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Repost of Herwin AAR Comments

Posted: Mon Jan 17, 2011 11:33 pm
by Mac Linehan
Gents -

I have reposted Herwin's original remarks, from his AAR, and my response; as I felt that this is indeed food for thought. His comments succinctly sumarize the thoughts I have entertained for some time. Herwin - I do hope that you do not mind my reference to your post; you deserve all credit.


quote:

ORIGINAL: herwin

I'll put my thoughts here, rather than disturb the newbies.

1. I think the naval game is pretty good. No complaints.
2. I think the air game is generally pretty good, but I think the game needs an air tasking order. That is, the player should be able to identify his/her priority targets and missions, and the game engine then uses them to allocate sorties. Individual squadrons might or might not be taskable.
3. I think the game needs an 'amphibious landing plan' capability. This would give the commander of the operation the ability to control the deployment of reserves and the detailed schedule of phases.
4. The game needs to model within-hex ground combat. The basic element being fought over should be one or more 50 square kilometre areas (1% of a hex). Casualties need to be more realistic, too--take into account target acquisition as part of the target engagement process so that task organisation is motivated to be 'right-sized'. Model the different results of stealth reconnaissance, reconnaissance in force, bombardment, hasty attack, deliberate attack, screening, hasty defense, positional defense, fortified defense, defense of a river line or beach, urban defense, mountain operations, pursuit, delay, retreat, mobile battle, and exploitation within the hex.



Herwin -

Excellent points. Implementation of the above would be the next major step in the evolution of AE - moving it from "outstanding" to "phenomenal". I realize that this would call for major code changes - far beyond what I comprehend (not to mention endless hours of work); but the bottom line is that AE has a solid following because of it's unmatched depth, detail and realism; and continues to draw and excite creative talent to do more as the limits have yet to be reached.

Mac




< Message edited by Mac Linehan -- 1/17/2011 9:24:12 PM >

_____________________________

LAV-25 2147


RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 3:13 am
by DuckofTindalos
Good Grief...

RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 11:00 am
by Alfred
ORIGINAL: Mac Linehan

Gents -

I have reposted Herwin's original remarks, from his AAR, and my response; as I felt that this is indeed food for thought. His comments succinctly sumarize the thoughts I have entertained for some time. Herwin - I do hope that you do not mind my reference to your post; you deserve all credit.


quote:

ORIGINAL: herwin

I'll put my thoughts here, rather than disturb the newbies.

1. I think the naval game is pretty good. No complaints.
2. I think the air game is generally pretty good, but I think the game needs an air tasking order. That is, the player should be able to identify his/her priority targets and missions, and the game engine then uses them to allocate sorties. Individual squadrons might or might not be taskable.
3. I think the game needs an 'amphibious landing plan' capability. This would give the commander of the operation the ability to control the deployment of reserves and the detailed schedule of phases.
4. The game needs to model within-hex ground combat. The basic element being fought over should be one or more 50 square kilometre areas (1% of a hex). Casualties need to be more realistic, too--take into account target acquisition as part of the target engagement process so that task organisation is motivated to be 'right-sized'. Model the different results of stealth reconnaissance, reconnaissance in force, bombardment, hasty attack, deliberate attack, screening, hasty defense, positional defense, fortified defense, defense of a river line or beach, urban defense, mountain operations, pursuit, delay, retreat, mobile battle, and exploitation within the hex.



Herwin -

Excellent points. Implementation of the above would be the next major step in the evolution of AE - moving it from "outstanding" to "phenomenal". I realize that this would call for major code changes - far beyond what I comprehend (not to mention endless hours of work); but the bottom line is that AE has a solid following because of it's unmatched depth, detail and realism; and continues to draw and excite creative talent to do more as the limits have yet to be reached.

Mac




< Message edited by Mac Linehan -- 1/17/2011 9:24:12 PM >

_____________________________

LAV-25 2147

Mac,

I usually enjoy your enthusiasm and optimistic vibe regarding the potential for continuously improving AE, but this time I don’t think you have really thought through the ramifications of what you are supporting. Nor for that matter has the originator of this thought bubble.

What you have posted is a typical thought bubble. This type of thought bubble is often raised on the forum by people who:

(a) fail to learn how to play the game properly and ascribe their play deficiencies to game shortcomings which can only be remedied by radical changes to the game engine,
(b) despite all the evidence to the contrary insist on demanding that AE be treated as a combat simulation,
(c) know they will never be held accountable for their thought bubble – they will never be required to actually labour through the work required to implement the thought bubble,
(d) fail to see the internal inconsistencies, and
(e) forget Lincoln’s great aphorism: “You can fool some of the people all the time, you can fool all the people some of the time, but you can’t fool all the people all the time

Here are just some of the concrete difficulties associated with this particular thought bubble. These issues are consistent with the points made in the preceding paragraph.

1. It was put into an AAR so as to not “disturb the newbies”. Really. Since when do newbies not read AARs. What mischief would arise if newbies did read the thought bubble? The clear inference is that only experienced AE players could hope to cope with the intellectual complexity of the thought proposal. What intellectual arrogance.

Let us suspend disbelief and proceed on the basis that indeed only an experienced player would understand this thought bubble. The thought bubble was presented in an AAR and not the main AE forum, the net result being a much greater likelihood of it being missed by experienced players. I for one only became aware of it because of the prominence you gave it. No, I am afraid that the concern expressed for newbies comes across much more as an excuse to make the originator of the thought bubble appear to be an expert but reduce exposure of the thought bubble to the antiseptic qualities of sunlight associated with the open market place of ideas.

2. Apparently the air game needs a “tasking order” but the naval game doesn’t. Did you not notice the internal inconsistency of this proposition. There are many, many posts which decry the lack of naval tasking orders such as:

• Why can’t I direct my subs to only launch their torpedoes only against the fat juicy merchantmen and totally overlook the escorting sub chaser

• I only want my bombardment task force to lob shells at the enemy airfield, not at the coconut trees along the beach

• Why can’t my outnumbered battle wagons not immediately attempt to flee under cover of a protective smoke screen/torpedo salvo laid down by my destroyer screen

• I want my carrier dive and torpedo bombers to go after the enemy flattops and not their destroyer escorts, any fool in the air can see the difference in size and importance of the two potential targets

The public will become very angry if only air tasking were to be introduced. I suppose however that if one is competent in handling the existing naval game but not the air game, this inconsistency would not be noticed.

3. AE is essentially a strategic/operational game, albeit with very significant tactical elements, which spans, what 60% of the globe at the scale of 40 nautical miles (sea hexes) and 46 statute miles (land hexes). Each land hex covers 2116 square miles. By introducing “within-hex ground combat”, this thought bubble wants to break down land combat down to only 50 square miles. Putting aside for the moment technical considerations, land combat would still remain an abstraction. There is no virtue attached per se to a smaller scale. There would still be judgement calls made as to how to represent in the abstract, the real world, even assuming that you could achieve agreement on what actually is the real world.

Now let us touch briefly on some of the technical issues of this smaller scale, “within-hex ground combat”. Assume you are about to launch an assault against a prepared position, it is not a meeting engagement. How exactly do you represent the different defence zones and the ability of the defender to withdraw in good order from his first line to his second, thence his third ad infinitum. The attacker is making steady progress, capturing an airfield here and there (but not all the airfields present in the 2116 square miles of the hex - would the defender lose some aircraft before they are able to undertake their mission), perhaps capturing the high ground overlooking the naval base making that naval facility unusable but still in the possession of the enemy (would some ships/subs be scuttled automatically). As the defender methodically falls back, he is moving towards his supply depots whereas the attacker is moving away from his. How do you represent the defenders pre registered artillery fire. Just how much terrain would have to be captured for the entire hex and all its facilities to change ownership (and pray there are no cut off enemy strong points left behind that still require their reduction). And all this “within-hex ground combat” progress will occur and be faithfully represented in a 24 hour turn, or 7 day turn or a month of fighting? How exactly would the different terrain concountered within a 46 square mile hex be represented, how would it impact upon combat?

4. Too many players already complain of the degree of micromanagement in the game. Would not the logical extension of this thought bubble be even more sub units, more micro management, dare I say, more tactical elements introduced into a fundamentally strategic/operation level game. Make no mistake, this is no DaBabes team preparing a DEI small scale scenario severely limited in both time and place. You are supporting a fundamental reengineering of a game which spans approximately 60% of the globe for the period December 1941-March 1946. You have not heeded JWE’s warning regarding the suitability of his forthcoming mod, yet you wish to inflict an even more severe treatment onto everyone who plays the Grand Campaign. Given any thought that you might be in the minority?

5. Care to nominate who would undertake all this work for free? When the project would be completed? How high would be the hardware requirements to process a turn before the player would need to leave home for the office?


Why or why do players, freed from the burdens of knowledge and skill and the responsibility of implementing thought bubbles, consistently assume that only they have seen the light which the devs are incapable of seeing. I suppose the old saying is true, ignorance is bliss.

Alfred

RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 1:22 pm
by DuckofTindalos
As you said, this is a thought bubble, and it will never ever be anything else. Nobody is going to implement any of these poorly-formulated "suggestions".

RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 1:59 pm
by Nikademus
besides which, we can't......because the dev's here don't know much about ground combat and amphibious warfare.....the "professor" said so..........so it must be true. [:D]


RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 3:21 pm
by SuluSea
Am I alone in thinking Herwin believes the game mechanics is hurting his gameplay?

The ground combat model is pretty simple I haven't read Herwins AAR but if someone is handing you your azz with this combat model I wouldn't think things would get easier for that person with a more complicated model.

Admittedly and you can tell by my sentence structure and spelling I'm not the brightest lightbulb in the room.

This thread might get pretty entertaining.

Enjoyed your post Alfred!

RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 4:12 pm
by Puhis
ORIGINAL: SuluSea

Am I alone in thinking Herwin believes the game mechanics is hurting his gameplay?

The ground combat model is pretty simple I haven't read Herwins AAR but if someone is handing you your azz with this combat model I wouldn't think things would get easier for that person with a more complicated model.

I've read Herwin's AAR, and it's actually quite funny. Incomplete combat reports and then comments like "broken", "fantasy", "another fantasy result" etc. He is so pissed of that crack japanese divisions are beating his low-exp, under-prepared philippo troops...

Actually, it's only broken when Herwin is losing... [:D]

RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 6:47 pm
by kfsgo
ORIGINAL: Puhis

ORIGINAL: SuluSea

Am I alone in thinking Herwin believes the game mechanics is hurting his gameplay?

The ground combat model is pretty simple I haven't read Herwins AAR but if someone is handing you your azz with this combat model I wouldn't think things would get easier for that person with a more complicated model.

I've read Herwin's AAR, and it's actually quite funny. Incomplete combat reports and then comments like "broken", "fantasy", "another fantasy result" etc. He is so pissed of that crack japanese divisions are beating his low-exp, under-prepared philippo troops...

Actually, it's only broken when Herwin is losing... [:D]

I dunno - I get that you guys all have A History for better or for worse going back however many years but the active hostility directed at what appears to be more or less a thought exercise (and a pretty innocuous one at that) seems completely out of whack to me, particularly when it would seem easier to say "so what happens if you [reduce firepower/add local supply generation/increase supply stocks/don't use shock attacks/whatever]" and kinda leave it at that. You'd even get to smugly bring it up later if you didn't get a response if that's what you're after, and if you did get one it'd at least be interesting (even if not necessarily meaningful) for those of us without axes to grind.

I mean, I just play the AI, which is pretty 'stoppable' in that it's not too bright and tends to impale itself on forts, so I'm not going to run around agitating for changes I don't know anything about in the first place, but the attitudes seem rather sharply focused - I guess half the problem is that setting up a testbed scenario looks harder than it probably is (with the whole 'well there are bunch of things you need to do that aren't obvious but you'll have to extract them out of me over forum PMs rather than just reading them in documentation' thing not helping, heh), at least to someone who's never done it before.


RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 7:02 pm
by Enigma6584
Double good grief...can a newb say that here?[:'(]

RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 8:01 pm
by kfsgo
ORIGINAL: RedCharlie65

Double good grief...can a newb say that here?[:'(]

I dunno, but you joined a week after me, so if you can I can too!

(seriously though, I just find the whole thing incidentally interesting so, y'know, anything to get people talking...)

RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 9:08 pm
by Rainer
Alfred,
there are a couple of people here who believe they are above "common" people when it comes to understanding warfare and programming (even when the only thing they know is how to start a computer programme on a PC).
That's why they think they can "advice" the developer team what should be done to "fix" the game.

The number of people with that attitude is fairly limited I think.
Proven by the fact that regular visitors of the forum know this bunch by name (half a dozen or so).
We all most probably have that list in mind ("Oh no, here he comes again").

I suggest we/you just let them live and continue to post their fantasies.
Doesn't really hurt.

Only when they do not abide to forum rules interference is needed.
And once in a while a decent comment should be made that insulting/accusing developers (who are not paid) is an extremely stupid way to improve the game.


RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 10:28 pm
by Bullwinkle58
ORIGINAL: Rainer

Alfred,
there are a couple of people here who believe they are above "common" people when it comes to understanding warfare and programming (even when the only thing they know is how to start a computer programme on a PC).
That's why they think they can "advice" the developer team what should be done to "fix" the game.

Only when they do not abide to forum rules interference is needed.
And once in a while a decent comment should be made that insulting/accusing developers (who are not paid) is an extremely stupid way to improve the game.


Butting in (not Alfred), what you say is fine so far as it goes, but the poster in question doesn't seem to take hints, and his perennial "it's broken" posts are obnox for newbie reading. It's as if you went into a Chevy dealership and sneered because the car wasn't a Porsche. AE is a fully-loaded Chevy, not a $5 million DOD combat sim aimed at the War College student body.

Further, Alfred's long, carefully wrought post should serve to focus others' attention to the realities of a 40-mile hex combat model. This must be said again and again. It's not intended to be a battleline tactical sim with full logistic logic and OR-based algorithms. The ground model is an adjunct to the strategic naval/air/logisitcs GAME. IOW, the ground model is there to hold a hex until the other guys get there and make use of it, then they move forward. Attempting to "mix scales" and "mix ends" is going to break the game. And it doesn't need breaking. It works fantastically well as a Chevy. An $80 Chevy versus a $5 million Porsche.

Such a deal.

RE: Repost of Herwin AAR Comments

Posted: Tue Jan 18, 2011 11:18 pm
by stuman
ORIGINAL: kfsgo

ORIGINAL: RedCharlie65

Double good grief...can a newb say that here?[:'(]

I dunno, but you joined a week after me, so if you can I can too!

(seriously though, I just find the whole thing incidentally interesting so, y'know, anything to get people talking...)

But no triple good griefs.

And there is some history, but also always interesting stuff to learn. Ijust go with it [:)]

RE: Repost of Herwin AAR Comments

Posted: Wed Jan 19, 2011 1:16 am
by Mac Linehan
Hi, Alfred!

Thank You for your well written, informative response.

Gents, Herwin had no knowledge that I would copy and post his remarks; there was no intent to cause controversy. Any errors in judgment in posting this thread are mine alone. While it is clear that a number of respondents have a strong difference of opinion with Herwin, I am the one to be held accountable.

Original:

Mac,

I usually enjoy your enthusiasm and optimistic vibe regarding the potential for continuously improving AE, but this time I don’t think you have really thought through the ramifications of what you are supporting. Nor for that matter has the originator of this thought bubble.

> No, Sir, I did not. But I am rapidly learning! And I do like that phrase - it is courteous - but gets the point across.

What you have posted is a typical thought bubble. This type of thought bubble is often raised on the forum by people who:

(a) fail to learn how to play the game properly and ascribe their play deficiencies to game shortcomings which can only be remedied by radical changes to the game engine,

> Haven't done this yet - and will do my darnedest to avoid it.

(b) despite all the evidence to the contrary insist on demanding that AE be treated as a combat simulation,

> Alfred, your remarks below have helped illuminate and clarify this point for me.

(c) know they will never be held accountable for their thought bubble – they will never be required to actually labour through the work required to implement the thought bubble,

> While I am always accountable for what I say in a post - this thread is an excellent example, of the second half of the above sentence I am guilty as charged.

(d) fail to see the internal inconsistencies, and

> My mistake, Sir.

(e) forget Lincoln’s great aphorism: “You can fool some of the people all the time, you can fool all the people some of the time, but you can’t fool all the people all the time”

> Lincoln was a man of intellect and character whom I respect.

Here are just some of the concrete difficulties associated with this particular thought bubble. These issues are consistent with the points made in the preceding paragraph.

1. It was put into an AAR so as to not “disturb the newbies”. Really. Since when do newbies not read AARs. What mischief would arise if newbies did read the thought bubble? The clear inference is that only experienced AE players could hope to cope with the intellectual complexity of the thought proposal. What intellectual arrogance.

> Alfred - I interpeted this comment differently, but in retrospect should have not included it in my post. I would like to be very clear that there was no intention of perpetuating or causing dissension by including the above comment. I was mistaken in retaining that comment. I also consider my self a Newbie.

Let us suspend disbelief and proceed on the basis that indeed only an experienced player would understand this thought bubble. The thought bubble was presented in an AAR and not the main AE forum, the net result being a much greater likelihood of it being missed by experienced players. I for one only became aware of it because of the prominence you gave it. No, I am afraid that the concern expressed for newbies comes across much more as an excuse to make the originator of the thought bubble appear to be an expert but reduce exposure of the thought bubble to the antiseptic qualities of sunlight associated with the open market place of ideas.

2. Apparently the air game needs a “tasking order” but the naval game doesn't’t. Did you not notice the internal inconsistency of this proposition. There are many, many posts which decry the lack of naval tasking orders such as:

• Why can’t I direct my subs to only launch their torpedoes only against the fat juicy merchantmen and totally overlook the escorting sub chaser

• I only want my bombardment task force to lob shells at the enemy airfield, not at the coconut trees along the beach

• Why can’t my outnumbered battle wagons not immediately attempt to flee under cover of a protective smoke screen/torpedo salvo laid down by my destroyer screen

• I want my carrier dive and torpedo bombers to go after the enemy flattops and not their destroyer escorts, any fool in the air can see the difference in size and importance of the two potential targets

The public will become very angry if only air tasking were to be introduced. I suppose however that if one is competent in handling the existing naval game but not the air game, this inconsistency would not be noticed.

3. AE is essentially a strategic/operational game, albeit with very significant tactical elements, which spans, what 60% of the globe at the scale of 40 nautical miles (sea hexes) and 46 statute miles (land hexes). Each land hex covers 2116 square miles. By introducing “within-hex ground combat”, this thought bubble wants to break down land combat down to only 50 square miles. Putting aside for the moment technical considerations, land combat would still remain an abstraction. There is no virtue attached per se to a smaller scale. There would still be judgment calls made as to how to represent in the abstract, the real world, even assuming that you could achieve agreement on what actually is the real world.

Now let us touch briefly on some of the technical issues of this smaller scale, “within-hex ground combat”. Assume you are about to launch an assault against a prepared position, it is not a meeting engagement. How exactly do you represent the different defense zones and the ability of the defender to withdraw in good order from his first line to his second, thence his third ad infinitum. The attacker is making steady progress, capturing an airfield here and there (but not all the airfields present in the 2116 square miles of the hex - would the defender lose some aircraft before they are able to undertake their mission), perhaps capturing the high ground overlooking the naval base making that naval facility unusable but still in the possession of the enemy (would some ships/subs be scuttled automatically). As the defender methodically falls back, he is moving to wards his supply depots whereas the attacker is moving away from his. How do you represent the defenders pre registered artillery fire. Just how much terrain would have to be captured for the entire hex and all its facilities to change ownership (and pray there are no cut off enemy strong points left behind that still require their reduction). And all this “within-hex ground combat” progress will occur and be faithfully represented in a 24 hour turn, or 7 day turn or a month of fighting? How exactly would the different terrain concountered within a 46 square mile hex be represented, how would it impact upon combat?

4. Too many players already complain of the degree of micromanagement in the game. Would not the logical extension of this thought bubble be even more sub units, more micro management, dare I say, more tactical elements introduced into a fundamentally strategic/operation level game. Make no mistake, this is no DaBabes team preparing a DEI small scale scenario severely limited in both time and place. You are supporting a fundamental reengineering of a game which spans approximately 60% of the globe for the period December 1941-March 1946. You have not heeded JWE’s warning regarding the suitability of his forthcoming mod, yet you wish to inflict an even more severe treatment onto everyone who plays the Grand Campaign. Given any thought that you might be in the minority?

> Alfred, your above comments have showed me the reality of the AE combat resolution - and brought me to back to what is real and can be done, and that which is not possible, desirable nor feasible. Your assessment of "even more sub units , more micro management" is accurate; I stand corrected. Please know that I do not regard the combat system as broken, in retrospect, I was unrealistically suggesting that a level of detail - normally associated with tactical game - be incorporated into AE.

> Edit: After further thought and consideration; your reference to JWE's warning regarding his forthcoming mod is seen in a different light - with greater comprehension as to what he was trying to say. My enthusiasm for that upcoming mod remains unchanged, but I now have a clearer understanding as to why that level of detail would be inappropriate for the standard AE scenarios. With that said, I must respond to "yet you wish to inflict an even more severe treatment onto everyone who plays the Grand Campaign" with an emphatic "No, of course not". As to "Given any thought that you might be in the minority?" - my intent was to solicit the thoughts and opinions of my fellow players - and indeed it has!

5. Care to nominate who would undertake all this work for free? When the project would be completed? How high would be the hardware requirements to process a turn before the player would need to leave home for the office?

> Your point is well taken, Sir.

Why or why do players, freed from the burdens of knowledge and skill and the responsibility of implementing thought bubbles, consistently assume that only they have seen the light which the devs are incapable of seeing. I suppose the old saying is true, ignorance is bliss.

> Yup, that would be me!

Alfred


Terminus!

Quote:
As you said, this is a thought bubble, and it will never ever be anything else. Nobody is going to implement any of these poorly-formulated "suggestions".

Nikademus -

Quote:
besides which, we can't......because the dev's here don't know much about ground combat and amphibious warfare.....the "professor" said so..........so it must be true

Terminus, Nikademus -

I am rapidly being brought back to reality by the Gentlemen who are responding to my post. Perhaps more importantly, Alfred's extensive response has answered my "is this possible" with a specific explanation and rebuttal, and has been very helpful in clarifying my thought.

I also hold the Dev's in very high regard with respect.

Thank You, Gents.


SuluSea -

"...This thread might get pretty entertaining"

And, I hope, informative. <gin>

Puhis -

As stated above, I am sadder but wiser - but I am a big boy and can take the heat, especially from forum members whose opinions I sincerely respect. My only true regret is to reopen an ongoing difference of opinion - between Herwin and those respondents in this thread.

kfsgo -

Thank you for your thoughts.

The truth is that I have a tremendous respect and affection for these guys - and feel that I have been treated fairly and well - including this thread. My mistake was to post Hewin's comments verbatim - I should have posted in my own words. This would have allowed me to be corrected, and learn the facts of life, without opening Herwin to further criticism.

I must emphatically state that, in my perception, the forum posters (many very experienced players) and the Devs will go out of their way to answer most queries civilly - even when - as in my case - it is now clear that I should have thought before posting.

RedCharlie65 -

Great to meet you! Hope that you join us - AE is well worth it.

Rainer -

Alfred,
there are a couple of people here who believe they are above "common" people when it comes to understanding warfare and programming (even when the only thing they know is how to start a computer programme on a PC).
That's why they think they can "advice" the developer team what should be done to "fix" the game.

Rainer - hopefully I did not give the "fix" the game impression. I understand that I am off track, but more in the "unrealistic enhancement" fork of the road. <sigh>


Bullwinkle58 -

Further, Alfred's long, carefully wrought post should serve to focus others' attention to the realities of a 40-mile hex combat model. This must be said again and again. It's not intended to be a battleline tactical sim with full logistic logic and OR-based algorithms. The ground model is an adjunct to the strategic naval/air/logisitcs GAME. IOW, the ground model is there to hold a hex until the other guys get there and make use of it, then they move forward. Attempting to "mix scales" and "mix ends" is going to break the game. And it doesn't need breaking. It works fantastically well as a Chevy. An $80 Chevy versus a $5 million Porsche.

Such a deal.

Moose - well said - the realities of a 40 mile hex combat model have been brought - with great clarity and emphasis - to my attention.

P.S. - how can I not like a guy who uses Bullwinkle for an Avitar?

P.P.S. - I drive a Ford F150 - used.... <grin>


Alright, Gents! I think I covered everyone at this point. I am very appreciative of the informative, moderated responses to my post. This is part of the learning curve - and I love it. I am particularly honored to get more than a one word response out of Terminus ("T" Speak!).

A much Enlightened (and properly Chastened) Mac

RE: Repost of Herwin AAR Comments

Posted: Wed Jan 19, 2011 7:10 am
by herwin
I wasn't subscribed to this thread, so aside from the first post, I wasn't paying attention. If I had been, I might have posted a complaint.

I think you guys need to lay off Mac Linehan.

Please.

If you want to flame me, stick to the AAR. I had gotten the hint and was restricting my critical comments to that one thread. I'll expand on the ATO and within-hex combat comments there.