RE: Eastern Front WWII DevBlog
Posted: Thu Feb 14, 2019 2:24 am
Cheers, bcgames.
There's another way: which probably St Ruth won't love. Allowing units to break down [:)]
Now I understand what you meant - indeed, there's a lot of friction involved in rotating your combat units. This friction is both part of the mechanics - it actually takes time as in consuming game turns - and also of the meta - how much does the UI help with this. Perhaps having the ability to "filter out" units of other formations could help to navigate the mess.
Or also having the ability to "disband" temporally a unit (and having it reappear say on the Division HQ hex or whereabouts) could help (as the "disbanded" unit is no longer on the map capable of doing something useful).
Or perhaps players need to accept delays in following up attacks to avoid chaos. The latter is also part of the operational puzzle: there are so many roads and so many covered avenues of approach, trying to get several regiments march along the same route isn't going to be pretty.
You already lowered the scale to what I guess is the minimum so you guys don't need to model direct fire weapons... so I don't know. Playtest is indeed the only way to see what works and what doesn't.
With the divisions, the game looks a lot like something halfway between Dean Essig's OCS and BCS. Perhaps the problem with over concentrating combat power could be ameliorated by having "SNAFU" rules too, which would account for the chaos
There's another way: which probably St Ruth won't love. Allowing units to break down [:)]
Now I understand what you meant - indeed, there's a lot of friction involved in rotating your combat units. This friction is both part of the mechanics - it actually takes time as in consuming game turns - and also of the meta - how much does the UI help with this. Perhaps having the ability to "filter out" units of other formations could help to navigate the mess.
Or also having the ability to "disband" temporally a unit (and having it reappear say on the Division HQ hex or whereabouts) could help (as the "disbanded" unit is no longer on the map capable of doing something useful).
Or perhaps players need to accept delays in following up attacks to avoid chaos. The latter is also part of the operational puzzle: there are so many roads and so many covered avenues of approach, trying to get several regiments march along the same route isn't going to be pretty.
You already lowered the scale to what I guess is the minimum so you guys don't need to model direct fire weapons... so I don't know. Playtest is indeed the only way to see what works and what doesn't.
With the divisions, the game looks a lot like something halfway between Dean Essig's OCS and BCS. Perhaps the problem with over concentrating combat power could be ameliorated by having "SNAFU" rules too, which would account for the chaos