06 Maestro
Posts: 3989
Joined: 10/12/2005 From: Nevada, USA Status: offline
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quote:
ORIGINAL: hartwig.modrow Ahhh... finally the next update. Presently, I check at least once per day for updates in this thread. Thanks for sharing your experience with us Could you tell us some more about a) how much time running a turn takes you on average b) how you process a turn (i.e. what do you typically do in what order, do you need to spend a lot of time scheduling, how much care about logistics do you need etc. I should note that I am a WitP addict, you may derive from that scheduling and logistics are good things :) ) c) the main "results" of your playing so far, i.e. what game mechanisms to be taken (more) care of next time did you gain insight on ? Thanks again ! Hartwig Sure Hartwig, no problem. a. Turns last me anywhere from 10 minutes to over a half an hour. It depends on various things such as; new ambassadors, reinforcements, Interphase, offensive planning and how many screen shots. I would say that currently, an approximate average turn length would be about 20 minutes. I would expect that to drop in the future as I become more accustomed to the game. b. The ‘military phase” begins with the reinforcement phase. I willdeploy those units while checking the overall situation. Then I allot the available replacements to the areas were they will do the most good, then I make the movement commands which result in combat, then move the units which are engaged in RR repair. All the while, I try to keep an eye out for units with the “out of supply” mark. I have had one corps on the western front get bounce after a couple of turns (fairly sure it returned as a damage reinforcement)-it had swept into Dijon and was resting. c. Keeping in mind that I was (and still am not) an expert at this game, there are several areas that I will improve on in the next game. 1. RR repair needs to be streamline somehow-should not be using more than one or two units. 2. It is a good idea to be prepared to cover the entire front by the time “trench warfare” starts. One corps can do a decent job of holding the line, but it will take a whole lot more to recapture a province. 3. The use of the “Grand Offense” planning should have been made use of earlier. If successful, you gain far more NW than doing anything else (is my impression anyway). 4. I would use the “breakthrough” option on the battle screen much more often to make a more rapid advance in the beginning. 5. Events are a very important part of the game. Just which ones you keep is dependent on your overall strategy. I just grabbed the ones that looked good in a generic way-that is not really the smart way to do it. 6. Unit construction would be modified. I should have built far more artillery than what I did. I currently have ammo coming out of my ears, without enough tubes to put them through. 7. Diplomacy is a tricky part of the game. It seems that AMB's should be massed for quicker results, but I really need more info for this area. There is still much to learn about this game. The complete manual is still being worked on, so various questions are being asked at the Ageod site daily. It has enough “depth” for me-with some very crafty attributes. It is nowhere near as complex as WitP-which I have owned fro years, but only played about 6 months into the war a few times. The initial setup for turn one in WW1 would take about 1/10th the time as WitP. The supply issues are really basic in WW1, repair RR's and stay within 2 provinces of the railhead. It is enough to have an impact on operational planning. There are variable too, like if you get the "truck" tech, you can have a three province range. There are other supply variables of which I'm not sure about at this time. Unit construction needs to be "in tune" with your strategy-this takes a little bit of planning.
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