I am confused with AoO
Posted: Wed May 07, 2008 11:26 am
From what I gather from the press release, you say one of the problems facing gamers is...
If I could elaborate.
If there is a wide front line, and there is a quiet sector, seems to me it makes sense, as the commander, that I may want to send my reserves over there. In fact, one thing in gaming I like (when it works) is being able to exploit and flank.
Likewise, the enemy should be able to notice this movement (sudden thrust), realise lines have been weakened and make a choice...bolster the defence where the thrust is and where to take those defenses from, or identify where those troops came from, and make a flanking thrust of your own.
Now, from a historical point of view, I can see why the AoO makes sense. From an AI point of view, I can understand why the developer wants it in...but from a gaming perspective, just because it didn't happen, doesn't mean, surely, that it can't happen.
I'm afraid, unless I'm reading it wrong, that this seems very restrictive from a gaming perspective. Seems to me what I will have here is an historical slugfest with too little room to manouvre and very little (not enough) freedom of movement on the battlefield.
Sorry, but it seems to me, you've created a term (Area of Operations), bundled it under historical accuracy and removal of hindsight in order to reduce your requirement to produce a reactive AI and therefore made the game restrictive for a gaming perspective.
Sure, as a military simulation of that battle, being restricted to those Areas of Operations sounds marvelous. But I don't want to necessarily fight that battle that way. If I have a couple of tank reserves and I know the Axis forces have left their right flank weak, then I want to exploit that with my reserves. Or move troops from the Northern Sector and leave it thinly held with a thin reserve and move them south to engage the enemy.
If I have this wrong, then please inform me...but I read the press release here and that's what I read.
and your answer to this is Areas of OperationA fundamental problem in wargame design is the iron grip of hindsight. The player knows, or can easily find out, what happened in the course of the historical battle that we are trying to recreate. Hindsight allows him to perform many actions that his historical counterpart could never do. Quiet sectors of the front can be completely stripped of men, leaving large sectors guarded only by historical knowledge. Orders from Hitler or Stalin, historically disregarded at extreme peril, can be safely ignored.
Seems to me, this doesn't facilitate the gamer at all.To illustrate, let’s consider the Russian 21st and 23rd Tank Corps, which are part of the Russian 6th Army and which start the game in reserve behind the front lines south of Kharkov. Their task was to exploit holes in the Axis defences created by the 6th Army’s infantry formations and form the southern pincer of the drive on Kharkov. With no AO restrictions, you can undertake a number of ahistorical and unmilitary operations with them.
Firstly, you could throw them immediately into the breakthrough battle, even though the Russian orders were to wait for the infantry to create the breakthrough. Secondly, and even more drastically, you could dash off a short (and surely suicidal) note to Stalin informing him that his cherished summer offensive was cancelled because you ‘knew’ that the Axis would be up to something bad on the southern front five days from now and you were moving all his precious Tank Brigades south to meet the looming threat (that only you knew about).
The AO restrictions prevent both of these undesirable eventualities, but naturally these AO restrictions work both ways. Just as the Russian player can’t strip his front lines to pile units in the way of the Axis, the Axis are prevented from doing the same to block the Russian thrusts on Kharkov. Instead, both players must solve the problems they face with the forces that they have to hand as best they can, just like their historical counterparts, while still retaining militarily sensible defences in other sectors of the front.
Naturally, the AOs change with circumstances and time. In our example, the Tank Brigades will have a much expanded AO the turn after the infantry formations capture two designated objectives, or on Turn 5 regardless of the infantry’s progress. So if your infantry does well you are rewarded by the early release of the Tank Brigades but if they are blocked then the tanks will eventually show up to try and force the issue.
In general, AO restrictions are eased over time. Also, reserve formations, especially those off map at the start of the battle, or alert formations released if the enemy captures important objectives, will have wide AOs so that they can perform their historical role as fire brigades, plugging gaps or countering breakthroughs.
If I could elaborate.
If there is a wide front line, and there is a quiet sector, seems to me it makes sense, as the commander, that I may want to send my reserves over there. In fact, one thing in gaming I like (when it works) is being able to exploit and flank.
Likewise, the enemy should be able to notice this movement (sudden thrust), realise lines have been weakened and make a choice...bolster the defence where the thrust is and where to take those defenses from, or identify where those troops came from, and make a flanking thrust of your own.
Now, from a historical point of view, I can see why the AoO makes sense. From an AI point of view, I can understand why the developer wants it in...but from a gaming perspective, just because it didn't happen, doesn't mean, surely, that it can't happen.
I'm afraid, unless I'm reading it wrong, that this seems very restrictive from a gaming perspective. Seems to me what I will have here is an historical slugfest with too little room to manouvre and very little (not enough) freedom of movement on the battlefield.
Sorry, but it seems to me, you've created a term (Area of Operations), bundled it under historical accuracy and removal of hindsight in order to reduce your requirement to produce a reactive AI and therefore made the game restrictive for a gaming perspective.
Sure, as a military simulation of that battle, being restricted to those Areas of Operations sounds marvelous. But I don't want to necessarily fight that battle that way. If I have a couple of tank reserves and I know the Axis forces have left their right flank weak, then I want to exploit that with my reserves. Or move troops from the Northern Sector and leave it thinly held with a thin reserve and move them south to engage the enemy.
If I have this wrong, then please inform me...but I read the press release here and that's what I read.