Why some don't like LARGE scenarios

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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A_B
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Post by A_B »

Great Idea! can anyone comment on using it in a game?
Unconventional war requires unconventional thought
Khan7
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Post by Khan7 »

Hmm..

my stressed brain cannot bear to carefully read this thread or to comprehend what the heck Rockin Harry is talking about, and I'm too lazy to come back rested, and just self-important enough to open my mouth now anyway.

Anyway, I've seen the call for realistic command and control several times on this board, even in my short and intermittent presence.

To do it right IMO you need to first make the game real-time. Real-time + micromanagement = hellacious clickfest, of course, BUT: real-time + realistic command and control = quantum leap towards realism, and if done right a terribly fun game.

Suffice to say that the current game is totally and irrevocably incapable of any acceptable semblance of real command and control (screw this "waypoints" and "C&C ON" crud), IMO, and that I absolutely cannot stand the micromanagement on even moderately-sized scenarios which drags out battles which in real life would be 2-3 hours into 5-6 hour all-nighters.

This, combined with the fact that I have tired of the whole set-up involved with this line of games, means that SPWAW collects dust while I wait for Close Assault. CA, now THAT one sounds promising.

Not to knock the beauty of SPWAW and the tremendous amount of superlative quality work that has gone into it.. I've just come to desire wargames that have a better simulation of command decision making and the chaos of war and all that stuff. SPWAW is very weak here.

Keep up the good work,

Matt
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Gen.Hoepner
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Post by Gen.Hoepner »

Rocking Harry:your scenario is just great!!!just tried it!!!the idea of the radio coded masseges is just awesome!_!!!!!
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Tombstone
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Post by Tombstone »

Dude...

You're crazy man. SPWAW rules.

Tomo
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