heliodorus04
Posts: 1647
Joined: 11/1/2008 From: Nashville TN Status: offline
|
quote:
ORIGINAL: randallw The Axis turn 1 has lower ZOC movement penalties, and goes before the Soviet turn 1; this effectively allows the Axis player to bring thunder and lightning onto the Soviet units near the border with no chance for the Soviet player to react. Unlike other games there is no mechanism here where units are out of command control. In support of that, as much as I want a plausible 42 (emphasis) axis victory condition, I don't want to restrict Soviets too much to the historic yet tedious reality of no command and control early. Because of the nature of the game, week-long, turns, and the fact that info on 'best moves' is available to anyone (see this thread as example of perfect Axis Turn 1), the benefits of perfect awareness of where Soviet units are, how best to isolate them, and complete mastery of game mechanics (at least for Turn 1!), the maximization Germany can achieve cancels out the command freedom the Soviets receive. Fair is fair. That's my opinion. /edit That Q-ball opener is REALLY powerful. It's a ball-buster for the Soviets. I think it puts them more than adequately in the "Oh **** what are we going to do now" position that Soviet commanders faced Q-ball
< Message edited by heliodorus04 -- 2/19/2011 5:38:03 AM >
_____________________________
Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader, Reading: Masters of the Air (GREAT BOOK!) Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game Painting: WHFB Lizardmen leaders
|