RE: Suitable for virgins?
Posted: Tue Jun 03, 2008 9:12 am
The obscure rules are not so obscure...they're actually very simple and as i already said the real difficulty lies in the choices you must take in the background to make your strategy work. The die rolls are hidden normally, meaning you see the combat taking place and the hits/misses and losses but if you want you can investigate on every single die roll in a detailed view of how each unit performed.
Luckily, the system in all its complexity is very intuitive, which means, making a long story short, that you can intuitively know already what's gonna happen in combat. As always enemy is a factor. When you invade your opponent, a reaction phase spawns and your opponent will convey more troops to action.
Following the example of why the choices are difficult, a good player will have assembled good-led forces and so, most of these newjoiners will be able to affect the upcoming battle.
Terrain and weather do affect combat, do not forget that units also acquire both combat attrition and experience. You see just 6 unit types (land units) but these land units have different factors + 1 critical factor...the fact they have been spotted or not (unspotted units have critical advantages when joining battle with strong modifiers on their die rolls). Add to this the leadership effects and you see that with just 6 units, the game is already "complex".
As of the politics, there's a higher-level political side with choices to take when invading border states. All the game is about politics because you win-lose according to political points. USA must choose when to invade border states and according to WHEN, it pays a different cost in PP.
The losses in Political points, coming from commerce raiding (CSA) territory loss, invading a border states, combat victories/defeats, might not allow USA to have Lincoln re-elected or emancipation to be proclaimed. It is something you do not see at the beginning of the war but that proclaim the victor in the end. You can see Pyle's and Joel's AAR: Pyle is now compelled to move ahead faster and a defeat under these circumstances could prove fatal because the gap is very thin.
And the gap is not casual.
Luckily, the system in all its complexity is very intuitive, which means, making a long story short, that you can intuitively know already what's gonna happen in combat. As always enemy is a factor. When you invade your opponent, a reaction phase spawns and your opponent will convey more troops to action.
Following the example of why the choices are difficult, a good player will have assembled good-led forces and so, most of these newjoiners will be able to affect the upcoming battle.
Terrain and weather do affect combat, do not forget that units also acquire both combat attrition and experience. You see just 6 unit types (land units) but these land units have different factors + 1 critical factor...the fact they have been spotted or not (unspotted units have critical advantages when joining battle with strong modifiers on their die rolls). Add to this the leadership effects and you see that with just 6 units, the game is already "complex".
As of the politics, there's a higher-level political side with choices to take when invading border states. All the game is about politics because you win-lose according to political points. USA must choose when to invade border states and according to WHEN, it pays a different cost in PP.
The losses in Political points, coming from commerce raiding (CSA) territory loss, invading a border states, combat victories/defeats, might not allow USA to have Lincoln re-elected or emancipation to be proclaimed. It is something you do not see at the beginning of the war but that proclaim the victor in the end. You can see Pyle's and Joel's AAR: Pyle is now compelled to move ahead faster and a defeat under these circumstances could prove fatal because the gap is very thin.
And the gap is not casual.