Swamprat -> RE: What is a balanced visibility? (1/14/2006 12:50:16 PM)
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Your argument has it's merits, but most of my games are 30vis or higher. Never gave it much thought, but I haven't encountered any major problems. The real sticking point for me is computer generated maps. Now there are loads of single tree lines in them, and acres of visibility as the terrain resembles a pool table with some bumps. I much prefer custom maps, with real woods, walls, hedges and stuff. And then the high vis is not an issue, or at least not one I've noticed. Bunches of 40mm or 88's sweeping an area can be a problem, just like hoards of Tigers and concentrations of nebelwerfers can be problems. But a battle is just a bunch of problems that want solving. Granted, the problem of being shot up from long range can be solved by reducing the visible range. And 24 hex vis may be deemed more than enough for any game. That's fine. But for me, it's a solution that's a bit artificial. Yeah, I know it's an artificial game anyway, but I prefer to solve the problem in other ways.
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