Another thought on rounds (Full Version)

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el cid -> Another thought on rounds (1/9/2011 12:01:27 PM)

In classic wargames you could order an attack and wait for its result before you move the rest of your units, without any time penalty. This is unrealistic.

TOAW tries to solve this by the round system. If you order combats, then you must wait till they are resolved to place new orders, and the time it takes to resolve those combats is time lost in your turn.

However TOAW fails on the other end. That is, you have to wait till the longest on the combats you have ordered finishes before you can set new orders. And this fact has made many players turn away from this game.

Part of this is solved via the MRPB. But I believe that this can be greatly improved, using as a base the round system.




Panama -> RE: Another thought on rounds (1/9/2011 2:48:05 PM)

From SPI War in the East manual:

Sequence of Play:
First Player Turn:
1) Reinforcement Phase
2) Initial Movement Phase
3) Rail and Sea Movement Phase
4) Combat Phase
5) Mechanized Movement Phase
6) Air Interdiction Phase

As you can see, you cannot move attack, then move other units, attack, etc. In the classic wargames larger than tactical scale all movement had to be completed before combat was resolved. The only exception being an exploitation phase of some type.

It is entirely possible for people to adjust scenarios so that there is only one combat round. It is equally possible to adjust a scenario so there are a large number of combat rounds. In the last case it is up to the player to maximize combat rounds. It might take a little more thought is all. So you could potentially make all combats take the same amount of time.




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