Mike Dubost -> RE: Advanced Third Reich/ World at War (4/11/2009 2:45:21 AM)
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I have played a bit of WiF many years ago, but my experience with WiF: Final Edition is limited to solitare CWiF. I have only played A3R solitare, so my experiences may not be typical. That being said, here are my impressions. I think that you wanted a bit more detail than "WiF is great", right? I personally prefer WiF, but there are some points that A3R did better, imho. Nobody has made the points that I think are pluses for A3R: diplomacy and research. WiF has nothing like the diplomatic tables, in the base game. If you add in Days of Decision (DoD) or Politics in Flames (PoiF), WiF at least equals A3R, but without them, politics are very limited. Both DoD and PoiF have been mentioned as possible follow-up releases, by the way. The great thing about these add-ons is that they include the rivalries between smaller powers. If you do something that Turkey likes, it annoys Greece as an example. This was one of the better feature of the A3R diplomatic tables. The research is almost totally absent. The closest thing is building ahead. Each unit has an availabilty year, and you can build them early at increased cost. This brings us to one of the points where WiF shines. Each unit has a different set of factors. No more 5 factor air units or (almost) every Panzer is a 4-6. There is significant varriation within a major power's force pool. I am also a fan of gearing limits. You cannot have your factories build 1,000 planes in January and switch intstantly to making 1,000 tanks in March. Your capacity is dependent upon what you built last turn. I also find that I like the oil-dependent units rule. It adds another layer of realism. You have to choose the destination for oil, your factories or your gas tanks.
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