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In a lot of ways - 12/13/2019 4:03:01 PM   
coachi

 

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Played witw many times

Although the scope of this is much bigger - in a lot of ways its easier because its more intuitive

Just my humble opinion as a noob
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RE: In a lot of ways - 12/13/2019 4:20:13 PM   
geofflambert


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Some people have an intuition for logistics, others not.

(in reply to coachi)
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RE: In a lot of ways - 12/13/2019 4:50:22 PM   
GetAssista

 

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Since WITW consists of ground war mostly, the latter had to be made more complex.
WITP on the other hand is diverse, thus it can afford to keep ground war simple and to the point. Still, many players hate the ground ordeal

(in reply to geofflambert)
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RE: In a lot of ways - 12/13/2019 5:44:46 PM   
HansBolter


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Was severely underwhelmed with WITW.

The abstracted air war is boring.

I have a hard time transitioning back to any game with weekly turns after becoming addicted to this one day turn monster.

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RE: In a lot of ways - 12/13/2019 8:26:07 PM   
obvert


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quote:

ORIGINAL: GetAssista

Since WITW consists of ground war mostly, the latter had to be made more complex.
WITP on the other hand is diverse, thus it can afford to keep ground war simple and to the point. Still, many players hate the ground ordeal


That leaves a lot of room for those of us that love the ground model to thrive!

I'm not saying it's accurate, but it's strategic and has a lot of nuance, which I like.

_____________________________

"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

(in reply to GetAssista)
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RE: In a lot of ways - 12/14/2019 1:36:14 AM   
Ian R

 

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quote:

ORIGINAL: obvert


quote:

ORIGINAL: GetAssista

Since WITW consists of ground war mostly, the latter had to be made more complex.
WITP on the other hand is diverse, thus it can afford to keep ground war simple and to the point. Still, many players hate the ground ordeal


That leaves a lot of room for those of us that love the ground model to thrive!

I'm not saying it's accurate, but it's strategic and has a lot of nuance, which I like.


The ground war model was, a long long tome ago, in a decade long lost, a point to point system in the original dos game. Which worked just fine, because the game was more of a naval/air logistics thing where you amassed stuff at a point to seize it, build it up, and use it as a base for the assault on the next point without any tactical ground manoeuvre. And it had one week turns, with lots of naval/air subphases built into them.

In vanilla WitP, we got a hex map where all the ground hexes were playable (pacwar had 'invisible' offset squares - i.e. hexes in effect, but ran on restricted links and paths). It seems natural that some dissatisfaction arose with a system that was built for a point to point map being dropped on a hex map.

In WitPAE the map scale reduces, the terrain is more accurate, and eventually stacking limits are introduced that prevent the efficient assembly of the steam-roller mega stack* that was redolent of the point-point origins of the system.

Even so, there is a problem with this, which was identified many years ago by (I think) Mr J F Dunnigan ... who happened to be the initial designer of the original SPI WitP boardgame. The time/unit/map scale of a good board game needs to be set-up to give the impression of movement, to maintain player interest.

And here lies the problem - the pace of movement of ground units in this game is glacial. The ground and time scales are not a good fit for the land warfare modeling, at least in terms of the impression of movement. How might this have been changed? Possibly a telescoping time scale, where ground activities are interposed perhaps once a week (i.e., the witw time scale), so as to give the impression of movement. There would, in turn, be all sorts of complaints about this, and the abstractions that would need to be built in with respect to, particularly, atoll combats.

You can't win em all.

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"I am Alfred"

(in reply to obvert)
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