Questions on this game

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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randell765
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RE: Questions on this game

Post by randell765 »

Don't get me wrong, this game looks to be fantastic in every aspect, but I'm just wondering. Isn't that 1-2 extra steps to see what unit has moved? Wouldn't it have been easier to just have a unit "shaded" after a movement, so that way when you look at the screen you know immediately what has moved and what hasn't?

A lot of people will probably disagree with me on this, but if a patch is ever introduced(or needed), I hope they put this option in.
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Paul Vebber
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RE: Questions on this game

Post by Paul Vebber »

I don't see how that is possile given that the number of units in the area is all that is indicated? I suppose you could put the number of units that moved/slant number that has not moved - but that is not much info. since all you have to do to see the "little boxes" is move the mouse over the stack (you don't even have to click). I can only say it becomes 2nd nature to just move teh mouse around and see what's what. Maybe "half a step", certainly not 2...

I really don't see this being an issue once you play a game or two.

What exactly is "the option you would like to see"? SInce you can have units that have and have not moved in a stack, I'm not sure what "Shading" would do, except in the case where all the units in an area had moved? IT doesn;t help in cases where you have a large stack with units that have moves and some that haven't.
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ravinhood
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RE: Questions on this game

Post by ravinhood »

Hey Paul does this game have a "next unit" cycle function say like TOAW or such other games where you press "N" or the < > keys? If that's there, there's no need for all that other stuff, one can just use the cycle units feature to find the ones that haven't moved then. We did this easily in the 80's with all wargames pretty much, I didn't see it as a hassle, it's a turn based games for god-sake it's not REAL TIME like you have to be in a hurry to make your moves.
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Paul Vebber
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RE: Questions on this game

Post by Paul Vebber »

The way the game works, you start a turn and you look at the half dozen or so areas that are adjacent to enemy held areas. Except for tanks, ground units only move 1 area to get into combat, so in the previous turn, you had to "set up" the units you want to attack with. Tanks can move two, but typically you want them to exploit into enemy held areas to surround other areas, rather than move up from behind.

I think a lot of you are thinking of this interms of games like TAOW and the SSG games where you move units considerable distances to set up attacks. In this game you have to "set up your attacks" teh turn before, so they can move into the enemy held areas in your next turn. So a lot of these "who did I move" problems just don;t occur. You will have deployed your striking forces into the areas you want to attack from using strategic movement teh previos turn. You get your turn back and you see how they weathered enemy counterattacks. Then you see what sort of attacks you can strike ot of your held areas with.

Once you move tactically into enemy areas, you then use strategic movement to set up for the next turns attacks (or to hopefully hold in the face of enemy attacks)

Naval action can involve striking out over several areas, but you typically only have a few fleets and will have had to set up your Sea Lines of Communication so that you either "hit and run" or you have a supply conduit. But since naval units only move tactically, you need supply lined up.

You just don't think in terms of "moving units around" you assemble "Armies" (ie stacks) that you send against other areas. SOmetimes you strike out of an area into multiple others, but in that case you are constatnly mousing over teh area pretty much automatically and can see what has moved and what hasn't.

IT takes a couple games to get used to - but whne you stop thinking about units in typical wargame terms and more like teh old "Hitlers war" game where you had a sheet where you assigned "factors" to each of the maybe dozen counters that appeared on the board, and the goal was not "moving the factors around" but assembling an appropriately balanced force that you sent on a "campaign".

If you think interms of "assembling an rmy to do a certain mission" you find that you see units as resources that you rail around, then strike with in teh next turn, and then backfill for teh next round.

The other thing that is not getting across is teh natur of strategic movement.

When you move strategically (by rail or transport fleet) - your units don't have "movement" - the areas have a transport capcity. Each supply point uses 1, each non-armor unit 5, armor 10 and factories 30 (and get damaged in the process). This means that in that "strategic movement" portion of your turn (you can do it anytime so often you move from one area to attack, and then backfill using strategic movement before you go on to the next attack) you can move a unit as many times as you want, but once all the transport capacity in an area is used up, then you can;t move any units into, out of, or through using strategic movement.

THe thing you watch here is that seond number in the area (the first is number of untis - the second is remaining transport capacity) You don;t care if a unit has moved or not - you can keep moving it as much as you have the capacity to do.

You watch the transport numbers like a hawk, not which units move or how much they move. Sea Transports get "locked" and can't move once they use their capacity, but youcan tell that by inspection by noting if teh transport number has been lowered.

Hopefully that helps get across why individual unit movement and figureing out who has moved and who hasn't just doesn't come up as an issue very often. When it does you typically don;t want to know who moved and who didn't, but which units used a given regions transport capcity and for that I don;t know how you would do it, other than hover the mouse over stacks and look for who had a blue "strategic movement arrow and clik on them to see the route they took.
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Warfare1
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RE: Questions on this game

Post by Warfare1 »

Paul:

I see what you mean about unit stacks.

Your explanations, plus the screenies, have been very helpful.

This game has far more depth than I had imagined.
Drinking a cool brew; thinking about playing my next wargame....
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mavraam
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RE: Questions on this game

Post by mavraam »

ORIGINAL: Warfare1

Paul:

I see what you mean about unit stacks.

Your explanations, plus the screenies, have been very helpful.

This game has far more depth than I had imagined.

You, me and everyone else who ever played A&A! [:D]
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Barthheart
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RE: Questions on this game

Post by Barthheart »

You guys are slowly coming around! A&A is to GGWAW as checkers is to chess!
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
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