Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Where OPART shines and fails

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> RE: Where OPART shines and fails Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Where OPART shines and fails - 5/13/2006 3:12:18 AM   
Rob322

 

Posts: 578
Joined: 8/16/2004
Status: offline

quote:

ORIGINAL: golden delicious

quote:

ORIGINAL: Curtis Lemay

You know of a better 50km/hex simulator? I don't. Nor of a better Corps/Army scale simulator.


Well, I suppose the real trouble is that the week-long scale is a bit short for 50km/hex. Two-week turns would fix a lot of the problems.

Also airfields of variable size. If your air units have 500 planes each, it's a bit of a blow that you have to choose between 1500 planes per hex or zero.


I like the concept behing WITP's way of dealing with airfields. Each base can have an airbase size (which may represent several fields) and this size reflects the operational capacity. I always wished TOAW had that feature ... maybe the next version ...

(in reply to golden delicious)
Post #: 31
Page:   <<   < prev  1 [2]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> RE: Where OPART shines and fails Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.672