Disgruntled Veteran -> RE: The core problem with WitE+ (1/18/2014 4:22:47 PM)
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ORIGINAL: topeverest As someone with 35 plus years gaming under my belt, several games designed or assisted, and several hundred computer and non computer simulations played (on this topic perhaps a dozen), I want to begin by saying I like this game very much, but I am somewhat confounded too. Where I struggle is the IGOUGO with no centralized combat resolution phase. I realize no system is ever perfect, and you cannot model out gamer stupidity. In my first campaign which I am doing an AAR, it was very quickly apparent to me that in summer 41 it was very dangerous to counterattack. The time stop attacking sequence of IGOUGO without a consolidated combat phase allows players tremendous flexibility to create accomplishments that have little historical foundation. Move one unit to the fullest potential, do all attacks, and then the next gets full movement to do as desired / 100% control. To be clear, I get what the designers want to do here. I don't disagree that these breakthroughs cant happen, but because time is always moving, the frequency and ease of deep penetrations under this system are beyond historical scope in my opinion. Exiting to play, yes. The system uses 'reserve' as a counter to this large issue. Being new, I have not found any secret sauce in that. I hear and see floated in the forum that the ruskies should counterattack in 41, but that seems to be exactly the wrong thing to do in most circumstances beyond limited hole breaking. In this age of computer, I look for some other solution that doesn't break the PBEM rule. I think if this game was continuous online like a HOI, it fundamentally would be a different game (and one I wouldn't play because my availability to game usually isn't at the same time as my opponent. The improvement idea that surfaces would include a consolidated combat and exploitation sequence in a series of phases so a turn could still be played in one bundle. One of my favorite games is War in the Pacific Admiral's Edition, and that game while certainly not perfect, does an excellent job of managing combat and exploitation though orders issued by the player and execution though the enging. This continental war simulation would have a combat sequence more complex dues to exploitation nuances, but it is no more complex to create. All other things equal, I think that is an excellent solution to this system and where it wants to go. In the mean time, I am not leaving the game. I would love to have the capability in the editor to change the number of MP's required to enter enemy hexes. This would get me to the ying yang. I would lean towards testing as more hexes are entered, the more MP's are charged. I also would lean towards follow on units still paying some increased amount. Doesn't WITP have a WEGO system? I've never played it, but being that it is from the same designer I wonder why the 2 games are different?
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