Desert War: Eastern Front '42

Brian Kellys Desert War: 1940-42 captures the drama of the campaign for North Africa during World War II.
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Omnius
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RE: Desert War: Lage Ost 1942

Post by Omnius »

ORIGINAL: bcgames

ORIGINAL: Deathtreader
OK...…… maybe while keeping all sizes/hexes/types etc. the same a simple reduction in the number of stacking points allowed per 2km hex would do the trick. Or put another away, increase the stacking point value of all or some unit types/sizes to accomplish the same thing.

Just a thought.

Rob.
You are close to the mark. Here is my read of the situation.

With regards to the Eastern Front game, what has emerged from the postings found here and from closely-related topics found elsewhere, I conclude the following "what to do":

* Half the Desert War hex scale from 2-miles to one.
* "Double" the time scale from three to five turns per day (4 day, 1 night).
* Retain the company/battalion scale and all the unique, unit type capabilities.
* Scenarios should consist of no more than two corps per side.
* Average scenario length should be on average two to three days time (10-15 turns)...some shorter (a day--5 turns), some longer (6 days--30 turns). None longer.
* Bottom Line: More of the Same, but Smaller, Shorter = Sweeter.

bcgames,
Sadly Desert War isn't the WW2 WEGO game I'm looking for. I find the scale to be too tactical, can't stand having platoons as units. I also don't like the poorly modeled night turns, nothing but long day turns, absolutely no night differentiation in movement or combat like the air war.

I also don't like how combat is handled, incredibly lame to limit attacks to all units having to have the same attack orders for each attack, can't have some units attacking and not advancing while other units attack with advance orders. It also means that if we want to designate an attack for units to advance we have to not attack with some units in some hexes so the hex isn't left empty by ambitious advances.

Lastly I don't like the way the replay is handled, the play button should give us a smooth step-by-step replay, not jump right to the end as that's what a fast forward button should do. I liked Frank Hunter's WEGO games far better, the replay was awesome compared to the pathetic replay of DW.

So if the next game is going to be smaller and shorter then I'm definitely not wasting any further money or time on this rather boring WEGO system. I would rather see a larger unit scale, battalions as the smallest unit with daily turns and perhaps 5 to 6 miles per hex. I would rather see big battles being modeled like Battle of the Bulge rather than only playing portions of big battles.
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Saint Ruth
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RE: Desert War: Lage Ost 1942

Post by Saint Ruth »

Thanks for your feedback. [8D]

There will be proper night turns in Stalingrad (there's no night turns at all in Desert war, just dusk turns where the map is slightly darker that as you say are exactly like day turns).

Yes, you're not the first to say there's a problem with same orders for all units. Might have to rejig some stuff.

I don't know what oyu mean about the replay, but maybe I should look at ... what's the game you're referring to? Piercing Fortress Europe?

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bcgames
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RE: Desert War: Lage Ost 1942

Post by bcgames »

ORIGINAL: Omnius
...So if the next game is going to be smaller and shorter then I'm definitely not wasting any further money or time on this rather boring WEGO system...
Hmmm...well I guess me too then.
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wodin
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RE: Desert War: Lage Ost 1942

Post by wodin »


See I prefer small scale. Coy units being max size...though if the game has great reviews will go to Battalion.

One man's meat is another man's poison as the saying goes.

Do think the "boring" was a bit harsh.
ORIGINAL: Omnius

ORIGINAL: bcgames

ORIGINAL: Deathtreader
OK...…… maybe while keeping all sizes/hexes/types etc. the same a simple reduction in the number of stacking points allowed per 2km hex would do the trick. Or put another away, increase the stacking point value of all or some unit types/sizes to accomplish the same thing.

Just a thought.

Rob.
You are close to the mark. Here is my read of the situation.

With regards to the Eastern Front game, what has emerged from the postings found here and from closely-related topics found elsewhere, I conclude the following "what to do":

* Half the Desert War hex scale from 2-miles to one.
* "Double" the time scale from three to five turns per day (4 day, 1 night).
* Retain the company/battalion scale and all the unique, unit type capabilities.
* Scenarios should consist of no more than two corps per side.
* Average scenario length should be on average two to three days time (10-15 turns)...some shorter (a day--5 turns), some longer (6 days--30 turns). None longer.
* Bottom Line: More of the Same, but Smaller, Shorter = Sweeter.

bcgames,
Sadly Desert War isn't the WW2 WEGO game I'm looking for. I find the scale to be too tactical, can't stand having platoons as units. I also don't like the poorly modeled night turns, nothing but long day turns, absolutely no night differentiation in movement or combat like the air war.

I also don't like how combat is handled, incredibly lame to limit attacks to all units having to have the same attack orders for each attack, can't have some units attacking and not advancing while other units attack with advance orders. It also means that if we want to designate an attack for units to advance we have to not attack with some units in some hexes so the hex isn't left empty by ambitious advances.

Lastly I don't like the way the replay is handled, the play button should give us a smooth step-by-step replay, not jump right to the end as that's what a fast forward button should do. I liked Frank Hunter's WEGO games far better, the replay was awesome compared to the pathetic replay of DW.

So if the next game is going to be smaller and shorter then I'm definitely not wasting any further money or time on this rather boring WEGO system. I would rather see a larger unit scale, battalions as the smallest unit with daily turns and perhaps 5 to 6 miles per hex. I would rather see big battles being modeled like Battle of the Bulge rather than only playing portions of big battles.
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76mm
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RE: Desert War: Lage Ost 1942

Post by 76mm »

ORIGINAL: Omnius
the replay was awesome compared to the pathetic replay of DW
ORIGINAL: wodin
Do think the "boring" was a bit harsh.
Ditto for "pathetic". Omnius raises some valid points, but as Wodin points out, others (such as myself) prefer the smaller scale (actually my preference would be a system which could accommodate units ranging in size from platoons to battalions, although I realize there are issues there...). You can't please everyone!
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Okayrun3254
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RE: Desert War: Lage Ost 1942

Post by Okayrun3254 »

ORIGINAL: 76mm
ORIGINAL: Omnius
the replay was awesome compared to the pathetic replay of DW
ORIGINAL: wodin
Do think the "boring" was a bit harsh.
Ditto for "pathetic". Omnius raises some valid points, but as Wodin points out, others (such as myself) prefer the smaller scale (actually my preference would be a system which could accommodate units ranging in size from platoons to battalions, although I realize there are issues there...). You can't please everyone!

Well said 76mm!!, I completely agree with your assessment. Same to Wodin, except for the part of the max unit size at Coy. I like the Battalion sized units.
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ETF
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RE: Desert War: Lage Ost 1942

Post by ETF »

Could we include COOP options for mutiple commands?
My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade

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bcgames
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RE: Desert War: Lage Ost 1942

Post by bcgames »

ORIGINAL: ETF

Could we include COOP options for multiple commands?
Sounds interesting. Can you elaborate?
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Profender
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RE: Desert War: Lage Ost 1942

Post by Profender »

ORIGINAL: laska2k8

Reassign units to different HQ
yes this would be great solves a lot of headache
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Profender
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RE: Desert War: Lage Ost 1942

Post by Profender »

- Variety of scenarios small and large maps
- Campaign mode
- Coop where players divide forces

- Road column mode for faster traveling + deploy option where Artillery gets deployed 1 hex to the rear and you can choose to have:
Infantry followed by vehicles or vehicles followed by infantry this can be in the same hex. This options creates a better tactical attack option.
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bcgames
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RE: Desert War: Lage Ost 1942

Post by bcgames »

ORIGINAL: Profender
- Road column mode for faster traveling + deploy option where Artillery gets deployed 1 hex to the rear and you can choose to have:
Infantry followed by vehicles or vehicles followed by infantry this can be in the same hex. This options creates a better tactical attack option.
Can you expand on this thought? We have road column already.
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Profender
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RE: Desert War: Lage Ost 1942

Post by Profender »

That you have but not a deploy option that helps you go from column to readiness. An help option where you with a click deploy artillery to a rear hex and your infantry and vehicles to the front in the same hex but they can be set with a curtain tactic:

If you deploy with the option vehicles front infantry rear you have greater shock value but all depends on the terrain and type of vehicles.
If you deploy with the option infantry front vehicles rear you have less shock value depending on the terrain this could be a better option.

All this as option if people want to do this manually they could. In my humble opinion having a deploy assistance makes sense for the large stacks. Especially on the large maps this helps the player a lot to think about tactics rather then be overwhelmed with clicking.
AP514
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RE: Desert War: Lage Ost 1942

Post by AP514 »

Just a Plain old group move option would be great..
Example:
Click on Division HQ and hold down (a Key) and move the HQ..then all units under him would move toward that HEX.
This would help out a lot..in wide open places/Road moves.

think I will post as new thread
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Saint Ruth
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RE: Desert War: Lage Ost 1942

Post by Saint Ruth »

Aye, I see.
A user "group move", but an "intelligent" one that just doesn't plonk units anywhere, but will keep artillery back and combat units forward. Mmm...could be difficult if the units are strung out along a road. I suppose simply, the auto-moved support units like AA and artillery units could try and keep their distance from enemy units.
Will look at that when I'm doing group move. [8D]
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