Apollo11
Posts: 24082
Joined: 6/7/2001 From: Zagreb, Croatia Status: offline
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Hi all, quote:
ORIGINAL: Gargoil quote:
ORIGINAL: Apollo11 quote:
ORIGINAL: Nikademus Curious as to opinions on this approach to the game. (ala "Steel Panthers" of old) Admittedly, for a game of this scale i'm used to a simotanious combat resolution phase....making this a bit of an adjustment for me. Nik, the WEGO system of (in most cases 1 day) UV/WitP/WitP-AE would be very impractical in 1-week turns of WitE... there are hundreds of counters to move and think about (not to mention endless possible interaction of counter while moving during whole week worth of time)... I have been playing wargames for about 40 years now. I have often wondered which method, WEGO or IGOUGO is better. Of course, way back when, there was only IGOUGO because it was with cardboard counts and a paper map. When Europa Universalis first came out, it was a real revelation with the WEGO system. And then Hearts of Iron, Highway to the Reich, War in the Pacific, etc. In the end, I prefer IGOUGO. I think WEGO games are more precisely right, but they play themselves to much for my taste. I remember Avalon Hills concept when they explained their design philosophy behind Squad Leader - "design for effect". They felt the game mechanics did not matter, as long as the result was a realistic as possible. I feel IGOUGO works like that. It may not precisely mimic the actual interactions that would occur in realtime, but it does yield realistic results. Edit: typos I played Avalon Hill's: Operation Crusader Stalingrad D-Day: America Invades and even made some quick reference documentation for them (two sided A4 with all important rules and tips) back in the early 1990's... Those had the best WEGO engine IIRC at that time and lots and lots of units (i.e. counters on map) but it was many many times very very hard and frustrating (and it was just 1 day and 1/2 day per turn)... IMHO WitE with 1 week turns in WEGO would be nightmare to make and test (with myriad of things that could happen whilst units move and fight in shared execution phase)... Leo "Apollo11"
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Prior Preparation & Planning Prevents Pathetically Poor Performance! A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF P: UV, WitP, WitP-AE
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