Bletchley_Geek
Posts: 2113
Joined: 11/26/2009 From: Living in the fair city of Melbourne, Australia Status: offline
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quote:
ORIGINAL: Templer Interestingly, there is a balancing with this? Never now! (Determined many of the other generals not knew this before). Modeling an (or series of) operation with Command Ops is quite challenging. "Little" details such as commander traits and unit traits are especially the hardest to figure out properly from sources, so here some "balancing" or "calibration" is necessary to check that things don't get out of hand (either by making them too strong and too efficient or by making them too weak and sloppy when carrying orders). So one faces the problem of probably taking one or two accounts of some particular episode, figuring it out an "average" account from these and then "fitting" the scenario into the mold of these interpretations. Command Ops engine is indeed amazing in many respects but as it is said: "Garbage in, Garbage out". Not to mention that with No Delay what you'll get is World War 2 on amphetamines: everything will be happening much sooner and much more efficiently. Or in other words, you'll get results which were very unlikely in real life (but very likely in most wargames at this level out there). Breaking through a strong defensive line and exploiting through is made so much easier when command and control gets gelded by disabling delays. Also, and in my opinion, it somewhat breaks down the credibility of what you're seeing on the screen (and therefore, its entertainment value for me).
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Real men go to war on Real tanks
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