rkr1958 -> RE: Non-phasing side naval combat initiation (8/17/2015 11:46:51 PM)
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ORIGINAL: palne "That's how the rules work and they work very well." That is an insulting, unproductive, an unnecessary comment to make. It is about as useful as me rebutting, "too bad the computer code doesn't work nearly as well as these well written rules." And to be clear, for me, "that rule does not work, nor does it work well. In fact, its cost benefit analysis is severely deficient when compared to both hotseat playability (an aspect not present in a board game where all players are present nor for the environment in which these well-working rules were written); or delay in timely and orderly resolution of the phasing player's turn. Example, to carve out a 2-hr window to process a turn, only to have it stalled early in the impulse during naval moves to await a non-phasing player's input is a fun reducing effect. Not to mention the number of times one must ping-pong "do you wish to search for this ship/task force..." To paraphrase Justice Marshall's, "Justice delayed is justice denied..." I'll say, "Fun delayed is fun denied." I agree with Paul on this one (i.e., the rule as code / written works very well). Here's just one example, which I think isn't all that unusual, which illustrates why. Example #1: I take a naval action to move an invasion force out into a sea area, use that naval to clear enemy SCS out of the area and put troops holding the island(s) I want to invade out of supply. I then follow up with ground strikes to disorganized them which preps those island(s) for an easy invasion my next impulse. But, if I'm unable to react to my opponents move during his impulse, then he could move a single SCS or even CP out into that sea area, which would put his units back in supply and back to full strength. I would then be forced to take a combine to put them back out of supply with lower strength (i.e., 1 or 3) AND land in my next impulse.
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