Erik Rutins -> RE: Im the only one disappointed? (12/13/2014 7:42:23 PM)
|
quote:
ORIGINAL: tevans6220 Everything you listed are minor choices compared to WiTE and WiTP. With those games as the Axis you are on the attack for at least a year then the tide turns. In WiTW, with the current scenarios, the Axis is on the strategic defensive from the start and stays on the defensive. I'm not saying there aren't choices to be made. I'm saying that the choices don't make that much difference in the time time period represented. Actually, the choices can make a huge difference, as can those made by the Allies. In addition, the victory system is geared to challenge you to do better than history. I guess it depends on your playstyle, but personally I really enjoyed playing as both sides during testing. As the Axis, it is a heck of a defensive challenge and filled with strategic choices including balancing the East and West front and deciding on where to focus your air and whether and when to launch local counter-attacks. I don't find it any less engaging than WITP or WITE and the expanded more realistic logistics and air remind me of WITP in some ways. quote:
The Allies are always on the attack. Some different and varied scenarios would have been better. France 40, North Africa and Norway come to mind. Even some alt history scenarios such as Sea Lion or Spain would have been good. These are all earlier in the war and require a full naval system, which simply wasn't realistically possible within any development timeframe that makes financial sense. It's four years now since WITE was released. I think we came up with a darn good game without adding in the early war and we do still plan to go there in the future. quote:
Scenarios where both sides have a chance of winning outright instead of losing the war but winning on points because you caused more damage than historical. I realize WiTP and WiTE are set up the same way but if you play the full campaigns as the Axis you get to push the Allies around for awhile. Then you dig in and wait the inevitable Allied attacks. Still a points game but much more fun than just sitting on the defensive responding to Allied attacks. In my experience the most interesting parts of WITE and WITP are not during the times when one side is completely overwhelming, but rather when both sides have a chance. The majority of the WITW campaign is actually like that, you can score some major victories against the Allies and stop them cold, it's not just "keep retreating". When you do get to the point where you just don't have enough to hold the line, then the fighting withdrawal and shuffling of reserves requires a whole different level of skill that I've also seen lots of wargamers master in WITE and WITP. quote:
As for Husky, I know it's a starter scenario. And I have played it with FOW and CHALLENGING settings. The results are usually the same. The only difference is in the point differential. Last night I actually lost by being "outpointed" even though I did seize the island. That's my point. With the scenarios we currently have, the only hope for an Axis player is to win on points. They can't win outright. I understand, but personally I enjoy the challenge even if I know I'm likely to lose ground. I've held Messina and also lost it - there are all kinds of possibilities, but mostly on a more operational level. Husky is a fun scenario but it's introductory for a reason as it's limited in its strategic options. You really need to play the full 43 campaign to get the sense of how Sicily fits in strategically and let those strategic concerns about slowing down the allies, where else they might land, where to prepare the best welcome party for them, etc. guide your choices more than the more local battles. I've guessed right and defeated an Allied invasion and also made the wrong choice and gotten an army cut off by fighting in Sicily and Southern Italy for too long. Regards, - Erik
|
|
|
|