Runsilentrundeep
Posts: 86
Joined: 6/28/2004 From: Tulsa Oklahoma USA but still a Yankee Status: offline
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Sharpen your swords gentlemen and prepare to skewer. I read these posts a heck of a lot more than I post, and I have been looking into the issue of Japan and its supposed dominance in this game. I have mulled it over and have looked at various factors, this is not a fanboy thread or even a call to revamp a system. This is not off the cuff I assure you. My two cents. First the obvious, the player is the thing. Most people should be able to see in AARs the person who makes the least amount of mistakes wins. I have not seen an AAR over 2 days that does not involve mistakes, but then again so does any war. The person who also exploits a persons weakness with their strenghts should not be called gamey but good. A well fought war should never be fair. In a game of a war, don't mistake good tactics for cheating. That being said there are some really legitimate issues out there, just trying to filter the wheat from the chaff. I do think Japan has an edge. Of course hindsight is a big part of this, the Japanese player knows the clock is ticking and must land a knockout blow in the first 14 months. Also I think hindsight actually works against the Allied player, I have seen quite a few Allies abandon the early positions to save assets thus allowing the Japanese an easier time. What one forgets is that gives the Japanese the most valuable asset of all. time. Instead of figthing it out, most of the time the SRA is abandoned thus giving the Japanese a several month margin to work with. Ok that being said I think the number one reason that the Japanese player has the edge is because this game is built for the side with the initiative. Since the initiative goes to the Japanese for the first year or so they have the advantage. Why is it built toward the initiative? One day turns and perfect command control. Perect command and control coupled with a 24 hour turn means that this game is a micromanager's dream. Once you know how you can run a much more efficient "hyper" campaign that simply did not exsist in the Pacific. Command and control is at a level that the Joint Chiefs NOW would be envious of. It simply speeds things up be being perfect in the realm of efficiency in order completion. The one day turn maginifes it, changes can be made each turn and units can turn strategic directions on a dime. I can name a large amount of examples here are two. If the main intelligence directorate is in Tokyo, how long would it take to get information on P-40 tactics over the Island of Wake to Nate pilots in Rangoon? How long would it take to process information from one front to another. There is no lag in command decisions to change altitude or not Sweep when an airfield strike would do in the game, but in real life it would take weeks. Also how difficult would it be to make sure that the large stockpile of supplies in Singapore would be slated for the invasion of Perth? And would the local commander try and keep as much to supply his own men? This issue would be resolved but it would take time. Now I know there were cases of genuine efficiency in war and some units did do amazing things in a limited amount of time, but this tends to be the exception and not the rule. It would not solve all the problems in the world but using 2 or (gasp) even three day turns would slow down the process of the war and make the game a bit less efficient. Now I know what alot of you are thinking, no body would hit the same air field 3 days in a row or patrol the same hex for subs. And yes naval decisions tend to be made on a daily basis and "I want this game not PACWAR". I know that the micro managment aspect of this game is one of its sacred cows. But I do think that if you want one day turns and you have a good Japanese player, prepare to get you butt kicked or at least have them have a bigger advantage than they did historically. Now I am not talking from on high, or am I married to any of these ideas, but I did think them out and I think they are worthy of some discussion. Any feedback?
< Message edited by Runsilentrundeep -- 5/7/2005 7:26:00 PM >
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