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What makes CoH a better board game?

Posted: Mon May 07, 2012 2:38 pm
by JaguarUSF
I'm curious what exactly makes Conflict of Heroes better than other board wargames. Basically, why did it win those awards? People familiar with the game mechanics, what makes them special? I haven't really been able to find a features list that tells me what specifically CoH innovates (just "a computer adaptation of this awesome game lol rotfl!!!!11!!"). Thanks!

RE: What makes CoH a better board game?

Posted: Tue May 08, 2012 1:58 am
by e_barkmann
No idea what the awards criteria were, but for me, a number of things convinced me to get into the boardgame system a couple of years ago:

- Easy to learn - basic rules can be explained to a noob in 10 mins
- Play a scenario in an evening - unlike my ASL games which I have to plan multiple sessions for
- Eastern front tactical - say no more!
- Generally low to medium counter density - I just don't have the interest or time these days in monster games

In terms of innovation, I am unsure if there is anything specific that hasn't been done in other games but:

- both players are constantly involved due to the action system, no down time for one player
- unknown damage system - you don't know how your fire has affected your opponent due to the chit pull system
- Unit AP's, CAP & Card system - elegant C&C system that allows leadership benefits to be applied where needed but can become more restrictive as more casualties are suffered
- Beautifully presented game for its genre - the mounted maps are works of art and the counters are thick and LARGE.



RE: What makes CoH a better board game?

Posted: Tue May 08, 2012 7:25 am
by JaguarUSF
ORIGINAL: Chris Merchant
a number of things convinced me to get into the boardgame system

Thanks; that's the kind of response I was looking for.

RE: What makes CoH a better board game?

Posted: Tue May 08, 2012 11:08 am
by Erik Rutins
Chris covered the bases well. The sense of constant involvement is very engaging and addictive, the elegance of the entire design in terms of covering all the realistic elements of tactical combat without a huge rules burden allows you to focus on your tactics. The action/activation and command action system means a lot of decisions decisions to make on where to focus your efforts and where to make trade-offs. It's a very good system that scratches the same itch as much more complex games, in less time, with less frustration and without giving up realistic tactics or outcomes.

Regards,

- Erik