Playing Style in BG or HPS
Posted: Sat Jan 13, 2007 9:16 pm
Just to pass the time (and keep this forum looking busy in anticipation of the BG release)...
As I've stated previously, while I may be very experienced with these games, that experience has been obtained by playing solitaire against myself (or for a laugh, against the AI).
I was reflecting last night as I played a couple of turns on the Wilderness Beta, about how bloody my battles seem to always turn out. Once the battle lines come together, they tend to stay locked in combat - firing at each other on each phase - until units start to rout and one side's line collapses. This actually makes the Civil War play like the Western Front in WWI!
Now realistically, the lines should be about a hex apart with perhaps an occasional probing attack or artillery sniping occasionally (another problem, the artillery has way too much ammo in these games so they can fire indiscriminately and constantly). In a 12 hour "day" of battle, there should be a couple of major attacks, behind the lines shifting of units and reorganization of positions, and lots of turns with very little apparently going on that the opponents can see.
I have to confess that my games just always turn into a bloody slugfest despite my best intentions to play more realistically.
So... what about you real players out there? What do your games look like against a real opponent?
How could the games be improved to "force" players into a more realistic mode of operation?
I'm thinking that perhaps units that hit a certain fatigue level just no longer be able to fight except defensive fire and defense against melee. It is unrealistic to be able to put a unit with a 9 level fatigue rating into an assult (yea, I know they are penalized in combat effectiveness, but they shouldn't be able to attack in the first place!). These guys are supposed to be falling down exhausted, demoralized, scared... let's just accurately reflect that and force players to think twice before committing their units into extended fire exchanges or assaults.
Opinions?
As I've stated previously, while I may be very experienced with these games, that experience has been obtained by playing solitaire against myself (or for a laugh, against the AI).
I was reflecting last night as I played a couple of turns on the Wilderness Beta, about how bloody my battles seem to always turn out. Once the battle lines come together, they tend to stay locked in combat - firing at each other on each phase - until units start to rout and one side's line collapses. This actually makes the Civil War play like the Western Front in WWI!
Now realistically, the lines should be about a hex apart with perhaps an occasional probing attack or artillery sniping occasionally (another problem, the artillery has way too much ammo in these games so they can fire indiscriminately and constantly). In a 12 hour "day" of battle, there should be a couple of major attacks, behind the lines shifting of units and reorganization of positions, and lots of turns with very little apparently going on that the opponents can see.
I have to confess that my games just always turn into a bloody slugfest despite my best intentions to play more realistically.
So... what about you real players out there? What do your games look like against a real opponent?
How could the games be improved to "force" players into a more realistic mode of operation?
I'm thinking that perhaps units that hit a certain fatigue level just no longer be able to fight except defensive fire and defense against melee. It is unrealistic to be able to put a unit with a 9 level fatigue rating into an assult (yea, I know they are penalized in combat effectiveness, but they shouldn't be able to attack in the first place!). These guys are supposed to be falling down exhausted, demoralized, scared... let's just accurately reflect that and force players to think twice before committing their units into extended fire exchanges or assaults.
Opinions?