RE: Game would be da bomb with daily turns... (Full Version)

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larryfulkerson -> RE: Game would be da bomb with daily turns... (3/18/2011 8:27:02 PM)

quote:

ORIGINAL: PeeDeeAitch
How about the entire east front on ASL level? That would do it properly.

How about a WITE and WITW ( war in the west ) linkup with an ASL game engine. That's a lifetime game there.




bednarre -> RE: Game would be da bomb with daily turns... (3/18/2011 9:17:48 PM)


quote:

ORIGINAL: marty_01

quote:

Probably a better simulation of 41 would have the Germans running on 3 day turns and the Russians running on 1-week turns :)


[:D] I think your only half-jesting with your comment. It's actually not a bad idea. Seems to me there have been various game designers which have utilized some sort of initiative principal. Like one player sometimes getting back to back turns (or back to back to back turns) in order to simulate surprise, speed of operations -- blitzkrieg -- whatever -- insert word or catchy concept phrase of choice.



The greater the movement allowance per turn, the harder it is to duplicate reality. The defensive player is basically motionless for half of the turn. The SPI game "PanzerArmee Africa" has mechanized movement allowances of 50 (clear terrain = 1 MP) and infantry allowance of 30! This forces the players to alway maintain lines, even if having to retreat long distances to maintain them. Otherwise one side could easily completely outflank the other. This does somewhat model the sluggishness of the British Army in defense, but way too much.

Having played TAOW-III Russian campaign games with both 1 week and 1/2 week turns, I strongly think the 1/2 week turns are better. While doubling the number of required turns, it allows reserves to more effectively counter a breakthrough. If the reserves can not be commited, the breakthrough continues over several turns and the units are still eventually surrounded. The disadvantage is that the Russian command response can be twice as fast! Key counters to this are in the Command and Control areas:

1) Not all units can be committed every turn
2) Units may not be able to move their entire movement allowance every turn

Option #2 is rarely used in wargames, but can be very effective if the Russian player does not know how many movement points are available. This prevents the "perfect" defense from being established every turn, and better simulates the chaos of comabat and the importance of command and control.




fbs -> RE: Game would be da bomb with daily turns... (3/18/2011 11:39:05 PM)


quote:

ORIGINAL: bednarre

Having played TAOW-III Russian campaign games with both 1 week and 1/2 week turns, I strongly think the 1/2 week turns are better.



+1




runyan99 -> RE: Game would be da bomb with daily turns... (3/19/2011 12:46:15 AM)

How about 1 minute turns?




sillyflower -> RE: Game would be da bomb with daily turns... (3/19/2011 12:23:04 PM)


quote:

ORIGINAL: PeeDeeAitch

Daily?  Weakling.  The turns should be in 6-hour increments, with long and detailed rules for night turns.


You are not much better than he is!

The only way to play this game properly is in real time where that literally means real time and there is no pause button/ off switch.
Perfect for creating those moments when your panzers don't move because their commander is asleep and you wake up to find Gen Popov 20miles behind your lines




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