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Free Movement

Posted: Tue Jul 07, 2009 7:40 pm
by Zaratoughda
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

RE: Free Movement

Posted: Tue Jul 07, 2009 8:07 pm
by PyleDriver
Well it used to be a totally free moving system. Thanks to Andy exploiting that system Gary and Joel came out with reserve unit system able to react during attacks. The south is really tough now as the Soviet armor was really strong there...Histricaly things are really close to being in line now. Those powerfull PzD's that had 50 MP's on turn 1, get stalled due to supply by turn 4 and could have as little as 8 MP's...Dont be quick to judge this game, It's Gary at his best...Hope I didn't say to much Joel...

RE: Free Movement

Posted: Tue Jul 07, 2009 10:14 pm
by Sabre21
ORIGINAL: PyleDriver

Well it used to be a totally free moving system. Thanks to Andy exploiting that system Gary and Joel came out with reserve unit system able to react during attacks. The south is really tough now as the Soviet armor was really strong there...Histricaly things are really close to being in line now. Those powerfull PzD's that had 50 MP's on turn 1, get stalled due to supply by turn 4 and could have as little as 8 MP's...Dont be quick to judge this game, It's Gary at his best...Hope I didn't say to much Joel...


Exploit is such a nasty word in gaming...I would like to think I was tactically outmaneuvering the Ai in such a manner as to inflict maximum casualties with minimum loss [:D]

RE: Free Movement

Posted: Tue Jul 07, 2009 10:39 pm
by GaryChildress
ORIGINAL: Sabre21
ORIGINAL: PyleDriver

Well it used to be a totally free moving system. Thanks to Andy exploiting that system Gary and Joel came out with reserve unit system able to react during attacks. The south is really tough now as the Soviet armor was really strong there...Histricaly things are really close to being in line now. Those powerfull PzD's that had 50 MP's on turn 1, get stalled due to supply by turn 4 and could have as little as 8 MP's...Dont be quick to judge this game, It's Gary at his best...Hope I didn't say to much Joel...


Exploit is such a nasty word in gaming...I would like to think I was tactically outmaneuvering the Ai in such a manner as to inflict maximum casualties with minimum loss [:D]

Well done Sabre21! That's the kind of Alpha testing we definitely need! [&o]

RE: Free Movement

Posted: Wed Jul 08, 2009 1:50 am
by Sabre21
Well we really have a good bunch of guys..and 1 gal (she's one of the guys too) that are doing a pretty good job.

Everyone seems to have their own niche, There's Kid (Rick)..he's the nitpicker from hell..if it ain't dress right dress he'll find it; then there's Pyledriver (Jon), he has been with it for quite some time and into the tactics and gameplay; then there's our resident aviation aces between Hard sarge (Ron) and Peter Fisla that go thru the aviation side of this with a fine tooth comb; of course we can't forget our resident soviet Helpless (Pav)..he is constantly amazing us with data on the soviet side that nobody but Stalin could have known..haha; then there's Northern Star (Ester)..she is looking like she is gonna be one tough German player and taking all this to heart, then there's RJH1971 (Rafael) who is keeping our players guide straight..something I certainly don't wanna have to do; then there's Apollo11(Leo), Josan (Jose), Benpark (Ben), U2 (Dan), then of course you have Joel trying to keep us all in line.

I hope I didn't miss anyone..everyone is pretty active..I see them online nearly everyday going at it.

RE: Free Movement

Posted: Wed Jul 08, 2009 8:23 am
by siRkid
Each turn is a week so I don't think its unrealistic to have an attack fail and then throw in some additional units.