how does it compare with SC?

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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RSGodfrey
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how does it compare with SC?

Post by RSGodfrey »

Recently I have been playing and enjoying Strategic Comand (and SH3 incidentally- superb game).

Have any of the beta testers played SC and would they like to compare and contrast with GGWaW?

Thanks

Richard
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ravinhood
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RE: how does it compare with SC?

Post by ravinhood »

Doesn't SC just cover the Western/Russo/Africa part of the war? GGWAW covers the entire globe.

Just from reading Paul Vebbers comments, it looks like GGWAW is going to have more "depth" to the combat engine and movement. As I recall SC was more of a click n fight sort of game, GGWAW from readings looks like a lot more thought must go into each action, because of "transportation costs". You'll really have to stay on top of your transportation costs according to Paul.

And of course last and least to me, lol, the graphics are much better in GGWAW.

I'm not a beta tester though, but, those are just some of the things I've read that make it stand out above SC.
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


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Paul Vebber
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RE: how does it compare with SC?

Post by Paul Vebber »

The two games are VERY different. The "one counter per hex" combat in SC makes it much more of "technical" game of creating, exploiting and defending the "hex geography". It has a more "operational" feel, with choosing types of attacks, which commander to put in charge and the order of attacks and how they are supported by air and naval units critical to "unhinging" a defense.

THing like sequencing attacks can be important to GGWaW also, but to me it has feeling that I am Eisenhower not Patton.

SC is an excellent game, and SC2 looks to be a worthy successor. GGWaW takes a very different view that is on the one hand more accessible to the novice (with supply off or on 'simple') and has a different sort of depth. Logistics is much more important in GGWaW, and research has a more dramtic impact. It doesn't have the connection to teh battelfield" of SC with areas just being "normal" or "rough".

In a nutshell, I'd characterize winning in SC more about your prowess at manipulating the counters to win individual battles, in GGwaW its about managing your resources and "strategic positioning" to make the battles themselves a measn to an end.
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Arkady
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RE: how does it compare with SC?

Post by Arkady »

And which other (if any) game is similar to GG:WaW ?

It seems to me that Fields of Battle (by Bevelstone company) from World War I is closest

Other games are hex-covered but some concepts or command levels are similar...SC is mentioned here or for example Third Reich and Clash of Steel: Future Edition

All those games covers only European (with North Africa and Middle East) theatre tough...
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Paul Vebber
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RE: how does it compare with SC?

Post by Paul Vebber »

I think the closest games out there in "feel" is the East Front block game from Columbia. The hexes are big enough to "feel" like area movement, and teh way you expend HQs to supply forces and have to "plan ahead' to build tehm up gave it a similar "logistics is the key" feel.

The Naval combats in the Pacific harken me back to my days playing Victory in teh Pacific - bu this game is MUCH deeper...though in mechanics just as simple.

It is really a unique combination that I have not found "game experience" wise before.
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Becket
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RE: how does it compare with SC?

Post by Becket »

ORIGINAL: Paul Vebber

I think the closest games out there in "feel" is the East Front block game from Columbia. The hexes are big enough to "feel" like area movement, and teh way you expend HQs to supply forces and have to "plan ahead' to build tehm up gave it a similar "logistics is the key" feel.

Yes, I find it has a lot in common with Europe Engulfed (another block game, this one with territories instead of hexes), but nothing comes close to the supply system.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
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Paul Vebber
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RE: how does it compare with SC?

Post by Paul Vebber »

And the cool thing is the way you can use the "Supply Help" as a rheostat to make it a lesser or greater factor in the game. GIve everybody 50 supply help every turn and its much more about research and building armies.

As strategies mature, and the realticve "default strength" of a side becomes apparent, the "supply help bid" will become a goos way to choose sides and balance the game. You can help newbies out agaisnt experienced players, or play it "straight up" where logisitics demands can be brutal - especially in teh end game where you can get a huge stack in West Germany and have to exends HUGE amounts of supply in order to attack it with your "huge stack"...
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Becket
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RE: how does it compare with SC?

Post by Becket »

Yes, supply is the great equalizer, as is transport capacity. If a veteran WA player is playing a newbie Axis player, you can decrease the transport capacity for the WA as a handicap.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
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