JAMiAM
Posts: 6165
Joined: 2/8/2004 Status: offline
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quote:
ORIGINAL: Oleg Mastruko quote:
ORIGINAL: Berkut Fantasy units that can use those Tigers...but modified with the 10.5cm guns that are extra! Of course, there are 400 extra guns, and only 200 extra Tigers. So they would need to either make another 200 extra Tigers, or maybe just put two guns on each Tiger. I nominate this for Post of the Week Actually, I think that the following post by Berkut is better. So, I will nominate it for Post of the Month! quote:
ORIGINAL: Berkut quote:
ORIGINAL: stevie Or simply let the player decide if he wants to create a new additional unit and spent the required APs. Add some weeks or month of delay and the players will be careful to use the option. It is, by the way, something the russian player is allowed to do and leads to ahistorical scenarios anyway. This is not a bad suggestion - and on the face of it makes some sense. Why not let the German player create new support units in the fashion the Soviet player does? However, I would argue against it - although I will also admit straight up that my argument is very subjective. But here it is... One thing I really like about WitE is that opening up the game as the German player is *vastly* different than opening it up as the Soviet player. The two sides are ridiculously asymetrical - almost to the extent that you are playing two different games. Playing the Germans, you are handed this incredibly well designed, capable, and powerful tool, and then expected to achieve some pretty amazing results with that tool. The tool (the Wehrmacht) is very powerful, but also very precise. You do not have much flexibility in how it is organized, or how it is designed. The challenge is to make it work the best way possible, but within the rather severe limits that the tool is designed around. And there is kind of a problem - the tool is really freaking awesome, but it isn't quite the *right* tool for the job. Seems the guys who made the tool didn't exactly understand the task that it was designed to solve. So while the tool is powerful, resilient, and well organized, it doesn't quite fit the task at hand. Your challenge is making it work anyway. The Soviets are totally different. Here your tool is a piece of ****. It doesn't work at all! It is unwieldy, has all the moving parts in the wrong place, most of the moving parts don't even move, and it breaks every-time you try to do something with it. But...you have a huge workshop at your disposal. You have lots and lots and lots of war material, and while the tool you have is almost certainly going to be destroyed, you get to try to organize, design, and deploy a new tool, one better suited to the task at hand. THAT is the challenge of playing the Soviets - how do you make the Red Army actually work? So that is why I don't want to see the German player be allowed to create new units in the manner the Soviet player can - it would take away what I personally see as the unique challenge of each side. The Germans already have an incredibly potent war machine - letting the player tweak and over-optimize it is just going to make them that much more powerful, and in a fashion that fundamentally changes what makes the German job so hard, despite their incredible army. The Soviets get that capability, but then, they are starting with utter crap. Turning their crap army into something that actually works is the entire fun of playing the Soviets - why play them if the Germans get a better army, AND can turn around and fix its flaws as well? Well said, indeed!
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