"Desert War" Game System: Your Thoughts...?

Brian Kellys Desert War: 1940-42 captures the drama of the campaign for North Africa during World War II.
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RE: "Desert War" Game System: Your Thoughts...?

Post by bcgames »

ORIGINAL: governato

Say...I once suggested how one could use 'points' at scenario deployment to make the opponent life more difficult (I take a 10VP points cut but then my opponent gets a third less fuel). A larger scale scenario would help the player understand those events... as in 'I have been tasked to take Voronezh but then AGS had trouble in taking Sevastopol and my air support had to be delayed'...
So I can understand better what you are suggesting here...can you expand on the idea? A few more illustrative examples? Thx!
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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

The game has two options for counters, either a military graphic, or NATO type. I would really like to see another option for a smaller NATO symbol and military graphic, and maybe more information on the counter with the extra room. Along with the newer cardboard counter look this would go a long way IMO.
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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

I would like to see some improvements in the HQ Hierarchy screen. I noticed that it shows that a unit is destroyed, but I was unable to determine the type of unit destroyed.

It would be incredible to be able to click a Non-HQ unit and get its unit information screen. The would be very helpful as an overall planning tool, especially whey there are multiple divisions in the scenario.
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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

ORIGINAL: WABAC

Since you asked.

The AI is woefully ignorant. I was beginning to have some doubts after a few games. So I ran Alam Halfa AI vs AI. The Axis ran right around the ridge to take Al Hammam. Then stopped. They could have taken Alexandria and the eastern victory hex had they wanted to.

They could have done almost anything they wanted to because the 8th Army simply didn't respond at all. Units that were unlocked didn't move to respond to the threat in their rear. Units that were locked to start with stayed locked. XXX Corps HQ sat in place and was overrun. OTOH, ME Command advanced towards the action unsupported.

I am left with the impression that I could have pulled the unlocked units entirely off the line without fear of the AI reacting.

And it wasn't a matter of supply that stopped the Axis advance. They had more fuel and ammo at the end of the scenario than they did in the middle. So Allied interdiction wasn't having any effect. Maybe it was a designer's choice. The Allies did not enjoy the overwhelming air superiority they had in the actual event. The German's alone have three wings and five squadrons of Messerschmidts.

As long as I'm here . . . Looking under the hood. There's nothing more to see than a chit management system. I was wondering why XXX Corps couldn't get out of the way of the advancing Axis forces. It has simply been assigned a "move cost" of 6. Most units are assigned an 8 move cost.

This is decidedly not the sort of game that lets you fiddle with the number of motorcycles, jeeps, lorries, and Sten guns on hand. Aircraft and ships are handled in a similar manner. You simply assign numerical values that suit you to the unit you are designing. The only thing that says its a Messerschmidt or an L Class destroyer is the .png you attach.

One odd book-keeping note . . . You can look at your expected reinforcements entering at such and such a square. But you can't actually find the square labeled anywhere, even with a mouse-over.

As far as WEGO? I can't say that it has much influence on my opinion of the game. It feels sort of clunky. Things move a little bit. Then there are big graphics straight out of 60's TV Batman. And then you have to read a sub-screen to see what happened.

I think I'll see if I can get Highway to the Reich up and running for some real-time movement. And I can count the trucks in XXX Corps's TAC HQ to boot. [;)]

This is my first negative review on a Matrix game. I have bought some games that didn't suit me. But this is the only one where the price seems out of keeping with the quality of the product.

I have played most of the I go-you go, and real time games, and I have found some really great games in their own right. When I first starting playing WEGO, I found it clunky too. My play has evolved as I have become more experienced with the game system, and the play has become less clunky. I have improved in my abilities to handle a formation of units knowing that enemy units could also be maneuvering in my area of operations. I am finding how the game rewards the player who pays attention to zones of control, and other game features that all integrate when used properly. Its a lot a fun when I can set up a screen and out maneuver a opponent. I keep trying and learning new tactics, and its fun and challenging to me.

I can see how it would be difficult to program an AI for the swirling battles in North Africa. A few months ago I played the Allies against the Germans in Salerno, and I got my rear handed to me. I made some big mistakes, and the AI took advantage, and it was humbling. I played the AI mostly in the beginning to learn the game system, but I found the most fun is playing PBEM against another player. I have never found an AI in any game I have played that is as much fun as playing another player. I also think the AI can be improved in this game.
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RE: "Desert War" Game System: Your Thoughts...?

Post by bcgames »

ORIGINAL: Okayrun3254

The game has two options for counters, either a military graphic, or NATO type. I would really like to see another option for a smaller NATO symbol and military graphic, and maybe more information on the counter with the extra room. Along with the newer cardboard counter look this would go a long way IMO.
Interesting. What additional information would you like to see on the counter?
ORIGINAL: Okayrun3254

I would like to see some improvements in the HQ Hierarchy screen. I noticed that it shows that a unit is destroyed, but I was unable to determine the type of unit destroyed.
Good point. Good idea.
ORIGINAL: Okayrun3254
It would be incredible to be able to click a Non-HQ unit and get its unit information screen. The would be very helpful as an overall planning tool, especially whey there are multiple divisions in the scenario.
"Unit information screen"...what do you mean? Is it showing the non-HQ unit's HQ and sister units? I'm not following.



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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

ORIGINAL: bcgames

ORIGINAL: Okayrun3254

The game has two options for counters, either a military graphic, or NATO type. I would really like to see another option for a smaller NATO symbol and military graphic, and maybe more information on the counter with the extra room. Along with the newer cardboard counter look this would go a long way IMO.
Interesting. What additional information would you like to see on the counter?
ORIGINAL: Okayrun3254

I would like to see some improvements in the HQ Hierarchy screen. I noticed that it shows that a unit is destroyed, but I was unable to determine the type of unit destroyed.
Good point. Good idea.
ORIGINAL: Okayrun3254
It would be incredible to be able to click a Non-HQ unit and get its unit information screen. The would be very helpful as an overall planning tool, especially whey there are multiple divisions in the scenario.
"Unit information screen"...what do you mean? Is it showing the non-HQ unit's HQ and sister units? I'm not following.


I was thinking of the Non-HQ units shown in the HQ Hierarchy screen. When you click on a armored battalion symbol for example, a pop-up of the units information would pop-up like when you right click a unit a unit on the game map. A bigger graphic of the Non-HQ units in the HQ Hierarchy would be helpful too.
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RE: "Desert War" Game System: Your Thoughts...?

Post by bcgames »

OK. I think I understand. Check me. If you have the HQ Hierarchy screen open and you click on a unit icon on the HQ Hierarchy screen--then you will see the unit information pop-up you would normally see if you right clicked on a unit icon while in-game. Correct?
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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

ORIGINAL: bcgames

OK. I think I understand. Check me. If you have the HQ Hierarchy screen open and you click on a unit icon on the HQ Hierarchy screen--then you will see the unit information pop-up you would normally see if you right clicked on a unit icon while in-game. Correct?

Yes, exactly. It would also be great to see a regular sized icons for each of the Non-HQ units in the HQ Hierarchy screen view.
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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

ORIGINAL: bcgames

ORIGINAL: Okayrun3254

The game has two options for counters, either a military graphic, or NATO type. I would really like to see another option for a smaller NATO symbol and military graphic, and maybe more information on the counter with the extra room. Along with the newer cardboard counter look this would go a long way IMO.
Interesting. What additional information would you like to see on the counter?

I would like to see a small nationality symbol, and a number representing the "Quality" of the unit.


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RE: "Desert War" Game System: Your Thoughts...?

Post by bcgames »

ORIGINAL: Okayrun3254

ORIGINAL: bcgames

OK. I think I understand. Check me. If you have the HQ Hierarchy screen open and you click on a unit icon on the HQ Hierarchy screen--then you will see the unit information pop-up you would normally see if you right clicked on a unit icon while in-game. Correct?

Yes, exactly. It would also be great to see a regular sized icons for each of the Non-HQ units in the HQ Hierarchy screen view.
I like this idea. I will add it to the wishlist.
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RE: "Desert War" Game System: Your Thoughts...?

Post by bcgames »

ORIGINAL: Okayrun3254

ORIGINAL: bcgames

ORIGINAL: Okayrun3254

The game has two options for counters, either a military graphic, or NATO type. I would really like to see another option for a smaller NATO symbol and military graphic, and maybe more information on the counter with the extra room. Along with the newer cardboard counter look this would go a long way IMO.
Interesting. What additional information would you like to see on the counter?

I would like to see a small nationality symbol, and a number representing the "Quality" of the unit.
Interesting. I like it. I need to think about how this could be done.
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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

ORIGINAL: bcgames

ORIGINAL: Okayrun3254

ORIGINAL: bcgames



Interesting. What additional information would you like to see on the counter?

I would like to see a small nationality symbol, and a number representing the "Quality" of the unit.
Interesting. I like it. I need to think about how this could be done.

Another thought came to mind. I would be nice to see a symbol of the units "orders" on the counter. The units orders is such an important part of the game, but seems difficult to change, and view.
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RE: "Desert War" Game System: Your Thoughts...?

Post by bcgames »

Orders are by the hex. Currently, Shift-O displays the orders that will be in effect at the start of turn resolution for any hex containing friendly units. If you move during the upcoming turn, you revert to "normal mode"...I think. Saint Ruth can fact-check me on this.
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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

ORIGINAL: bcgames

Orders are by the hex. Currently, Shift-O displays the orders that will be in effect at the start of turn resolution for any hex containing friendly units. If you move during the upcoming turn, you revert to "normal mode"...I think. Saint Ruth can fact-check me on this.

Okay, All this time I was thinking the orders were by individual unit and not by the hex. I think it was brought up previously, but I must have forgot.
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RE: "Desert War" Game System: Your Thoughts...?

Post by Saint Ruth »

Okay, All this time I was thinking the orders were by individual unit
Yeah, that's on the TODO list. I think it'll always be one order for defence, but for attack, it should be possible to order some not to advance so the player can decide which units advance.

Having a third unit icon type (as well as Nato/pic) wouldn't be that hard. What might be hard is deciding what it'd look like!
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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

ORIGINAL: Saint Ruth



Having a third unit icon type (as well as Nato/pic) wouldn't be that hard. What might be hard is deciding what it'd look like!

For a third unit icon, I was thinking you could use the same NATO graphic already in the game, just make it smaller, and with a bolder font. The same with the non-NATO graphic, just have an option for a smaller version of the one already in the game. This would also free up room on the counter to add any other info, or maybe just a smaller overall counter size.
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RE: "Desert War" Game System: Your Thoughts...?

Post by Okayrun3254 »

While playing Salerno as the Axis against the AI, noticed it would be nice if a player could move through a stack of units by just clicking on the top unit and it moves to the next unit.

One of my favorite new features is showing the number of infantry, tanks and guns. For me personally, the more a unit has a historical feel, like leaders, unit symbol, etc, the better immersion level.

A thought on game optics. I would like it if there was a color used to differentiate Armor and Mechanized units from the rest. The color could be only within the NATO symbol, and could be red for armor, and another color for mechanized units. Same colors could be used for armor and mech units for all nationalities. I think this would help to visually see these units better, and add to the overall look of the game.
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RE: "Desert War" Game System: Your Thoughts...?

Post by Saint Ruth »

ORIGINAL: Okayrun3254

While playing Salerno as the Axis against the AI, noticed it would be nice if a player could move through a stack of units by just clicking on the top unit and it moves to the next unit.

One of my favorite new features is showing the number of infantry, tanks and guns. For me personally, the more a unit has a historical feel, like leaders, unit symbol, etc, the better immersion level.

A thought on game optics. I would like it if there was a color used to differentiate Armor and Mechanized units from the rest. The color could be only within the NATO symbol, and could be red for armor, and another color for mechanized units. Same colors could be used for armor and mech units for all nationalities. I think this would help to visually see these units better, and add to the overall look of the game.
hink it'll always be one order for defence, but for attack, it should be possible to order some not to advance so the player can decide which units advance.

Having a third unit icon type (as well as Nato/pi
Hi, you can also "cycle" through the units (moving each one in turn to the top of the stack) by pressing the C key.

In the new update, you'll be able to see the numbers of inf, vehicles, guns per hex, and also when moving the cursor over a counter, it'll show the numbers there too.

About the colours inside the nato icons. At the moment, that's also used to differenciate units in different orgs, but maybe need to look at the counters again, add some colour etc.

Cheers,
Brian [8D]
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