Essro -> RE: v4 bug stomp so far (12/6/2019 8:26:52 PM)
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ORIGINAL: Cohen_slith I personally think there is a severe matter in terms of design that may require reviewing in Warplan. Currently defending by itself is easy if it was not for massed airforce. Mass airforce will just enable obliteration of 1-2 hexes a turn per front in what otherwise is a trench warfare game. I believe that is what was in some late game AAR - Flavius vs Jim - and also what I am experiencing myself. In a game for instance Soviets have pratically 2-3 tanks / mechs. Their army is pure infantry, cas and fighter planes. (No medium bombers - just IL-2s!). So '43 onward the game turns in a repeated cycle of bomb-take1hex (or eventually 2 hexes) with your whole airforce carpeting the zone first. (Admittedly it's the same that Germany, on smaller scale, does to France). I hope that's not how the game is intended because it turns boring pretty quick, and resolves the game pratically in a 'air war' game. Other evaluations I'd forward are: Manpower tied to map locations instead than external. More VP cities. Presently there are far too many gaps between a VP and the other which may mean little to nothing. Morale Cities are often redundant, especially for certain countries. (The green dot ones). Severe? I don't know about that. I disagree with your assessment of air. However, I do agree that some matches can turn into a WW1 grind. I have had both static and fluid games. I think it's something to keep an eye on. Or, better yet, perhaps folks can share methods on how to get units to retreat more often.
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