From: Houston, TX
It's good to finally find some outsiders view on the issue rather to read all this fanboy banter all over again.
"The time management is obscured in such a way that the game becomes opaque. Will my turn end? Can I do another combat? What about the rest of the border?
I totally understand the argument of a turn being a week, and units moving occupy a certain portion of that time, but man, this is just a ****ty way of doing it."
"I’ve said it time and time again, turn based is a throwback to the days of cardboard games. This is fine, but instead of using this back asswards time pulse system, why not just make it real time? It’s a hybrid bastard right now and would strongly benefit from a rework closer to Command Ops. Keep the hexes, keep everything, but kill this abomination of a time management system."
"Hopefully someone comes up with a similar game that fixes the issues here. If Atomic Games could damn well do it 20 years ago with a WEGO system, I’d think someone could do it today."
What is logicall in this pulse system where combat take place before the encirclement is completed yet the results are delayed in time so to allow encirclement? There is no logic behind it and it's both poor design and counterintuitive.
I have no problem with playing this handicapped game. I have problem with people (who are involved in the design) of admitting to the fact.
Link to the review
So you'd rather read WEGO and Real-Time fanboy banter? Let's just ignore the issues with those methods.
That review says more about the state of reviewing nowadays. Review a game after you've only made a cursory attempt to grasp it, and that's what you get.