Impressions of 2 or 3 day turns? (Full Version)

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Treznor -> Impressions of 2 or 3 day turns? (12/16/2009 2:42:32 PM)

I was thinking if 2 or 3 days with the new movement was worth trying in a PBEM. Wanted the opinions of players who have gotten in a year's worth of turns in. Is there a big difference is planning?




Canoerebel -> RE: Impressions of 2 or 3 day turns? (12/16/2009 2:48:59 PM)

I'm in November '42 in a PBEM with two-day turns.  Both my opponent and I really enjoy the two-day turns for basically two reasons:

1.  You actually make some progress in the game.  It really moves along.
2.  You can sometimes sneak up on your opponent a bit easier.

There are, of course, downsides, the main one being that you can't recall your force when you blunder into a bad situation.  Nor can you react to an enemy move as quickly as you would like.  And, when you attack, you are generally committing your assets to a two-day assault (for instance, a major sweep or big bombing raid against a heavily defended enemy base gets really bloody for you if things go awry on the first day; and a major land assault could go two days with no ability to change orders after day one, though sometimes the force automatically stands down if the first day was tough).

I think both of us agree that we prefer two-day turns now.




Treznor -> RE: Impressions of 2 or 3 day turns? (12/16/2009 2:51:39 PM)

Do you find yourself limiting your attacks...do you think it effects the rate of ground advancement?




Canoerebel -> RE: Impressions of 2 or 3 day turns? (12/16/2009 3:05:32 PM)

For the rate of ground advancement, you'd have to ask my opponent, Miller, who is the Japanese player.  I don't think two-day turns has slowed him very much, though by nature he's a fairly conservative (cautious) player who doesn't tend to stick his neck out very far.  

When John III returns and picks up AE, we'll see whether AE slows down the Japanese advance, because John is one of those players who apparently got an excessive dose of caffeine at birth.  In his first game, he'll turn his eyes to Pago Pago, Tahiti, and Suva and it wouldn't suprise me at all if he takes all three.

As for attacks, there have been quite a few in the game to date - I'd say roughly the same numbers as Miller and I experienced in WitP.




Treznor -> RE: Impressions of 2 or 3 day turns? (12/16/2009 3:45:15 PM)

Thanks for the info Canoerebel. 




Treznor -> RE: Impressions of 2 or 3 day turns? (12/16/2009 3:53:45 PM)

Any long term '3 day' players out there?




erstad -> RE: Impressions of 2 or 3 day turns? (12/17/2009 2:24:51 AM)


quote:

ORIGINAL: Treznor

Any long term '3 day' players out there?


Yeah, aztez and I played a 3 day full campaign in Witp-classic to the bitter end (march 46?). He has an AAR over on the witp forum, located here

http://www.matrixgames.com/forums/tm.asp?m=1027643

I'm not really an AAR writer so you only get his view.

I liked the pace that 3 day turns gave. There were some small injustices and occasional larges. I did give aztez one do-over (don't recall if that was directly 3 day related or not) and he did offer me one (which as I recall was 3 day related, my forces were depleted after a day 1 CV battle but the orders left them in harms way day 2/3)

I would play a 3 day game again, but probably prefer 2.

The best of all worlds would be if the Japanese player could lower the # of days prior to execution. Then you could have a gentleman's agreement that if anything unfair happened on day 2 or 3 you'd re-run with a day less, so the first results stand but the player has a chance to intervene before the next day. Or if you don't like gentlemen's agreements, give each side N times they can ask for a shortened re-run (but still only based on day 1 results, not because one got legitimately surprised on day 2)




Nikademus -> RE: Impressions of 2 or 3 day turns? (12/17/2009 4:09:16 PM)


quote:

ORIGINAL: Treznor

Any long term '3 day' players out there?


Yep.

I think 2 days are the best balance, but as a person with a busy schedule and an average output of one turn per real day....3 days can be AWESOME in how far you can get into a game....more so if you can squeeze in more than one turn a day such as on weekends. JoeW and i got to late 42 in one test game in record time.





Treznor -> RE: Impressions of 2 or 3 day turns? (12/17/2009 4:27:00 PM)

Its sounding like the 2 day is the best mix for my new PBEM game.  I think in my mind that given orders take a day or so to reach the tip of the spear, 3 days seems to regimented to allow for greater flexibility.   Thanks guys for the input so far.




Mike Scholl -> RE: Impressions of 2 or 3 day turns? (12/17/2009 5:00:04 PM)

Personally, I hate multi-day turns and want nothing to do with them.  But quite a few others think that they are "the only way to go".  In the end, you just have to spend some time trying each option and find out what you like the best.  You will be the one playing the game, so make sure you like whatever time scale you play.  Everyone else's opinion is just that..., an opinion.




Grotius -> RE: Impressions of 2 or 3 day turns? (12/17/2009 5:12:23 PM)

I also prefer single-day turns.




Nikademus -> RE: Impressions of 2 or 3 day turns? (12/17/2009 5:19:47 PM)

[8|]




jrcar -> RE: Impressions of 2 or 3 day turns? (12/17/2009 8:12:12 PM)

I like 2 days turns.

Benefits,
Game moves quicker.
slight loss of control which give the game a better feel.
Makes players a bit more cautious, again more like RL.


Disadvantages
Slight loss of control
As the Japanese the "happy times" ends quicker!
Can't react as quickly (more realistic)


3 days turns sees too much of a loss of control, but the game moves along at a cracking pace!

Cheers

Rob






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