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RE: Game would be da bomb with daily turns...
Posted: Thu Mar 17, 2011 2:36 pm
by Mehring
I have to say, I always thought watching paint dry was under rated.
RE: Game would be da bomb with daily turns...
Posted: Thu Mar 17, 2011 3:45 pm
by Baron von Beer
ORIGINAL: Aurelian
I tried MP HOI once. The constant "Speed up the time.", from the FPS crowd killed it for me.
Trick is to play it with people you know. I never did "blind" MP because I knew I'd face exactly that. I do play with a few friends, though we always play on the same alliance, or USSR & Allies. We also play Supreme Ruler 2020, which has much the same model of time progression. With people you know you can have comms up and just say you're ready to speed up, when everyone is, kick in the compression, or someone can slow it down or pause as needed, and no one to nag about it.
RE: Game would be da bomb with daily turns...
Posted: Thu Mar 17, 2011 5:10 pm
by Ascended
+1 agree the scale both in unit and hex size suggestive of daily turns
RE: Game would be da bomb with daily turns...
Posted: Thu Mar 17, 2011 6:46 pm
by petgod
I think the original game had it right. Wasn't that adjustable between 3 to 5 days per turn?
RE: Game would be da bomb with daily turns...
Posted: Thu Mar 17, 2011 7:05 pm
by eastwindrain
ORIGINAL: Mehring
I have to say, I always thought watching paint dry was under rated.
May I be so bold as to recommend a pretty pink shade my boss had his office in this colour as it's supposed to have a calming effect but it always reminded me of a waiting room at a b£$%&l.
RE: Game would be da bomb with daily turns...
Posted: Fri Mar 18, 2011 1:09 am
by fbs
ORIGINAL: PeeDeeAitch
Daily? Weakling. The turns should be in 6-hour increments, with long and detailed rules for night turns.
Don't make me drool [:D]
RE: Game would be da bomb with daily turns...
Posted: Fri Mar 18, 2011 4:12 am
by aspqrz02
ORIGINAL: PeeDeeAitch
Daily? Weakling. The turns should be in 6-hour increments, with long and detailed rules for night turns.
Rubbish!
REAL TIME, with no pause key!
That's what sorts the men from the boys!
Phil
RE: Game would be da bomb with daily turns...
Posted: Fri Mar 18, 2011 3:57 pm
by Aurelian
ORIGINAL: aspqrz
ORIGINAL: PeeDeeAitch
Daily? Weakling. The turns should be in 6-hour increments, with long and detailed rules for night turns.
Rubbish!
REAL TIME, with no pause key!
That's what sorts the men from the boys!
Phil
And no time increase key either.
RE: Game would be da bomb with daily turns...
Posted: Fri Mar 18, 2011 4:01 pm
by PeeDeeAitch
How about the entire east front on ASL level? That would do it properly.
RE: Game would be da bomb with daily turns...
Posted: Fri Mar 18, 2011 4:45 pm
by LiquidSky
ASL is a horrible simulation of wwii. But it is a great game to play.
RE: Game would be da bomb with daily turns...
Posted: Fri Mar 18, 2011 5:27 pm
by larryfulkerson
ORIGINAL: PeeDeeAitch
How about the entire east front on ASL level? That would do it properly.
How about a WITE and WITW ( war in the west ) linkup with an ASL game engine. That's a lifetime game there.
RE: Game would be da bomb with daily turns...
Posted: Fri Mar 18, 2011 6:17 pm
by bednarre
ORIGINAL: marty_01
Probably a better simulation of 41 would have the Germans running on 3 day turns and the Russians running on 1-week turns

[:D] I think your only half-jesting with your comment. It's actually not a bad idea. Seems to me there have been various game designers which have utilized some sort of initiative principal. Like one player sometimes getting back to back turns (or back to back to back turns) in order to simulate surprise, speed of operations -- blitzkrieg -- whatever -- insert word or catchy concept phrase of choice.
The greater the movement allowance per turn, the harder it is to duplicate reality. The defensive player is basically motionless for half of the turn. The SPI game "PanzerArmee Africa" has mechanized movement allowances of 50 (clear terrain = 1 MP) and infantry allowance of 30! This forces the players to alway maintain lines, even if having to retreat long distances to maintain them. Otherwise one side could easily completely outflank the other. This does somewhat model the sluggishness of the British Army in defense, but way too much.
Having played TAOW-III Russian campaign games with both 1 week and 1/2 week turns, I strongly think the
1/2 week turns are better. While doubling the number of required turns, it allows reserves to more effectively counter a breakthrough. If the reserves can not be commited, the breakthrough continues over several turns and the units are still eventually surrounded. The disadvantage is that the Russian command response
can be twice as fast! Key counters to this are in the Command and Control areas:
1) Not all units can be committed every turn
2) Units may not be able to move their entire movement allowance every turn
Option #2 is rarely used in wargames, but can be very effective if the Russian player does not know how many movement points are available. This prevents the "perfect" defense from being established every turn, and better simulates the chaos of comabat and the importance of command and control.
RE: Game would be da bomb with daily turns...
Posted: Fri Mar 18, 2011 8:39 pm
by fbs
ORIGINAL: bednarre
Having played TAOW-III Russian campaign games with both 1 week and 1/2 week turns, I strongly think the 1/2 week turns are better.
+1
RE: Game would be da bomb with daily turns...
Posted: Fri Mar 18, 2011 9:46 pm
by runyan99
How about 1 minute turns?
RE: Game would be da bomb with daily turns...
Posted: Sat Mar 19, 2011 9:23 am
by sillyflower
ORIGINAL: PeeDeeAitch
Daily? Weakling. The turns should be in 6-hour increments, with long and detailed rules for night turns.
You are not much better than he is!
The only way to play this game properly is in real time where that literally means real time and there is no pause button/ off switch.
Perfect for creating those moments when your panzers don't move because their commander is asleep and you wake up to find Gen Popov 20miles behind your lines