Well, I've never played any TOAW before and just bought this and I'm messing around with it now, and so far it seems pretty intuitive and enjoyable. I do think there is a lack of a single really clear concept video - or documentation, even (at least, I haven't found one yet) - to explain the actual way this game works, the actual turn flow concept, as it were. But, messing around with the Kasserine 'tutorial' (lol, it's about as untutorial-like as I've seen, in that the documentation - which is beautiful - is more like a thesis....) I have found that you quickly and intuitively can pick up what the idea is. Which is, there is a mechanism built in to try to mitigate the effects of I-go-U-go play, by making sure that as much as possible (without going for WeGo - and why didn't they, I wonder?) movement and combat is as if it were synchronous, sort of. In everything I've read it has sounded complicated, but it actually feels quite easy to get used to and understand when you're playing it. So I would respectfully disagree with the person above who predicted hours and hours of learning. I'm already able to play and enjoy scenarios (albeit in a messing-about haphazard kind of way) without bothering overmuch with reading docs or watching videos (indeed, good job, as those I have read and watched didn't, imho, make it very clear for those who are absolute novices, though they definitely were helpful). So I would just recommend playing and feeling your way around, then dipping into the video and docs there are (including the manual - which definitely fails to explain the concept well, but explains a load of other essential stuff very competently), and doing that I think it's possible to enjoy it a lot. The maps can be very very good, I think. They vary in detail and quality, but some are excellent. And there are so so many scenarios to get lost in.
I don't like I-go, U-go, because it seems inherently unrealistic and distorts all sorts of real life things, and I've recemtly stopped playing JTS games, for example, because I got sick of this. I also hate hexes. But the hexes are very background in this title and the mechanism mentioned above really does mitigate I-go, U-go problems quite a bit, so for that reason I'm trying to get the hang of it, so I can get to making a judgement on the single most crucial issue for me - how good is the AI opponent? I only play against the AI these days, so this is crucial. I'm not good enough at the game yet to judge the AI, but it certainly seems vastly superior to the JTS AI, for example, which is a waste of space, imho. And, incredibly, there are a few scenarios in this game which appear to be about as huge as whole other games, with good detailed maps and historically more or less accurate OOBs (Directive 21, for example) so if the AI is really useful for those then this would be a big step up from many games where it's not so good.
And that's without scratching at the question asked by the OP. It seems that once you get past the basics there is a mechanism for reducing micromanagement (and introducing realism) by using the AI to move some of your own forces. I haven't got near to being able to test this yet, but it's certainly there. So it would appear that there is the potential to reduce micromanagement, though as yet I can't comment on how it works.
< Message edited by Phoenix100 -- 11/18/2017 7:50:21 PM >