juntoalmar
Posts: 601
Joined: 9/29/2013 From: Valencia Status: offline
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quote:
ORIGINAL: Cohen_slith WiF has the HUGE benefit of being a translation from a tabletop game. It means it is a game in human mind reach, I can simply see this plane is worth 5 or 6, or so it that land unit. A unit is in supply or out of supply. There are no obscure, astral equations of "Hmm my unit can fight as 1 or 20 strength... depending if the leader check pass, if the morale check pass, if they get airplanes there or not, if the support battallion manages to get committed, etc". WiF beats other strategy games hands down. If you want a valid Gary Grigsby game, go for the old World at War. Elegant, simple in rules (to grip at least), without strange obscure mechanisms. This is exactly why I love MWiF compared to other wargames. Everything is visible/public. You attack 24 factors vs 6, and that's the 4:1 column in the combat result table, then you have a -1 for weather and +1 for armor, you got an 8 in the roll dice and the result is 2 defenders killed. The game shows you all the calculations and you can follow them with the rules and learn why that combat didn't succeeded, if your strategy was wrong or if you just had bad luck with the dice. I don't like those games where each unit has 12 different factors (strength, preparation, morale, supply, leadership, ...) and you just simply don't know why things happen.
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