A Complicated Game
Posted: Thu Feb 23, 2017 2:02 pm
I have noted a lack of activity in this forum, which is kind of sad for me because GG War Between the States is an enjoyable game ... once you learn the nuances. (Which I have not done yet )[8D]
It is in my opinion very unlike chess. which is a very simple game in terms of rules but very complicated in the number of paths .. War Between the States has very complicated game rules and interactions with those rules but once applied the strategies become quite straight forward.
The opening moves by BossGnome are the expertise really needed to understand how the rules interact with the strategy.
In the old days I learned a system movement . zones of control. combat tables and applied the system to various games .. this game has a very unique system that requires a lot of work to learn and more work to learn to apply effectively to enjoy the game ..
What I have found from a union perspective (at least vs Robot Rebel) is:
1. A strategy of attrition does not work. That is thinking you can push the South from critical defensible positions by "overwhelming" force is a futile effort. I have found that Grant and Lyon (with associated leaders and cast of characters) could not move VanDorn (and forces coming from all over the Western sectors) from a fortified position. In one case Union lost 20,000 .. South 5,000 ..I think the futility of a strategy like this or using strategies that by history "worked" (according to history) IRL that prove futile in the game might be a part of the reason this game is not as popular as other games?
2. The best Northern Strategy (so far in my limited experience) is to push where the South are not .. Amphibious landings far away from Southern centers of power .. there is an excellent set of moves in this forum for seizing New Orleans once a larger force gains initiative. Even placing small forces in say Alabama spreads the South out ..
3. From my experience real Northern push cannot be made until point #2 spreads out forces .. and enough forces are trained and enough Navel support weakens the South that losing land battles actually has an attrition impact
4. Just as an already emphasized point made by previous players .. but the small but very complicated details are very important in this game .. what is attached to whom spells victory or defeat. One detail is for example attaching artillery as an example to a commander with a art = 1 .. now the whole stack is slowed and actions reactions are affected ... the shift F filling of leaders defeats this detail ..and thus every leader requires a review and filled optimally with the right mix while still getting units under leadership so they can do things ..a lot of detail ..
Once I really understand these points .. I will try to find a live opponent [8D]
I welcome any thoughts ..
It is in my opinion very unlike chess. which is a very simple game in terms of rules but very complicated in the number of paths .. War Between the States has very complicated game rules and interactions with those rules but once applied the strategies become quite straight forward.
The opening moves by BossGnome are the expertise really needed to understand how the rules interact with the strategy.
In the old days I learned a system movement . zones of control. combat tables and applied the system to various games .. this game has a very unique system that requires a lot of work to learn and more work to learn to apply effectively to enjoy the game ..
What I have found from a union perspective (at least vs Robot Rebel) is:
1. A strategy of attrition does not work. That is thinking you can push the South from critical defensible positions by "overwhelming" force is a futile effort. I have found that Grant and Lyon (with associated leaders and cast of characters) could not move VanDorn (and forces coming from all over the Western sectors) from a fortified position. In one case Union lost 20,000 .. South 5,000 ..I think the futility of a strategy like this or using strategies that by history "worked" (according to history) IRL that prove futile in the game might be a part of the reason this game is not as popular as other games?
2. The best Northern Strategy (so far in my limited experience) is to push where the South are not .. Amphibious landings far away from Southern centers of power .. there is an excellent set of moves in this forum for seizing New Orleans once a larger force gains initiative. Even placing small forces in say Alabama spreads the South out ..
3. From my experience real Northern push cannot be made until point #2 spreads out forces .. and enough forces are trained and enough Navel support weakens the South that losing land battles actually has an attrition impact
4. Just as an already emphasized point made by previous players .. but the small but very complicated details are very important in this game .. what is attached to whom spells victory or defeat. One detail is for example attaching artillery as an example to a commander with a art = 1 .. now the whole stack is slowed and actions reactions are affected ... the shift F filling of leaders defeats this detail ..and thus every leader requires a review and filled optimally with the right mix while still getting units under leadership so they can do things ..a lot of detail ..
Once I really understand these points .. I will try to find a live opponent [8D]
I welcome any thoughts ..