Skinner -> Logistical nightmare (7/17/2020 3:09:34 AM)
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I really enjoy lots of facets of this game. However, until I can decipher the enigma of logistics, I must admit, I'm just about through with this game. In my humble opinion, logistics in this game is waaay over complicated. This post will concern only logistics. I've been playing complicated board games and computer games for over forty years. This one has me stumped. I feel like I'm just throwing stuff at the wall to what will stick to solve my logistic problems. Any help is appreciated. Unfortunately, I'm getting to the point where I don't want to put any more time, effort, experimentation, etc in to learning or understanding this game. I've spent hours watching DasTatic videos. I've spend countless more hours reading forums. I just want to *play*. I admire the way Vic is consistently working to improve his game. But with each beta, changes are made for which there isn't any documentation or easily found explanation of the changes. And if you don't already understand a game issue, it rapidly becomes mind boggling confusing. I've read nearly the entire manual. I understand "pull" logistics were added in a later beta. I still didn't fully understand logistics in the first place. Roads or rail. Now there is pull. Where was the explanation of how that works? I missed it completely. I've been reading the forums trying to find understanding. I've found some good stuff. I'm not sure how it all fits together. My armies are bogging down, I hate seeing red or black in bottlenecks and not easily knowing why or how to fix them. I mean, did I even have enough supplies the units were calling for? I dunno. I finally got light armor. Tried to advance, out ran supply, or oil, or I dunno. I could go on for hours. Is there anywhere or anyway to start from scratch with a tutorial or explanation of the logistics rules? I've read some of malevolence, zgrssd and Vic's explanations but they didn't entirely enlighten me. And, those posts and explanations now seem outdated unless the whole "pull" system doesn't affect or alter the way the old logistics system worked. But then if it doesn't why was it added anyway? How does this stuff work? And maybe later someone can tell me why it was decided to make it soooo complicated? Seriously, looking at it objectively sounds like a nightmare. Truck points, truck action points, each terrain has a cost, dirt road, paved road, rail, splits in the road, going over fields or mountains, traffic signs for road, rail, pull, truck stations, supply stations, bottlenecks, used points, points available, br, requested, received, and on and on and on.... Apologies for the rant. This game really is ambitious. And quite simply amazing. Job well done. But the logistic aspect has simply beat my ass. I used to think I was hardcore, old school, intelligent grognard. Now I just feel like a dummy.
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