morvael -> RE: WitE 2 (3/23/2016 2:02:28 PM)
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quote:
ORIGINAL: timmyab I've long come to the conclusion that half weekly turns are the way to go. This does lead to the problem though that full campaign games are over 400 turns long [X(] I'm mostly interested in 41/42 anyway so I'd be happy to just play the first two years or so. It's true that some of the MM deadwood could be cut out which would help. As much as I love map detail I don't think I could cope with 2½ times as many hexes. My head would go pop :) My thinking was that 4d/turn WeGo could be played with similar speed to 7d/turn IGoYouGo, so that would not affect real time used. Map scale of 10km/hex could be indeed scrapped, because I would like to experiment with a ZOC-less game. And if hex is big enough it can be argued that unit's influence does not extend beyond its borders, and it works better for a combat model that I have in mind, in which units from both sides would engage on a single hex (solving another problem with hex shapes and the ineviteable problem of uneven exposure). edit: also, in a WeGo game you only plan, not execute, so there is no way to waste a lot of time optimizing your movement and combats, so IMHO such turn would take much less time.
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