While some of you may already knows this, I found it quite cool to share for those who don´t, and also learned some things I didn´t think of were taken into account.
I also think he has done a great job with his minis
This also brings up the question of manpower versus decisions in wargaming. Why some wargames omit alot of decisions in RL combat, and why they should bring this back.
I got to my door yesterday a copy of Less Then 60 Miles by Thin Red Line games, and three days ago a copy of The Last Hundred Yards by GMT games. Both these games put alot of effort in game mechanics design to portray leadership decisions in the battle. Alot of that is missing in alot of wargames be it PC or boardgames now days.
It might be just me (or not), but I find myself thinking alot more while playing games like this versus a PC wargame. I think that it has alot to do with having to look up tables and charts in these games, which eventually sinks in and conditions your next move/strategy, learning the rules etc. Altogether you are more aware of what and how the game works because basically you spent 3-6 days reading and trying out the rules/system. Think "Next War" series...
Thats why folks who know/learned GG War In The East/West, World In Flames, AE War In The Pacific and CMANO are such loyal fans of these games, because they had to sweat it to learn them/play them, aside from the fact that there are detailed games which need learning.
The beauty of conquering a summit is the sume of the effort and pain of climing it, and if your lucky the sight you may have on a clear day.
Just my thougts though.
< Message edited by Red2112 -- 7/20/2019 8:44:22 AM >
Win10 Pro(x64), i7 8700k @ 4.7Ghz, 32GB ram DDR4, EVGA GTX 1070ti 8GB, M.2 PCIe NVMe (x2) 480GB + 960GB SSD´s, LG 29' Ultrawide 21:9 monitor Logitech G13, G502, TM Warthog HOTAS, CH Pro pedals, TrackIR 5.0, Corsair Void Pro 7.1 USB.