Grotius -> RE: A WitP Player Thinking of Moving to the East (12/19/2010 1:17:28 AM)
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I'm only just getting into WITE, so I can't all your questions. I'm sure others will chime in. But I like this game every bit as much as WITP/AE, which is itself a great game. 1. I wondered about weeklong turns too, but it works, partly because the turn sorta proceeds in fits and starts -- "phases," they call them. I actually find turn 1 easier in WITE, but turn 2 is more work in WITE. Turn 2 in WITP, everything's already set in motion. But in WiTE, you have to push every unit every turn; you can't send off a sub and check on it 20 turns later. 3. You can change HQ attachments pretty freely, if that's what you mean. HQs are rated for how many units they can command effectively. Proximity to one's own HQ dramatically affects supply. I find much more flexibility here than in WITP. I find WITE's system more intuitive, I guess. 4. Not sure about production yet, but I don't think it's as lopsided as in WITP. Neither side has as much control here as the Japanese do in WITP. 6. Heh, well, WiTE's land combat model is far superior to WITP's. But you already knew that. :) Seriously, it's an elegant, straightforward system with a good UI and an appealing graphical look. The leader system is reminiscent of WITP/AE's, which is a good thing. The AI seems surprisingly good for a wargame of this complexity. What's not to like? :) I do miss a little of AE's chrome. I miss AE's quaint little air combat "animations," for example. If WiTE had those, I might watch more of the air-to-air in WiTE; as is, I tend to skip past it. Even recon flights can be fun to watch in AE, but then I suppose I'm a geek. Here, we just get a little text-based account of the recon, and afterwards we hover over the hex to see the outcome. But these are nits. All in all, WiTE is every bit as impressive a game as AE, IMHO. Hope this helps.
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