I think Flavius is right, for the defending player the reserve mode is quite important. The German player who aims at playing the full game until 45 needs it for sure, else the bias to offense of this game, or the lack of any alternative mechanism helping the non-phasing defending player against the initiative advantage of I-Go-U-Go would see the games end a lot earlier than spring 45. It also creates the impression of simultaneity. In an offensive role I hardly use reserves except for breaking key locations (LG's back door...). I don't want to give up the advantage of the phasing player to be able to select and coordinate in detail while the enemy is unable to do so.
I have not had so much luck as Soviet player in 41 with reserve activations so far, although I use them whenever possible for all 2nd line troops. 1st line makes no sense.
Not sure, Michael, whether really mean that reserve activation stops the German from a 41 all out victory (so means of making this a 50:50 case ought to be there, right...?), or whether you are talking about such games where the Axis player is already "behind the curve" when his offensive slows and finally stalls. The 41 period has this kind of narrow curve, below which Axis gets stuck and the following years are likely much worse than average, or above which the Red Army likely to do well below average. 1941 shapes the following years, but the "average part" of the curve is unfortunately very narrow.
ORIGINAL: Disgruntled Veteran
... Units can leave their fortifications, attack, and be back to their pre-assigned spots in time for dinner. Meanwhile the attcker just blew his whole load for the week. I like the idea just not the implementation.
Totally agree. The units should be placed in the defended hex, or adjacent after the combat. If this relocation would happen it could screw your defensive setup and create some chaos, so people would use reserves more wisely. Like not using 1st line troops, or road-blocks positioned at key defensive terrain in the rear for reserve roles.
The understanding of what time means in I-Go-U-Go like you said it puzzling at best. Sure, you can have a set of stack expand all MPs to create a gap, fighting hard and having several helds. And then a Mot Div rushes through with 50 MP deep into the enemy rear in that same turn as if there was no enemy in the gap at the start of the turn? I think is were WitE in contrast to AE is much more of "just a game". It may sound stupid, but with that I/U abstraction, you probably should forget the concept of "time".
There was another Matrix I/U game, Forge of Freedom, where they attempted to bring back time and simultaneity by (a) having much short time intervals (aka 1 day turns sort of) and (b) by forcing the player to move units in sequence, each unit doing only one step at a time and looping over all until MPs were up. Wasn't such a great concept either since you couldn't chose which units to move first, but better as long as the number of units stayed low (maybe <100). So naught for WitE scales.