Jim D Burns -> Sea Mines (12/6/2013 5:28:23 PM)
|
In my current game my opponent just played a sea mines card in Hampton Roads and severely damaged my fleet. The more I play AACW2 the more things I find extremely disconcerting when it comes to design decisions made. I can think of no possible historical justification for these cards, I can only assume the magic bad weather cards were simply renamed to Sea Mines, still nothing other than magic I kill your fleet cards, but a better name perhaps. Can anyone point to any historical justification for the CSA breaking a naval blockade during the war with the use of mines? Imagine the scenario if you will. The Union is sitting far out to sea on blockade duty well out of the range of land based guns. So the CSA builds a bunch of mines rolls them up to the beach and shoves them into the water. Then like homing torpedoes seen on modern day subs, they drift miles out to sea and slam into 5 of 8 blockading vessels causing major damage. The damage caused by this one card is going to cost hundreds of dollars worth of replacement chits to repair. Imagine if all his cards cause this level of damage, that’s probably close to half a year’s worth of income going to naval repairs because the game gives players magic fireball spells… I mean super advanced homing sea mine cards. And I assume the cards become available to play again after some time, so these cards will probably cost thousands of dollars in damage during the game. Jim [image]local://upfiles/5815/2498E1B67A124062B531DDF9DD955740.jpg[/image]
|
|
|
|