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RE: Is this the 'Game To End All Games'?
Posted: Sun Sep 10, 2006 5:21 pm
by Shannon V. OKeets
ORIGINAL: Mziln
I agree that impulses are a factor, a veriable factor. Again more than 1 impulse was never mentioned or implied.
If you use my numbers as a base your statement should read:
A land unit with a movement of:
6 would be able to move approximately from 11km to 53km a day depending on 1 to 5 impulses and other veriables.
I did not mention your maps due to them not being part of the RAW. Most people only have the ADG rules to study the game.
So your map scale has never been an issue.
I am surprised that no one has questioned why I used 4 weeks per month. Management calculates 4 weeks to a month here in the US.
Management also assumes 5 work days a week, 8 hours per day, and 50 weeks per year (2000 work hours a year), which seem like dubious assumptions on the battlefield.
RE: Is this the 'Game To End All Games'?
Posted: Sun Sep 10, 2006 6:09 pm
by oscar72se
I think that one should consider the fact that movement doesn't only cover the transportation itself. It also includes planning, preparation, setting up communication and supply lines etc. To me the scale and movement speeds in WiF seem to depict the capabilities of WWII corps/divs quite well.
It is a well-balanced and beautifully designed game.
RE: Is this the 'Game To End All Games'?
Posted: Sun Sep 10, 2006 8:31 pm
by coregames
ORIGINAL: oscar72se
I think that one should consider the fact that movement doesn't only cover the transportation itself. It also includes planning, preparation, setting up communication and supply lines etc. To me the scale and movement speeds in WiF seem to depict the capabilities of WWII corps/divs quite well.
It is a well-balanced and beautifully designed game.
Rowland and Pinder did a lot of research for this game. I think the movement rating of the units was based on how much ground was covered by those units per month in the actual war.
RE: Is this the 'Game To End All Games'?
Posted: Mon Sep 11, 2006 12:54 am
by composer99
ORIGINAL: Missouri_Rebel
I have been following the development of this version of WiF for many months and must say that I am very impressed with the attention to detail that is being displayed. This game is huge it would seem. Even though I have no prior experience with WiF I believe that this game could fill a void for strategic TURN-BASEDWWII era gaming for years to come. Do others feel the same way or is there another simular product that is coming down the line?
mo reb
I would be inclined to agree: WiF seems to me to be currently the final word in grand-strategy scale, hex-based, turn-based WWII wargames.
RE: Is this the 'Game To End All Games'?
Posted: Mon Sep 11, 2006 7:13 pm
by Mziln
ORIGINAL: Shannon V. OKeets
Management also assumes 5 work days a week, 8 hours per day, and 50 weeks per year (2000 work hours a year), which seem like dubious assumptions on the battlefield.
(4 weeeks x 12 months) x 7 days = 336 days a year (no fractions).
(5 weeeks x 12 months) x 7 days = 420 days a year.
[:D] Management belives (these come from a State of Oklahoma study and I always thought thay were funny): [:D]
(1) You only have 3 productive hours a day.
(2) Good programmers only produce 8 good lines of code a day.
(3) Any changes made to a application should take no longer than it took to write the application initially.
[:D] Programmers belive documentation is unnecessary because: [:D]
(1) If it was hard to code it should be hard to understand.
(2) Lack of documentation provides job security.