Mr.Frag -> (3/21/2003 5:23:31 AM)
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Due to the possibility of a bad die roll in Variable & Very Variable, You could very well be stuck with a game that can not even be played. The concept of mixing things up is ok, but the implementation is seriously flawed. This kind of thing might make more or even less sense in WitP. Just what kind of game would you have if the Allies get their CV's 60 days sooner and Japan gets them 60 days late? I think the Allied player would be parked at Truck, killing ships as they arrive in the port with a long string of tankers stretching back to Noumea keeping them fueled and flying. I can see the rule on the Allied side (high command does not view Japan as a real threat, and messes with your ships, delaying arrivals), but Japan on the other hand was committed to this from day one. Delays on it's side cannot be explained away quite so simply. (Sorry, we need the CV's to bomb San Francisco so you can't have them yet??? just doesn't make sense to me). You almost need a third party to look at both sides with turn 1 to conclude whether the campaign is even worth playing with that rule on. Couple it with the fact that it only applies to ship commitment and you start to wonder about the logic. High command saw fit to send 4 divisions into the theater but decided you don't need any transport ships ? Just doesn't make sense... 17 is nicely balanced for good players, 19 is nicely balanced for new folks against old folks. Variable throws balance out the window and makes it a craps shoot.
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