What's the verdict, so far?

The new game by Brian Kelly, sequel to Desert War: 1941-1942

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jeffnward
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Joined: Sun Jan 18, 2015 11:34 pm

What's the verdict, so far?

Post by jeffnward »

For those of you who've been giving this one shot, would you kindly enlighten us as to whether the game is worth the current $35 cost. Thank you!

Jeff
elmo3
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Re: What's the verdict, so far?

Post by elmo3 »

Just got it today so way too soon for me to have an opinion. Manual and Quick Start Guide look good. Might have some thoughts by early next week if I get enough time to play over the weekend.
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester
ham17
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Re: What's the verdict, so far?

Post by ham17 »

How many pages are in each Manual and Quick Start Guide?
Are there any easy-to-follow tutorial scenarios?
elmo3
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Re: What's the verdict, so far?

Post by elmo3 »

Quick Start Guide is around 25 pages. Manual is about 120 pages. There is a tutorial scenario.
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester
gwgardner
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Re: What's the verdict, so far?

Post by gwgardner »

4.9 out of 5 stars for me. Depth plus ease of play (the GUI is superb), and the innovative WEGO system. Many scenarios, and some campaign scenarios. Really good maps. Tooltips for everything.

I only wish there were a grande scenario of the whole campaign, but I'm not at all sure at this scale such a monster scenario would be possible. Hope so.

Modders could have a field-day with this game, and its editor.

Tom_
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Re: What's the verdict, so far?

Post by Tom_ »

Overall a thumbs up from me.

I like;
WEGO formula - I'm biased towards this because I believe it add another layer to decision making i.e. anticipating the enemy's moves.
Tooltips - This is great, when you hover over an icon, information will be displayed. Especially good when you are learning a new game.
Overall balance between complexity and accessibility - It does have a good layer of detail and presents the player with options.

I struggle with the user interface - things like switching the movements types, setting defence postures and bits like that just don't seem intuitive to me.
Not keen on some of the artwork for the units - prefer actual historic pictures of planes, equipment ect, even if they are black and white.
I'd prefer to see the units actually move, rather than flick between hexes - so its presented more naturally.
jeffnward
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Re: What's the verdict, so far?

Post by jeffnward »

I truly appreciate all the comments, and as a result, I think I'll give the game a shot!

Thank you again!

Jeff
Tom_
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Re: What's the verdict, so far?

Post by Tom_ »

jeffnward wrote: Sat Apr 02, 2022 4:58 pm I truly appreciate all the comments, and as a result, I think I'll give the game a shot!

Thank you again!

Jeff
If you do purchase the game I'd be interested to hear your thoughts on it too.
jeffnward
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Re: What's the verdict, so far?

Post by jeffnward »

Tom,

That is a reasonable enough request, but I'd have to warn you that I'm currently facing off against the computer in the very early turns of the full campaign game in Mr. Tiller's Smolensk '41. But I'm thinkin' I'll pause that because I haven't played a WEGO game in so long.

That thought brings me right back to Evanston in 1974-ish when my friend Tony and I split a Strategy and Tactics subscription. The first game we got with the magazine was Kampfpanzer and we dove into it because the WEGO system was something completely new to us.

Those are great memories!

Jeff
governato
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Re: What's the verdict, so far?

Post by governato »

gwgardner wrote: Sat Apr 02, 2022 2:33 pm 4.9 out of 5 stars for me. Depth plus ease of play (the GUI is superb), and the innovative WEGO system. Many scenarios, and some campaign scenarios. Really good maps. Tooltips for everything.

I only wish there were a grande scenario of the whole campaign, but I'm not at all sure at this scale such a monster scenario would be possible. Hope so.

Modders could have a field-day with this game, and its editor.
We are ;).
benpark
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Re: What's the verdict, so far?

Post by benpark »

This is an excellent game for people that like planning their turns out in detail, with the knowledge that the WEGO aspect will play havoc with those plans. I am finding it a really interesting game thus far. I also have the NA game, but this theater has much more of my interest - so I didn't fully commit. It's not a speedy game to play (the planning), but I find each aspect engaging thus far.

I agree that there are some UI things that get in the way, rather than add to ease of use. Some AI oddities (HQ's at the front of an attack unsupported in one case so far), but it seems to do be doing a decent job after nearly playing through two scenarios.

I also have a pet peeve against pop-up windows that can't be integrated into the UI itself (having to be constantly re-positioned), and things like artillery planning seem to rely upon that system. I trust these developers to adjust as needed, so I'm sure suggestions are welcomed within reason.

The positive is the WEGO system, and the thought that went into how it is executed. Making a plan that can be disrupted in ways that cannot be in turn-based modes seems especially appropriate for the scale. I'm finding the WEGO phases especially interesting with the urban fighting. This allows pre-planning of things like artillery being called in at the start of a turn, with any given unit being assigned to jump-off at different attack phases during the rest of the turn (10 phases per turn, if I recall).
"Fear is a darkroom where the devil develops his negatives" Gary Busey
WhoAteMahCake
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Re: What's the verdict, so far?

Post by WhoAteMahCake »

benpark wrote: Sun Apr 03, 2022 1:48 pm This is an excellent game for people that like planning their turns out in detail, with the knowledge that the WEGO aspect will play havoc with those plans. I am finding it a really interesting game thus far. I also have the NA game, but this theater has much more of my interest - so I didn't fully commit. It's not a speedy game to play (the planning), but I find each aspect engaging thus far.

I agree that there are some UI things that get in the way, rather than add to ease of use. Some AI oddities (HQ's at the front of an attack unsupported in one case so far), but it seems to do be doing a decent job after nearly playing through two scenarios.

I also have a pet peeve against pop-up windows that can't be integrated into the UI itself (having to be constantly re-positioned), and things like artillery planning seem to rely upon that system. I trust these developers to adjust as needed, so I'm sure suggestions are welcomed within reason.

The positive is the WEGO system, and the thought that went into how it is executed. Making a plan that can be disrupted in ways that cannot be in turn-based modes seems especially appropriate for the scale. I'm finding the WEGO phases especially interesting with the urban fighting. This allows pre-planning of things like artillery being called in at the start of a turn, with any given unit being assigned to jump-off at different attack phases during the rest of the turn (10 phases per turn, if I recall).
I've also seen the same AI bug in the Tutorial Scenario, the Russians had their HQ in the front which I rushed and almost got a victory in the end (I was losing up until this point but rushing the exposed HQ put me in the lead for a turn).
governato
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Re: What's the verdict, so far?

Post by governato »

benpark wrote: Sun Apr 03, 2022 1:48 pm This is an excellent game for people that like planning their turns out in detail, with the knowledge that the WEGO aspect will play havoc with those plans. I am finding it a really interesting game thus far. I also have the NA game, but this theater has much more of my interest - so I didn't fully commit. It's not a speedy game to play (the planning), but I find each aspect engaging thus far.

I agree that there are some UI things that get in the way, rather than add to ease of use. Some AI oddities (HQ's at the front of an attack unsupported in one case so far), but it seems to do be doing a decent job after nearly playing through two scenarios.

I also have a pet peeve against pop-up windows that can't be integrated into the UI itself (having to be constantly re-positioned), and things like artillery planning seem to rely upon that system. I trust these developers to adjust as needed, so I'm sure suggestions are welcomed within reason.

The positive is the WEGO system, and the thought that went into how it is executed. Making a plan that can be disrupted in ways that cannot be in turn-based modes seems especially appropriate for the scale. I'm finding the WEGO phases especially interesting with the urban fighting. This allows pre-planning of things like artillery being called in at the start of a turn, with any given unit being assigned to jump-off at different attack phases during the rest of the turn (10 phases per turn, if I recall).
Totally agree on why WEGO is great for this scale and campaign. I have been thinking a lot on what other non eras/theaters could be explored.

Btw, the `roving HQs' had been spotted in Beta. I think the designers are working on `HAL1942' ...the AI ;) to find a way to keep the HQs away from harm.
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Saint Ruth
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Re: What's the verdict, so far?

Post by Saint Ruth »

benpark wrote: Sun Apr 03, 2022 1:48 pm I also have a pet peeve against pop-up windows that can't be integrated into the UI itself (having to be constantly re-positioned), and things like artillery planning seem to rely upon that system. I trust these developers to adjust as needed, so I'm sure suggestions are welcomed within reason.
Suggestions are very much welcome!
I am always interested to hear any ideas you have about how to improve the UI.

Not sure why you say the Artillery planning system seems to rely on the pop-ups though? All you need to go is press R when over an artillery unit to get into fire mode, and then just click on the target hex, so no pop-ups.

Or am I misunderstanding you?

Thanks,
Brian
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Saint Ruth
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Re: What's the verdict, so far?

Post by Saint Ruth »

governato wrote: Sun Apr 03, 2022 6:14 pm Btw, the `roving HQs' had been spotted in Beta. I think the designers are working on `HAL1942' ...the AI ;) to find a way to keep the HQs away from harm.
Yes, will patch that once we work out a good solution!
Cheers,
Brian
benpark
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Re: What's the verdict, so far?

Post by benpark »

Thanks for the reply.

I do use the artillery hotkey (R) as often as possible, appreciated. The unit information box is often something that I like to check in conjunction, however. That gets in the way, and I haven't found a way to lock the windows position (bottom left in the Map area window would probably work). That may be possible, currently!
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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Saint Ruth
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Re: What's the verdict, so far?

Post by Saint Ruth »

benpark wrote: Sun Apr 03, 2022 8:15 pm Thanks for the reply.

I do use the artillery hotkey (R) as often as possible, appreciated. The unit information box is often something that I like to check in conjunction, however. That gets in the way, and I haven't found a way to lock the windows position (bottom left in the Map area window would probably work). That may be possible, currently!
Ah, I see what you mean. I'll look into it!
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