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RE: This game needs true fog of war option

Posted: Tue Dec 24, 2019 7:18 am
by ncc1701e
Not sure it is working against AI but against a human, split corps into three and bring them behind the frontline in Russia. Then, let your enemy guess where is your next move.

RE: This game needs true fog of war option

Posted: Tue Dec 24, 2019 10:58 am
by AlvaroSousa
That is correct. The Russians can split armies.
With navies you can send a decoy out with a patrol group. Think of Midway. Turn one Japs send fleet to the Aleutians USA player takes the bait and sends their main fleet there also.
Turn two Japs move on Midway.

RE: This game needs true fog of war option

Posted: Tue Dec 24, 2019 11:10 am
by Simulacra53
You can have both with a circle of uncertainty - mimicking codebreaking, reconnaissance, but also decoys.
Some plans, units or events you just do not know about, some are where you don’t expect them and some are stronger / weaker than expected.

However the fundamental factor here is game design and here the idea is to create a board game. WarPlan is a game, not a simulation.
That’s fine, although not my personal preference.

RE: This game needs true fog of war option

Posted: Tue Dec 24, 2019 12:25 pm
by James Taylor
ORIGINAL: Alvaro Sousa

ORIGINAL: James Taylor


Sorry Al, we'll have to disagree about this statement and you know there are many examples in the Pacific that puts this on the path of being not realistic.
In truth both sides knew generally where everything was. They just didn't know amounts and values. Only educated guesses.



Not exact numbers but they had an idea of what was out there. Codebreaking is assumed in FOW here
OK, I'll give you that, but misinterpretation is always a part of the human condition.

Its probably not so much the numbers but the location. Sure, the Kido Butai was running around somewhere in the Indian Ocean or the Pacific or even in the South China Sea, but the exact locations represented by the counters is nothing but a deflection from reality.

I'm not sure what the answer is, could be decoys, maybe an association of transparent counters in the general area with "?" marks is all your opponents sees.

Anyway this is not so much an issue with land based units but in the open ocean, something else would be beneficial to the game mechanics.

RE: This game needs true fog of war option

Posted: Tue Dec 24, 2019 3:06 pm
by AlvaroSousa
It also has to not be tedious for the player that they have to manage with more than say 1 decision every once in a while.

RE: This game needs true fog of war option

Posted: Tue Dec 24, 2019 3:36 pm
by James Taylor
Completely off the top of my head. Let's say a fleet that travels more than two ocean hexes away from a land hex with high recon capability automatically generates two apparitions.

The further out to sea, the fleet generates additional ghost images, depending on the level of enemy recon, in the hexes it travels through.

These decoys would be in a random distribution around the traveled path and generated by the AI, fading away following the next turn or two turns, etc.

No player interactions.

RE: This game needs true fog of war option

Posted: Tue Dec 24, 2019 3:40 pm
by James Taylor
Look at history. How many sightings were there of the different taskforces sent out by the Japanese for operation AF and AZ before they reached their designated targets.