reasoning behind the change of forces?

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polarole
Posts: 50
Joined: Wed Jul 09, 2008 8:34 am

reasoning behind the change of forces?

Post by polarole »

hi folks,

i am new to this pc game and was surprised to see the forces of the major countries have been changed compared to the boardgame. whats the reasoning behind those changes and who did make those? are you trying to get a better game balance? what are those spanish mil only corps?

thanks and bye
ole
NeverMan
Posts: 1712
Joined: Tue Feb 24, 2004 1:52 am

RE: reasoning behind the change of forces?

Post by NeverMan »

RULE OF THUMB WITH EiANW so you know:

It's not Empires in Arms. I know, the title of the game really throws you off, but it's simply not Empires in Arms, it's much much closer to Empires in Harms (which Matrix should have named this game as to not get unsuspecting EiA fans to buy it, but they didn't).

There are MANY MANY MANY EiA rule deviations, just so you know.
polarole
Posts: 50
Joined: Wed Jul 09, 2008 8:34 am

RE: reasoning behind the change of forces?

Post by polarole »

hi,

thx for the info. can you link me to a page that lists the differences between empires in arms and harms?

bye
olaf
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borner
Posts: 1485
Joined: Sat Mar 19, 2005 10:15 pm
Location: Houston TX

RE: reasoning behind the change of forces?

Post by borner »

amen! I am one that fits exactly into that description. I never had seen anything on Empires in Harms, and still do not know where that came from. the whole concept of allies minors, the additional minors on the map, and the other differences have taken some getting used to.
 
The game does have potential. There are still many bugs, and Marshall seems to be getting pulled into several directions at once. Both from players like myself that would rather see the bugs fixed first, and those that want to see things added to the game such as improved AI and other things instead. However, it does have enough of the EiA flavor to where you should be able to adjust pretty quickly.
RayKinStL
Posts: 130
Joined: Fri Jul 04, 2008 7:49 pm

RE: reasoning behind the change of forces?

Post by RayKinStL »

I must agree.  While this game is playable (somewhat), for 70$ I really feel like I got a bit of a bait and switch.  A lot of these rules and the way the game plays are not loyal to the original EiA.  I have never played, nor seen, Empires in Harm, but it certainyl gets brought up often enough on these forums that that there must be a lot more similarities to that than the original EiA.  It would be one thing if I had paid 30$ for this, but at 70$, I was really hoping for a faithful adaption...especially one not so buggy with a stupid AI.  And this is not offense to you Marshall if you read this, because I know you are doing your best to fix the bugs, but at 70$ a pop I think customer's should rightfully expect a lot more than what we got out of the box.
polarole
Posts: 50
Joined: Wed Jul 09, 2008 8:34 am

RE: reasoning behind the change of forces?

Post by polarole »

hi folks,

i amtrying to figure out all the important differences. so far i have come up to:

1) major powers have slightly different corps
2) there are new minors
3) there is minor diplomacy
4) there are different naval units with different properties
5) corps seem not to be able to stay inside a city. i dont know if this is a bug or a feature, but i got control of portugal, setup the corps and moved it into the city, where it fits in. it seemed like spain could attack me without a siege in a normal field combat?

bye
ole
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praem
Posts: 78
Joined: Sat Dec 15, 2007 10:38 am

RE: reasoning behind the change of forces?

Post by praem »

Polarole
Your list seem prety much it.
As for corps in cities - it is possible - but not as a responce to a dec. of combat. Youll need to place the corp on the map, then press "move into city" button.
A nother change (not "Harms" but EiANW woth noting is garisons on depots block movement. 
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