johanvc
Posts: 7
Joined: 9/29/2004 Status: offline
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Well, personally I was a dedicated and enthousiastic TOAW/CoW player for quite some time, until (after some initial, unfounded resentment) I decided to give Korsun Pocket a try. It didn't take me long to get hooked, and with the new improvements introduced in BiN I believe the system has truly become a very mature operational game. The main difference is that with the KP/BiN engine, the point where detail stops and abstraction starts is well defined and very consistent - at a certain point relatively simple mechanisms take over, as opposed to TOAW where, because of the tremendous detail and refinement (e.g. the detailed unit composition, or the combat phase system), things tend to get rather unpredictable and fuzzy at times. While initially it may seem that this takes away from the realism (what do you mean I can't see exactly how many halftracks were destroyed during my last attack ??), in reality this transparency makes the game a lot more playable and enjoyable as it makes it simpler to understand what is happening for which reason. It is easier to develop strategies as it's easier to understand which factors will influence the battle odds. In general I feel that the BiN system . For example, I much prefer the way BiN handles the supply system (especially with the new OP reserve system aka the fuel gauges) in comparison with the much more complicated CoW version - KP/BiN seems to better reflect "blitzkrieg" style armoured breakthroughs and their limitations. Also, in KP/BiN I feel that units and terrain behave more as expected (due to the relatively simple CRT and shock/anti-shock shifts), whereas in CoW due to the complex and detailed unit composition one would often be gazing at the equipment screen and wondering how good or bad a unit would really be in facing certain enemies on certain terrain, or even worse, experience nasty, seemingly unexplainable surprises when resolving combat. Don't get me wrong, I still admire the ambitious nature of TOAW, and on paper at least TOAW still looks like an ideal engine for trying out some "what if" scenarios; but as a game, BiN is certainly smarter and leaner in design (sometimes less is more) and more enjoyable. These days, when I want to dig into details, I grab Combat Mission :-) Johan.
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