scout1
Posts: 2899
Joined: 8/24/2004 From: South Bend, In Status: offline
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quote:
ORIGINAL: scout1 quote:
ORIGINAL: scout1 quote:
ORIGINAL: Meteor2 But the concept, that the route is of no importance and the end-point of the route is the decision-point, is seconed-best. Maybe, not so easy, because it is a little bit WEGO, but Alvaro should consider something different for the Pacific. The Bismark and the UBoats had to use the longer route and bypassing Scapa Flow in one hex distance "feels" not right. Agreed, but is a game design trade off … I'm sure it complicates coding to target hex by hex movement of naval assets and check for recon & attack possibilities throughout the movement of a naval asset (similar to AE WitP …. I've played it for years). But agree, naval movement needs a in path check for recon and air attack. Most important for pacific operations since it is mostly a naval conflict ….. But at the end of the day, will be a trade that AV needs to make for his system …. Though in fairness, AE WitP is more of a WEGO approach from my experience …. My description is flawed for AE WitP …. The primary difference is the turn length …. naval vessels can only move so far in 1, 2 or 3 day turns in AE … War Plan is two weeks in length so the end of naval movement risk t air attack in AE doesn't exist in a 2 week War Plan approach …..
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