Flashfyre
Posts: 330
Joined: 10/6/2000 From: Waynesboro, PA, USA Status: offline
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I think the point being missed here is, SPWAW is NOT a regression to small-scale; the original Steel Panthers game by SSI was the same scale as this, and SPWAW is simply a much-enhanced, more-bang-for-the-buck (read freebie :D ) upgrade to that classic. SPIII was SSI's venture into larger scale games, like AH's Panzer Leader. Although I bought it and played it, I was not pleased with the scale, because it took some of the intimacy of combat out of the game.
In fact, for many wargamers, the scale of SPWAW isn't small enough.....we would like to see something like the old Squad Leader mega-hex, which simulated terrain much better. For those of you who don't remember this (showing my age now :( ), the mega-hex was the same scale distance, but had a greater capacity for terrain interpretation; that is, the graphics of the buildings, trees, hedges, and so on were more realistic in their proximity to each other. Instead of having a "wooden building" that seemed to fill the hex, the building only was a terrain effect if LOS crossed the picture. Same with trees, walls, etc. So, in effect, you could drive a tank right up next to a building, without the possibility of immobilization because the "hex" was considered a building. Also, the Advanced rules introduced the idea of "bypass" movement, which gave you the choice of entering the terrain (building, trees, walls, etc.) or bypassing it by moving thru the clear terrain in the hex. This is something I would like to see in SPWAW.
Anyhow, Kriss, this game hasn't regressed in scale. It has faithfully maintained the small-unit tactics of the original, and for that, we are glad.
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