as the noose closes is intense. The economic models don't just deliver "stuff" to be hauled though. The game models Supplies, Fuel, Oil, Resources, Light Industry, Heavy Industry, Arms Points (Japan only), Vehicle Points (Japan only), Ship-building Points (merchant and naval separate) (Japan only), Repair Points (Japan only), Engine Factories (Japan), Aircraft Factories (Japan and some Allied), and Aircraft R&D (Japan.) Managing the Japanese economy and keeping it from collapse is considered by most the hardest challenge in the game. For those who like detail and strategic, multi-year planning, it's a wargame nirvana. In short, there is a LOT of combat in AE, but it ebbs and flows. There are combat animations which make the battles, to me, much more real than a simple text report of results. That is one thing that made WitE "cold" to me. When one of my surface TFs encounters an IJN TF, and the animation window opens to show three Kongo-class BBs facing my four heavy cruisers I sometimes feel physically sick. The battle plays out round by round, shell by shell, hit by hit. Some big battles take 20 minutes if you let them run. It's intense. But not for everyone. AE is the mega-est of the mega-games. Not for everyone. A fair proportion of those who buy it don't ever learn it and abandon it. But if you put in the time and if you like the era and theater there's nothing like it. Given the economics of wargaming these days I doubt there will ever be another game like it. The sale price is a steal for what it delivers. IF you WANT it.
< Message edited by Bullwinkle58 -- 12/8/2014 3:02:04 PM >
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