Oleg Mastruko -> RE: gamey turn 1? (9/5/2004 4:53:27 AM)
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ORIGINAL: moses The root of all evil is the special Jp first turn move bonus. Why should it be there? It is the equivilant of allowing the allied player to redeploy all his ground forces prior to turn one. Everyone would scream if that were implimented. The first turn move bonus is not there to be used as gamey technique, but to allow players to put their own plans into action. And as such it's welcome. I'd really hate that WITP took the possibility of planning our own 7th Dec from us (IJN or USN doesn't matter but it's obviously more important for IJN). Using the bonus you can even do port attack on San Diego on turn one. OK, that's certainly gamey. That much we can all agree on. KB would not cross whole Pacific risking to be sighted by merchant shipping on busy merchant lanes off US coast etc. So, in any fair game that's off the map. But WHY it has to be PH, or else it's gamey? quote:
It would have been absurd for the Japanese to move KB into the central pacific on Dec 7 in the hope that the US carriers would show up and be sunk. Why? It's not CVs that count. Well, analysing the map, and knowing roughly what IJN knew on 7th Dec, I note that PH-Palmyra-Canton, and PH-Johnston-Midway-Wake regions must be very active with ship movements after the start of hostilities, and I decide to place my CVs there and let them hunt any ship that might try to come to help to Wake, PI etc. I approach from direction Kwajalein, thus I am undetected. I don't know for sure CVs are there, but if they do come, I will sink them as any other ship that comes my way. Perfectly reasonable and realistic war plan for first days of war with the US! Not only that, but since I publicly announced what I can, and maybe will do here on board [:D] I think it's perfectly fair. That is just *part* of my very intrincate opening moves, but is crucial. I don't care if I catch US CVs there. If any of the opponents read this, he may take care to move them away. I don't care. Maybe I'll do it, maybe I won't. Maybe I'll attack PH and sink his CVs there if he tries to escape that way... Possibilities are open, as they should be. There's this group of players, not necesarilly belonging to "IJN fanclub" nor "USN fanclub" but rather to "wargame as historic slideshow" fanclub. "PH must be attacked". "Singapore must fall, you must have sucky general there!" (why? I can find better commander). "Germans never had more than 50 King Tigers on one place." (Yes but in this game I have so what?) I refuse to accept their "rules" [:D] quote:
Now even a stupid plan can sometimes work but the likely outcome would have been that KB would have spent a couple days searching, run out of fuel, and headed home with little to show for the commitment of their primary strike force. Absolutely, and that's exactly what may happen if the USN player is on his toes and uses his brain. If he just blindly retreats his carriers towards Palmyra because "IJN will attack PH on turn one, *yawn*" then he deserves to be punished. quote:
The only reason this operation can be contemplated is that the JP carriers on turn one have the ability to teleport on top of the US carriers from their starting position in Japan!! Not "teleport". It's not teleporting. In my game - my carriers spent week prior to opening of hostilities docked on Kwajalein, and made their move towards wherever they are on turn 1 undetected (not that there's anything to detect them anyway [:D]). I'm talking about totally different opening schemes, perfectly workable, completely realistic. "Turn 1 teleport" is just a technique this game uses to make this happen. They could have given us possibility to plan our moves and redeployments for a whole months prior to opening of hostilities, but decided on "special turn 1 rules" which are OK IMO. quote:
I wonder how people can even argue about the historical game accuracy of the ASW, PT boats, land combat, etc and then be willing to allow JP fleets to telaport to palemburg and Kendari on turn 1 or 2. This game is so pro-Allies it's not even funny. If IJN teleport on turn 1 (of 1500+ turns) is your biggest problem, than I want to play you in PBEM, no matter which side [:D] And I'll let you do whatever you want on turn 1. [8D] Teleport is just a game tool to allow players to execute their own invasion plans, that's all. Some people have problems with ANY plan other than 100% history (or what's 100% suitable for them), and that's problem here. Oleg
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