FOARP
Posts: 641
Joined: 12/24/2012 Status: offline
|
quote:
ORIGINAL: OldCrowBalthazor quote:
ORIGINAL: Platoonist quote:
ORIGINAL: wodin Guns of August has it's fans but never gave it enough time. Was that the Avalon Hill board game? I have that one, the board was really bland...I mean, Really Bland, and the counters were old school. Overall, imo, a good workman like game. I seem to remember there was lots of errata that came later. Now, if you really want to go back in time, there's Avalon Hill's '1914'. That ones a beauty and the planning of your moves had to be meticulous. There were map sheets provided so you could keep track of the fort hex sides that got demolished. It also had a counter step reduction mechanic which was pretty advanced for its time. I remember playing it 2 years after it came out with my uncle. Of course, these games were a secret back then because nerds were not cool...a few years later, they all got shelved for awhile as girls became the best thing around. One thing about this game that I think needs a little polishing, is that the artillery is a tad too powerful, as pointed out by Tanaka on this thread, and others elsewhere. One thing I've noticed playing pbem (I've done 16 with 2 others going now) is that between 2 relatively equal opponents, with the classic deadlocks in the usual places going on, that the games end around late 1916 when the lvl 2 art. starts showing up. I would of expected those weapons in mid 1917 and certainly 1918, not earlier. I've been in a few games where both sides were having success in local theaters offensively and secure defensively in others..then Bam!...things start folding up for one side quickly..as if its mid-late 1918, soon as the arty2's with max shell supply start doing their thing. Its rare in this case, to see Tanks deployed, because a collapse of epic proportion ensues too early...mainly caused by these dealers in Hell's Hurricane. Second arty being OP. My suggested fixes are: - up the de-entrench value of base artillery to 1. At present it's 0.5 which in effect means zero so it cannot de-entrench at all which makes it kind of useless, meaning that there is no point buying artillery for, say, Serbia when you cannot afford to upgrade it, as the un-upgraded arty cannot do anything. - But lower the max number of shells to 6 and/or reduce the attack values of arty. The primary value of arty should be de-entrenching units, not destroying them. Destroying the enemy should be the work of the infantry and tanks. One additional comment: units start getting destroyed in 1916 by artillery but oddly if the war continues into 1918 you seem to see less of this as the entrenchment technology starts to catch up again.
< Message edited by FOARP -- 9/22/2020 7:48:33 AM >
_____________________________
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
|