loki100 -> RE: Bottom line... (3/30/2021 5:06:53 PM)
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You can reduce the work by 3 key AI-assistants a) the air war then becomes of case of setting priorities, and broad allocations b) the logistics stuff is reduced to a bit of commonsense around HQ locations c) all the support units do their own thing (again as with the air war you do need to set the broad criteria) at the end of that, you are essentially looking at a divisional level game with a lot of counters and hexes. You can reduce the rule set to the one page guides and chapter 4, just look at the rest if you need to dig a bit deeper. its got a good AI, even without bonuses. so yes, there is fun to be had, if the subject interests you, I'd say with those assistants in place most turns will take an hour or so - the early ones more but then pretty much everything is on the move from T1-T10. One good thing is that for all the complexity, common sense is incredibly useful as a good rule of thumb in many situations (much more than in WiTE1)
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