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IGoUGo or WeGo?

 
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All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Case Blue >> IGoUGo or WeGo? Page: [1]
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IGoUGo or WeGo? - 4/12/2013 10:42:03 PM   
Capt Cliff


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Which system is the Decisive Campaigns series? IgoUgo or WeGo?

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Capt. Cliff
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RE: IGoUGo or WeGo? - 4/13/2013 5:18:04 AM   
Keunert


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I go you go

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RE: IGoUGo or WeGo? - 4/13/2013 3:58:13 PM   
Hugolin

 

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But wherever you go, expect a lot of Russians!


< Message edited by Hugolin -- 4/13/2013 4:11:15 PM >

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RE: IGoUGo or WeGo? - 4/13/2013 5:36:36 PM   
Capt Cliff


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quote:

ORIGINAL: Keunert

I go you go


Bummmer. Will no one recreate the V4V series games?? Bleh!


< Message edited by Capt Cliff -- 4/13/2013 5:37:05 PM >


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RE: IGoUGo or WeGo? - 4/15/2013 4:32:09 AM   
LiquidSky


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The IgoUgo in this game works. The main problem I see from IgoUgo games is that the time scale is wrong for the scale of units. The reality is, one side or the other will have the initiative at different times. An attacker can usually expect some time to go by before the enemy can react to his attack.

The problem with WeGo is it becomes somewhat random. You get units that 'run' into each other. You get units that move in silly directions while attacks are going on. And usually devolve into one side attacking the other in one area of the front while the reverse occurs in another. Which might as well be done by IGoUgo.

If your time scale is fine enough....then the defender can still react to an offensive by pushing stuff in the way, or retreating to new lines.

Case Blue uses 2 day turns for a divisional sized attack game. That works well.

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What's the sense of sending $2 million missiles to hit a $10 tent that's empty?

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