(06-27-2012, 07:31 PM)Herr Straßen Läufer Wrote: (06-27-2012, 08:38 AM)Askari19 Wrote: What's wrong with detailed analysis, historical fidelity, and complicated multi-factor algorithms in the game engine so long as you don't have to play with a pencil and a stack of charts in your hand? I judge them by the *effect* I see in the game. The original CS assault rule gives outcomes that look like pure BS to me, again and again. EA does not. 'Nuff said. Everyone to his opinion.
I was not throwing up a strawman. There was nothing wrong with Tobruk if you liked to roll dice?
The best part of computer games is that they do all the rolling.
It's not the "multifactor" algorithms, it's the one final morale roll that I object to. And, continue to object to.
I have seen more "BS" results with EA on than not on. I also thought there was nothing wrong with the original. Though, I play with EA on when called for by the scenario designer.
That said, I see we are polar opposites. And, yet, neither of us is "silly"?
HSL
Are we opinionated? Yes. Argumentative? Yes. Opposites? Probably not so much, if we were conversing ftf with mugs in hand.
I'm not saying EA is the perfect solution, only that it moved in the right direction, if perhaps a bit too far, and I prefer it.
Don't all combat resolution routines boil down to a critical die roll at some point? As long as the factors are weighted reasonably, and the outcomes over time appear reasonably distributed, I don't have a problem with where and how all the "die rolling" is done. I just tuck my head down, lean into the gale of blowing dice, and trudge forward.
I knew a $.05 psychologist named Lucy once, who insisted that we are altogether the product of prior traumas... Remarkable how I remember one of my very first HTH games, still learning the system, playing Michael in
Tank Graveyard at Minsk. He took on a stacked, good order, high morale company of Panthers with about the same number of T34s. Achieved three disruptions with his fire (through the frontal arc) but no losses, surrounded, then finally assaulted and captured the whole company with one or two platoons.
It was a formative experience for me; I think I still have PTSD. It was very professionally executed (I took notes) and larned me a lesson yes it did. I now know how to exploit the rule, but it still strikes me as gamey and unrealistic and I'm embarassed to use it, kind of like overrunning HQs with empty halftracks
My experience since then has shown a lot more unreasonable outcomes - is that better than "silly"?
- from the original assault rules than from EA. HSL, I get that your sample set and your view of what's reasonable differs. Don't mean nothin'. I don't need to be right, and you can't prove me "wrong" nor vice versa. Nothing to bicker about.