Ok, I would prefer to be civil, so lets try and keep it there. Just remember your taste in games isnt the gold standard. Different people like different things.
My point isnt about simplicity for simlpicities sake, but more for a game that can be played in a short amount of time,...preferably in one sitting,..a long sitting, say 6-8 hours. However, the supply rules, and management rquired in most war games lately (WitP is a perfect example) makes it impossible to play a game in a single sitting. I played WAW, it wasnt to complicated for me, it was just too long of a game and most multiplayer games were never finished.
I have also found that in most games that have supply, a static map is essential for balance. When random maps are added supply seems to be out of whack. For instance if you used WAW's supply system on a map that was randomly designed, the system could fall apart. For example you need so many supplies to move unit X so many territories. The games supply system is set up around a static map where nation A is always so many territories away from nation B. If a random map were generated its possible that natiion A would be so far away from nation B that it would take 20 turns of buying supplies to move one unit close enough to fight. This would be an extreme circumstance, but the point is it would be possible.
As a side note I am looking forward to playing WitP:AE one day, but I am a single father of 3 teenagers, and I have to care for my elderly grandmother, so sadly I dont have the time to devote to it yet. In a year or 2 when my youngest turns 15-16, I am finally going to take the plunge. Which is one of the reasons I would like to see a shorter, simpler game for now. Axis and allies is too simple, Risk is far too simple. WAW isnt too complicated, just spending more time counting barrels than actually doing moves and combat makes the game too long to finish in a single afternoon/evening. Turning supply off made the game feel unbalanced.
< Message edited by Scott_WAR -- 1/3/2010 3:52:14 AM >