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S/O Options
11-30-2007, 02:43 PM,
#4
RE: S/O Options
The German command in the west knew an invasion would be attempted. They never knew when.

Reinforcements could also be delayed because of an off map situation. In S42, the German pioneers could be delayed by their involvement at Voronezh.

I like the current system of flexibility with the reinforcements for strategy options. What is missing is not enough strategy options. The opposite force can relax once a certain time passes. At least, the idea of delayed reinforcements could force the other side to consider the known event could occur in the future. The other player has to make a choice. Anything in the system that creates more choices in the face of limited information makes a better war game model IMHO.

Many command decisions modeled in the S/O are of very short time frames to execute. Planning, allocation of units involved, logistics, those have all been handled for you "off line" to simulate that the commander has deemed a strategy is viable. Commanders will wait until the last minute to choose the correct timing of the blow. Greater risk is involved when a strategy takes too long to execute.

Good commanders are risk takers, not gamblers.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
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Messages In This Thread
S/O Options - by Engelbrekt - 11-30-2007, 08:32 AM
RE: S/O Options - by Ricky B - 11-30-2007, 09:06 AM
RE: S/O Options - by Bushido - 11-30-2007, 10:41 AM
RE: S/O Options - by Dog Soldier - 11-30-2007, 02:43 PM
RE: S/O Options - by Glenn Saunders - 11-30-2007, 03:13 PM
RE: S/O Options - by Krak - 11-30-2007, 03:16 PM
RE: S/O Options - by Engelbrekt - 12-01-2007, 12:46 AM

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