Zen
Posts: 20
Joined: 4/28/2005 Status: offline
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I just got FPG yesterday through the wonderful digital download. I have patched it to 1.02. I have played through the tutorials and both side of the Soviet Tank Rush scenario. I am enjoying the game very much. I love the WEGO/turn resolution format. It eliminates a lot of the gamey tricks (aka "techniques" if you are a fan of them) of a IGO/UGO system, as found in the old Panzer General. Speaking of which, another plus for me is that FPG has about the same kind of learning curve as Panzer General. It is well-suited for both beginners and moderate wargamers. I love that one can complete a scenario in an hour or two. Being married, and with young kids, I really appreciate the easy learning curve and the time frame for play. That said, I do have a few suggestions. If I am mistaken or misguided on any of these, I welcome correction and comments. I read the thread "Problems with Sudden Death," and I need to add my agreement. When I had the NATO side in the "Soviet Tank Rush" scenario, I no idea from which direction the Soviet forces would arrive (east, or across the river from the southeast), so I sent recce ahead and tried to setup some defenses to the east of the objective sector, while maintaining a small reserve force in the town itself, with the idea that, if I could spot and engage the Soviet vermin before they got to the town, my arty would have a chance to soften them up for a few turns while I managed an orderly retreat. Well, the Soviet snakes-in-the-grass were already advancing, and so my forces did not get into good position in time. Combined with my novice ineptitude, it wasn't pretty. However, since I still technically held the objective sector at the time my lads went under 20%, I got the win. Afterward, I read in the manual that, in just such a situation, the victory points for controlling territory would be apportioned in accordance with the remaining force ratios. Since I had hastily dismissed the results window from the battle, I could not confirm whether the points had been so proportioned. Based on my victory status, I can only assume not. When I switched sides and controlled the Soviets, I decided to see if I could feint an attack on the primary east axis of attack, and secretly cross the river with some other units and come in from behind from the southeast (a left hook). It took me awhile to get organized with the left hook. In the meantime, the NATO swine seemed to hold back for awhile, digging in I would imagine. We had a few skirmishes from which I withdrew eastward. I expected (and hoped for the sake of the AI) that the NATO forces wouldn't take the bait, but they advanced eastward toward my now dug-in units. By the time my left hook arrived in the objective town, there was no one home except an anti-tank gun and a HQ unit, and both of those were off to the NW a bit. In the end, I controlled the objective town without contest, and picked off the NATO thugs as they kept coming eastward. Decisive victory. It seems as though the AI needs to place more weight on maintaing a defense and securing the objective sectors. A few more comments, if I haven't lost you already. I see in the Global SOP options window that there are entries for Engineers and Infantry. I am under the impression they don't exist as units in the game. I love to see them added, since they would add strategic (or perhaps it's tactical) depth. On turn resolution, I realize things can be sped up by pressing Q. I wish there were a middle ground, in which arty was sped up (a la the Q setting), but unit to unit direct fire remained in its default mode. Or, perhaps the explosion/puffs of smoke animations could be accelerated? Also, it seems like units don't disengage a fight quick enough if their morale falls and they are getting their keisters handed to them. I'd rather see a unit pull back quicker. I think the result would be more "real" and would create a bit more of a sense of having "fronts" and more of a need to watch out for morale. I'm not sure if I stating this clearly, but it just seems like units are too willing to die, if that makes any sense. My final comment has to do with LOS. I know I can press L for a spot check and E to see the elevation numbers, but I would love to see elevation contour lines or some other tool to get an idea of LOS possibilities. As it stands, I have a heck of a time reading the maps (which are otherwise lovely) to find those spots which are likely to have long, clear LOS. It is sort of a hunt and peck right now. Perhaps I just need more time with the game. Regardless, I am having a great time with the game. I am looking forward to playing again, as soon as life permits. By the way, would someone be nice enough to compare and contrast FPG with HttR? I almost got that game, but I wondered if the scenarios were dramatically more lengthy or the game more complicated (not strategy-wise, but management- and interface-wise.) I can stretch a bit beyond beer and pretzel games (of which I consider FPG to be a proud member), but I consider something like BiN (I played the demo only) to be just too much of a commitment of time. Thanks, Zen
< Message edited by Zen -- 4/29/2005 4:19:58 PM >
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