Okayrun3254
Posts: 173
Joined: 8/28/2014 Status: offline
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quote:
ORIGINAL: bcgames What do you think about the "Desert War" WEGO game system? * In your opinion, are the ground casualties suffered in the game low/high/or about right? What are your questions/concerns about ground unit casualties? I have been playing Salerno, which has been a tense and fun scenario, and in some of the battles, there have been high casualties. The battles that have high casualties seem to be when a unit is surrounded, attacked with high concentration of offshore bombardment, artillery, command ratings, or a combination of the two. I have seen units that were caught out in the open ground completely destroyed by a superior force. I have also seen elite paratrooper unit withstand a attack, and survive, which seems historically correct to me. Most of the time when I lose one of my units is completely destroyed, its because I left that unit vulnerable, out in the open, no flank protection, etc. This has been a lesson for me, and now I respect the range of the offshore bombardment, open ground defenses, and I am learning to find better terrain for defensive positions, and protecting my flanks from being surrounded. When I see a unit that has been destroyed, I wonder if that is all casualties, or are part of the list of casualties represent prisoners taken. I think historically, if a unit is destroyed, there will be a mix of casualties and prisoners. * In your opinion, is the air asset concept good, bad or are you indifferent? How would you improve it? The more I understand the system, the better I like it. To me, it is a system that is abstracted in some ways, but is also very direct in how the air units can be assigned by the player for specific missions, which have a very key effect on the game. * In your opinion, is the ground asset concept good, bad or are you indifferent? How would you improve it? The ground assets are a nice way to get an advantage at a key point in the game by assigning them to a battle. I like that the player has a way to possibly tip the scale in a specific battle of the player choice. It is a powerful asset, and in some scenarios I think the number of command assets may need to be adjusted. * In your opinion, is the naval asset concept good, bad or are you indifferent? How would you improve it? In a game like Salerno, the naval asset is historically a key factor in the battle. I think it works well to represent the Allies advantage in naval power, and the Axis's vulnerability to this asset. I am not sure, but can the Axis airpower attack the Allies naval assets? * What questions do you have about the WEGO system that you would like to have answered? Does airpower have an effect when units are moving, or caught in a meeting engagement? Do any of the assigned assets come into play when units run into each other in a meeting engagement? * In what directions would you like to see the Desert War WEGO system proceed? I would like to keep seeing new game enhancements similar to the addition of troops, AFVs and guns to the unit information. I am very interested in how smaller, maybe company sized units play out in an urban environment like Stalingrad. Maybe some new fortifications types would be interesting. Bridge building and destruction for engineer units. Paratroop landings. The game graphics is also one of the most import feature in a game for me. I like the looks of the Salerno map, and hope to keep seeing further improvement to map and counter graphics. Thanks in advance for your input! Thanks for the opportunity to give input. Frank
< Message edited by Okayrun3254 -- 5/20/2020 1:46:49 PM >
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