Free Movement
Posted: Tue Jul 07, 2009 7:40 pm
Hmmm... don't know if this has been discussed here or not... and I don't know for sure exactly how the WITE movement works.... and good chance it is too late to change in any case but.... what the heck.
There is the plotted movement that was in WIR... then there is the system in TOAW when after an attack all units on your side have their movement points remaining adjusted based on how long the attack took (ug), and then there is totally free movement like in Advanced Tactics.
Totally free movement is the easiest to play but, the problem is, can lead to very unhistorical things happenning.
If you make an attack and it does not go as planned, no problem, just bring in a few other units and make the attack again, with no time lost (and THIS is the very unhistorical thing happenning).
Age of Rifles had totally free movement, and was a fun game but I brought up their Gettysburg scenario and the computer AI did this to me on the very first turn. Attacked with a couple of units, and the attack didn't go, so just brough up a couple more units and attacked with them, and even that didn't go so it brought up a third set of units and attacked with those. Hmmmmmm...!?!?!?! Very unhistorical compared to games like Chuck Kroegel's Gettysburg: Turning Point, and you can bet I never brought up AoR Gettysburg again.
Advanced Tactics has totally free movement, but it pales historically to games like TOAW and Vic R is currently working on a new project that is planned to be more historical and, when it comes to this subject, the suggestion I put on the table for him was....
Simply mark the hexes where an attack has been made from or into, and when units move into those hexes they would incure the cost in their MP as if they began their current movement after the battle had concluded.
A variation of this, which I totally like, would be to only allow movement into such hexes by units that were adjacent when the battle took place. In other words, this would force player's to move all their units to the point they want them and then they would start resolving their attacks, doing exploitation movement, etc.
Whether or not Vic is gonna go with something along these lines I dunno, but otherwise...
Are E. Gary and 2x3 REALLY going to go with a totally free movement system in this game and the followups???
Tell me it ain't so.
Zaratoughda
There is the plotted movement that was in WIR... then there is the system in TOAW when after an attack all units on your side have their movement points remaining adjusted based on how long the attack took (ug), and then there is totally free movement like in Advanced Tactics.
Totally free movement is the easiest to play but, the problem is, can lead to very unhistorical things happenning.
If you make an attack and it does not go as planned, no problem, just bring in a few other units and make the attack again, with no time lost (and THIS is the very unhistorical thing happenning).
Age of Rifles had totally free movement, and was a fun game but I brought up their Gettysburg scenario and the computer AI did this to me on the very first turn. Attacked with a couple of units, and the attack didn't go, so just brough up a couple more units and attacked with them, and even that didn't go so it brought up a third set of units and attacked with those. Hmmmmmm...!?!?!?! Very unhistorical compared to games like Chuck Kroegel's Gettysburg: Turning Point, and you can bet I never brought up AoR Gettysburg again.
Advanced Tactics has totally free movement, but it pales historically to games like TOAW and Vic R is currently working on a new project that is planned to be more historical and, when it comes to this subject, the suggestion I put on the table for him was....
Simply mark the hexes where an attack has been made from or into, and when units move into those hexes they would incure the cost in their MP as if they began their current movement after the battle had concluded.
A variation of this, which I totally like, would be to only allow movement into such hexes by units that were adjacent when the battle took place. In other words, this would force player's to move all their units to the point they want them and then they would start resolving their attacks, doing exploitation movement, etc.
Whether or not Vic is gonna go with something along these lines I dunno, but otherwise...
Are E. Gary and 2x3 REALLY going to go with a totally free movement system in this game and the followups???
Tell me it ain't so.
Zaratoughda