ORIGINAL: SMK-at-work
ORIGINAL: Joel Rauber
At the scale of the game, wouldn't all this be happening within a single hex?
Yes....but there's nothing in the way the game is built that shows it, except the artillery units getting left behind in an attack.
Certainly this happened at a "lower" level, but IMO the way Frank has achieved it gives the effect despite being ostensibly at eth wrong scale.
I'm not sure whether it is deliberate or not, but this design for effect works well IMO.
Good points; I am a proponent of the design for effect philosophy (witness the Wilhelmshaven discussion), so I can appreciate the argument.
Another approach would to simply have it all occur in the CRT. I.e. A high casualty failed attack into a hex could likely be representing taking the trenches and then the counter-attack that retakes them. I.e. the CRT has the effect designed in. This would be truer to scale. OTOH, it might not be as much fun as this "out of scale" method as you point out in the sense of "seeing" it in the game. And the over all effect is probably the same over the course of several turns.
So I'm more than willing to take a wait and see before forming opinions about this.


