Desert War: Why Didn't You Buy?
RE: Desert War: Why Didn't You Buy?
Animated moving counters is on the nice to have list for Stalingrad...after bugs and balancing.


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RE: Desert War: Why Didn't You Buy?
Hit the plus button to increase the speed of the playback and the minus button to slow the film speed down. Keep hitting the button of choice until the playback is at the speed you want--snail to jack rabbit. When I play I prefer to step thru the turn using the >| button.ORIGINAL: LarryP
Also when they play out, the battles for instance, the speed is almost instant. If I missed a setting to delay such, please enlighten me.

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RE: Desert War: Why Didn't You Buy?
The speed buttons do work well. Funny at first I did not see them, they kind of blended into the background.
Well I am doing better. I won a Tactical Victory in the Bardia, the #1 scenario, 80/120. Things make MUCH more sense after spending more time playing and on YouTube. This game is different, but it is good. I'm glad I stuck with it.
I am now officially glad I bought this game. [8D] [:)]
Well I am doing better. I won a Tactical Victory in the Bardia, the #1 scenario, 80/120. Things make MUCH more sense after spending more time playing and on YouTube. This game is different, but it is good. I'm glad I stuck with it.
I am now officially glad I bought this game. [8D] [:)]
RE: Desert War: Why Didn't You Buy?
That's the ticket.
Your eyes are new to this game and game system--that makes your views very important to us. If/when you can share your views about the system as you travel along we'd love to hear them. We want to improve how we introduce new players to the game.
Contributions-to-date:
* Our tutorial needs hard work to be helpful.
Your eyes are new to this game and game system--that makes your views very important to us. If/when you can share your views about the system as you travel along we'd love to hear them. We want to improve how we introduce new players to the game.
Contributions-to-date:
* Our tutorial needs hard work to be helpful.
RE: Desert War: Why Didn't You Buy?
What's really funny is when I first started playing this game, I thought the phases were many and varied, but there are only two. Setup, execution. My new eyes were really confused. I had just come from SGS Afrika Korps from Steam, and it has a bunch of phases. I thought this was the same. Nope. [;)]
Funny how a new player can have so many pre conceived notions about things and most can be 100% wrong. That's the story of my life. Thanks for putting up with me and helping, especially offering to do a PBEM when you must be very busy. That's very kind of you.
Funny how a new player can have so many pre conceived notions about things and most can be 100% wrong. That's the story of my life. Thanks for putting up with me and helping, especially offering to do a PBEM when you must be very busy. That's very kind of you.
RE: Desert War: Why Didn't You Buy?
Muscle memory
- Talon_XBMCX
- Posts: 220
- Joined: Fri Aug 01, 2008 1:42 am
RE: Desert War: Why Didn't You Buy?
I recently purchased the game and initially wasn’t a fan. The reasons:
1. The system was new and from the early reviews and discussions, it didn’t seem something I would like. I was wrong 😊
2. Then there was the monster stack issue. IMHO, this is more of a visual preference. They make the map look messy, confusing, and it can seem overwhelming. However, after playing through the tutorial a couple of times, I love the scale and the options the various units provide. As some others have mentioned, don’t change it too much (I wouldn’t change it at all) or it will completely change the game mechanics into something that already exists. As an armchair commander, I want the flexibility the system provides.
3. Supply mechanism – didn’t like it to begin with but this is the great differentiator (see #1 above). It really adds to the strategy and choosing when and where to use it can make or break the scenario.
4. We-Go – Haven’t been a fan (I’m a JT Panzer Campaign and GG WitP/WitE/WitW fan) but this adds a different dimension to the game. The best laid plans can go very wrong based on what your opponent does compared to what you expected them to do. I think a visual tweak … seeing the units move rather than jump hex to hex would be preferable. I do like the combat review, but I can see where in a larger battle that could be very tedious. Maybe a larger combat summary in addition to the review?
I could go on with some other things, but what it really boils down to is the documentation needs to be laid out better. I started with the Tutorial, but it didn’t give me enough. It left some important things out and made me frustrated. After I read the Quick Start Guide, most of my confusion and frustration were gone so playing through the Tutorial a second time made much more sense. I don’t expect the tutorial to give me everything, but without the Quick Guide explaining the sequence of play, supply, GUI interface, etc., I wasn’t grasping the tutorial. I would combine those into a single Player Guide or preface the tutorial with “READ THE QUICK START FIRST!” in big, bolded, underlined print! 😉
I have read all the manuals, still playing through the tutorial, but now have a complete appreciation for the system, the approach, the interface, and am really becoming a fan of this system. In fact, I like it a lot! I would like campaign(s), would really like to see the titles and battles expanded, and look forward to working with the Scenario Editor.
Thanks for a great game and sticking to your system design. There is a real gem here. Clean up the documentation and I think it will go a long way in helping to expand the fan base. Your tool tips and mouse overs are fantastic, but the documentation really needs some improvement. And being a developer myself, I know that is usually the last thing we do and do it to get it done! 😉 And having QA done on the documentation doesn’t hurt either. That second set of eyes that isn’t familiar with the what and the how can easily pick up on that which we inadvertently leave out.
I will be a Day-1 supporter from now on!
1. The system was new and from the early reviews and discussions, it didn’t seem something I would like. I was wrong 😊
2. Then there was the monster stack issue. IMHO, this is more of a visual preference. They make the map look messy, confusing, and it can seem overwhelming. However, after playing through the tutorial a couple of times, I love the scale and the options the various units provide. As some others have mentioned, don’t change it too much (I wouldn’t change it at all) or it will completely change the game mechanics into something that already exists. As an armchair commander, I want the flexibility the system provides.
3. Supply mechanism – didn’t like it to begin with but this is the great differentiator (see #1 above). It really adds to the strategy and choosing when and where to use it can make or break the scenario.
4. We-Go – Haven’t been a fan (I’m a JT Panzer Campaign and GG WitP/WitE/WitW fan) but this adds a different dimension to the game. The best laid plans can go very wrong based on what your opponent does compared to what you expected them to do. I think a visual tweak … seeing the units move rather than jump hex to hex would be preferable. I do like the combat review, but I can see where in a larger battle that could be very tedious. Maybe a larger combat summary in addition to the review?
I could go on with some other things, but what it really boils down to is the documentation needs to be laid out better. I started with the Tutorial, but it didn’t give me enough. It left some important things out and made me frustrated. After I read the Quick Start Guide, most of my confusion and frustration were gone so playing through the Tutorial a second time made much more sense. I don’t expect the tutorial to give me everything, but without the Quick Guide explaining the sequence of play, supply, GUI interface, etc., I wasn’t grasping the tutorial. I would combine those into a single Player Guide or preface the tutorial with “READ THE QUICK START FIRST!” in big, bolded, underlined print! 😉
I have read all the manuals, still playing through the tutorial, but now have a complete appreciation for the system, the approach, the interface, and am really becoming a fan of this system. In fact, I like it a lot! I would like campaign(s), would really like to see the titles and battles expanded, and look forward to working with the Scenario Editor.
Thanks for a great game and sticking to your system design. There is a real gem here. Clean up the documentation and I think it will go a long way in helping to expand the fan base. Your tool tips and mouse overs are fantastic, but the documentation really needs some improvement. And being a developer myself, I know that is usually the last thing we do and do it to get it done! 😉 And having QA done on the documentation doesn’t hurt either. That second set of eyes that isn’t familiar with the what and the how can easily pick up on that which we inadvertently leave out.
I will be a Day-1 supporter from now on!
RE: Desert War: Why Didn't You Buy?
I'm back playing Desert War after a huge romp with WitW. DW can't be beat for it's tooltips and information. Tons of info in every way, it's the best I've played for that!!!
RE: Desert War: Why Didn't You Buy?
Thanks for taking the time to provide your review/feedback on Desert War. It's always a welcome event to get other's perspectives on the good, the bad and the ugly of the game and the game system. Our players have made Desert War better and have set the stage for an even better performance of Stalingrad. Your recommendations on documentation are heard and we have been working to make it better. Our Stalingrad ALPHA testers have been pointing out the holes in the information boat and we are plugging them as we go. I for one am enjoying this journey to find the best solutions.ORIGINAL: Talon_XBMCX
I recently purchased the game and initially wasn’t a fan. The reasons:
1. The system was new and from the early reviews and discussions, it didn’t seem something I would like. I was wrong 😊
2. Then there was the monster stack issue. IMHO, this is more of a visual preference. They make the map look messy, confusing, and it can seem overwhelming. However, after playing through the tutorial a couple of times, I love the scale and the options the various units provide. As some others have mentioned, don’t change it too much (I wouldn’t change it at all) or it will completely change the game mechanics into something that already exists. As an armchair commander, I want the flexibility the system provides.
3. Supply mechanism – didn’t like it to begin with but this is the great differentiator (see #1 above). It really adds to the strategy and choosing when and where to use it can make or break the scenario.
4. We-Go – Haven’t been a fan (I’m a JT Panzer Campaign and GG WitP/WitE/WitW fan) but this adds a different dimension to the game. The best laid plans can go very wrong based on what your opponent does compared to what you expected them to do. I think a visual tweak … seeing the units move rather than jump hex to hex would be preferable. I do like the combat review, but I can see where in a larger battle that could be very tedious. Maybe a larger combat summary in addition to the review?
I could go on with some other things, but what it really boils down to is the documentation needs to be laid out better. I started with the Tutorial, but it didn’t give me enough. It left some important things out and made me frustrated. After I read the Quick Start Guide, most of my confusion and frustration were gone so playing through the Tutorial a second time made much more sense. I don’t expect the tutorial to give me everything, but without the Quick Guide explaining the sequence of play, supply, GUI interface, etc., I wasn’t grasping the tutorial. I would combine those into a single Player Guide or preface the tutorial with “READ THE QUICK START FIRST!” in big, bolded, underlined print! 😉
I have read all the manuals, still playing through the tutorial, but now have a complete appreciation for the system, the approach, the interface, and am really becoming a fan of this system. In fact, I like it a lot! I would like campaign(s), would really like to see the titles and battles expanded, and look forward to working with the Scenario Editor.
Thanks for a great game and sticking to your system design. There is a real gem here. Clean up the documentation and I think it will go a long way in helping to expand the fan base. Your tool tips and mouse overs are fantastic, but the documentation really needs some improvement. And being a developer myself, I know that is usually the last thing we do and do it to get it done! 😉 And having QA done on the documentation doesn’t hurt either. That second set of eyes that isn’t familiar with the what and the how can easily pick up on that which we inadvertently leave out.
I will be a Day-1 supporter from now on!
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- Joined: Wed Dec 30, 2015 4:22 pm
RE: Desert War: Why Didn't You Buy?
ORIGINAL: Talon_XBMCX
I could go on with some other things, but what it really boils down to is the documentation needs to be laid out better. I started with the Tutorial, but it didn’t give me enough. It left some important things out and made me frustrated. After I read the Quick Start Guide, most of my confusion and frustration were gone so playing through the Tutorial a second time made much more sense. I don’t expect the tutorial to give me everything, but without the Quick Guide explaining the sequence of play, supply, GUI interface, etc., I wasn’t grasping the tutorial. I would combine those into a single Player Guide or preface the tutorial with “READ THE QUICK START FIRST!” in big, bolded, underlined print!
Combined with the "Desert War Tutorial pdf" that goes along with the 'Quick Start Guide' - those were the 2 biggest things that made discovering how to play this game possible.
Sadly, because I haven't posted on MatrixGames site (only the Slitherine site), I can't post links to it, directly.

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RE: Desert War: Why Didn't You Buy?
You just posted a jpeg, could you instead post the text of your pdf so one could copy and paste?

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
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RE: Desert War: Why Didn't You Buy?
The Quick Start Guide comes with the game. Find it in Program Files (x86)/Matrix Games/Desert War 1941-42/Manuals.
RE: Desert War: Why Didn't You Buy?
+1 thanks

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
RE: Desert War: Why Didn't You Buy?
I have never seen this game before, and I like the idea of WEGO system in a WW2 game, never seen this before. Yet I can't buy the game as it is not on Steam. I need Steam for regional pricing and Proton play as I use Linux. I see a Stalingrad game also being developed, which is nice as the theatre is more preferable. I hope it comes to Steam.
And game is very pleasant to eye, best among the hex-based war games I have seen.
And game is very pleasant to eye, best among the hex-based war games I have seen.
RE: Desert War: Why Didn't You Buy?
I totally agree with Metalist, hope for the game gonna relase on some platform, not nessesary steam.
RE: Desert War: Why Didn't You Buy?
I watched a video of the game in action - and decided against it.
.
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- BeirutDude
- Posts: 2799
- Joined: Sat Apr 27, 2013 9:44 am
- Location: Jacksonville, FL, USA
RE: Desert War: Why Didn't You Buy?
Two many Desert war games out there and not my favorite WWII subject. Would likely buy other battles theaters.
"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985
I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!
PRESIDENT RONALD REAGAN, 1985
I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!
RE: Desert War: Why Didn't You Buy?
Too many desert war games out there??? Are you kidding? Where?

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
RE: Desert War: Why Didn't You Buy?
Sounds like a good place to start then...
I was thinking about down the road how we would do Desert War II using the latest version of the game engine...whatever that might be. You know--The Admiral's Edition. A whole new operational map at 2500m per hex, breakdown/build-up battalions, regiments and brigades; attach/detach units, expanded air, naval and ground assets, improved AI...
Naaaaa....
[:)]
I was thinking about down the road how we would do Desert War II using the latest version of the game engine...whatever that might be. You know--The Admiral's Edition. A whole new operational map at 2500m per hex, breakdown/build-up battalions, regiments and brigades; attach/detach units, expanded air, naval and ground assets, improved AI...
Naaaaa....
[:)]