2ndLt_Fjun Wrote:+ Team play. If I mess up I mess it up for the other guys as well and not just myself, so it feels more important to do it right. It's also very interesting to try to match different playing styles or get them to agree with the general plan.
Hey, I resemble that remark! Seriously though, it was real interesting to observe how top-quality players made different decisions than me.
2ndLt_Fjun Wrote:+ Communication. Since you don't follow every turn you rely on your team mates to guide you through the action in a good way. I liked both reading and writing the AAR's each turn.
This is actually where this format fills a big need. The best part of most geek activities (eg, fantasy football) is talking about the game rather than the actual game. These forums fill that need to some extent, but with a team game in which everyone shares a common goal, you can fill that urge to kibbitz about the nitty gritty tactical stuff with people who share that urge and also are invested in the outcome.
2ndLt_Fjun Wrote:- Slow moving (!). Sometimes one turn per week, and since we were 3-4 in my team competing on the few German turns that came I lost contact with the game. Would have expected the opposite actually.
I think maybe this was compounded because the British caught the Germans wrong-footed from early on. They spent most of the game without a clear tactical solution. A solo player would just give up, pick a hole, and rhino into it come what may. On a team you don't want to be the guy who made the wrong call, hence, there may have been some reluctance to pick up a turn and put oneself in that spot.
Would that be a fair assessment, German team?