Industrial
Posts: 143
Joined: 5/29/2006 Status: offline
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ORIGINAL: golden delicious 200 miles of empty road sounds like a pretty extreme circumstance. Even in the monster east front you don't often see something like that. Of course, the Germans, with their high force proficiency, would barrel on just fine. A worse force might well blunder and fail to advance. Look, I don't care how experience the waiting forces really are. Even a militia unit with only 3 days of training, if given the order to wait until a road is cleared and than advance to its predesigned target, should be able to carry out that order and not beeing paralyzed for 3 days after they are toled that the road is clear, which is exactly what an early turn ending would indicate. And please note that these units weren't engaged in combat, because other units were doing the fighting, they were simply sitting their waiting for the go-signal. This is something that doesnt happen in reality, and anything an enemy unit could do to interfer can already be modeled (like interdiction) or is simply outside the scope of an IGOYOUGO game. Early turn endings dont help a bit, on the contrary they make matters worse and more unrealistic. If the enemy wants to counterattack the militia he can do that during his turn, repeat after me, early turn endings are no substitute for counterattacks quote:
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Dont try to justify any early turn ending with enemy interferance, Force B has plenty of time to make these interferences happen by actually moving his units to cross Force A's plans, Not if it's the middle of Force A's turn. TOAW is an IGOYOUGO game, there are compromises we have to accept, one is that truely simultanious movement of both sides is not possible and can't be simulated. The best we can get is TAC/LOCAL reserve setting or interdiction strikes, for anything more detailed you have to look for a different game. quote:
There's the crux of it: early turn endings are annoying. Well, sometimes things don't go our way. And things not going as planed is already pretty nicely modeled, roads suddenly turning muddy in the middle of a turn, combats taking longer than anticipated, enemy units retreating in unfavorable directions, attacking units going into reorg after an attack, enemy interdiction strikes evaporating one of your advancin units, your spearheads bumping in a previously unknown unit blocking your way, ..... For each of these occurences you can find an equivalent in real life and agree that they deserve to be in the game, but early turn endings have no real life counterpart and therefor don't deserve to be in the game. quote:
All rather necessary abstraction in a turn-based game. ] Whats the abstraction of a unit beeing in a wrong defence stance for? An entire regiment gone nuts acting stupid? Whats the abstraction of a unit beeing unable to reunite for, a regiment suddenly starting to hate each other, and companies deciding to fight on their own without cooperation with the others regimental companies? Whats the abstraction of a unit unable to use its entire movement points for, a division collectively falling asleep forgetting to advance for 3 days ? Those are no abstractions for things that happen in real warfare, early turn endings simply tend to produce unrealistic situations, nothing we want to see in an operational war simulator. quote:
A really weak counterattack which can tear defending artillery apart? Have you never done weak counterattacks with lots of arty in support? Will eat the opposing passive defenders alive, especially enemy arty, without them beeing able to fire back as they would if attacked by counter-artillery fire. Artillery cought in an ground attack is treated as beeing in direct combat with the enemy and will take huge losses. quote:
I'd say there should be an incentive in TOAW to take decisions sooner rather than later, just as there is in real warfare. You've just described it. Huh? That might be your point of view, I tend to grab an opportunity by the balls if it presents itself, if that means quickly shifting reinforcement to a different part of the front I will do just that. You just go ahead and commit them as initially planed if you wish, put please accept that some of us might have different ideas of how to employ our forces As I said, as long as there is no house rule demanding otherwise I should be righly able to do just that. quote:
What the effect does is inject uncertainty into the game. It is preposterous for the player to be able to know with absolute certainty that the enemy won't attack him for seven days. Absolute nonsense. So we have early turn ending. Yes, it's an abstraction. Yes, it causes weird effects, yes you and every other person who's ever played TOAW hates having early turn ending happen to them. The alternative is bad simulation. How would the absence of early turn endings make TOAW a bad simulation? I simply cant see any reason whatsoever for that, or are you saying that a scenario in which one player was lucky and got no early turn endings is a bad scenario? Nonsens I say. And all the uncertainty I need in a game comes from my opponent, how he employs his forces, where he attacks and where he retreats, from the weather and its affect on the battlefield. I dont need any artifical 'surprises' that have nothing to do with the mission of this game, which is to simulate warfare. There are some things that are unpredictable in war, and modeling these is fine and dandy, but there are some things that are universally certain in each scenario, which are: a day has 24h and a week has 7 days, and I want exactly that in my scenario and no magically disappearing days. In the end, all I wanted and asked for is an OPTION for the players to disable turn-burnss and early turn endings in the advanced game options, if you like these features, feel free to play your PBEMs with them enabled, but I wouldn't shed a tear should they disappear forever and would rather play my PBEM with them disabled.
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"The conventional army loses if it does not win. The guerrilla wins if he does not lose." Henry Alfred Kissinger <--- aka: Kraut
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