(12-19-2012, 07:36 PM)ComradeP Wrote: That's where 1 or more day per turn wargames are quite different from this, if only because even if the attacker breaks the line, it happens in a number of turns and you at least theoretically have more turns to prepare. It's not BOOM, the first player is in Minsk when you open the game and you're dozens of miles to the west or east.
I am not sure what you are exactly referring to here. A turn is a turn. Each side should get one.
It sounds like you are describing a design mismatch between time scale and distance scale allowing units to move far greater distances and still perform some game function(s) when they arrive at the desired location.
My point is time scale hours, days, months etc. should be properly matched with the scale of movement grid used in any game design (hexes, squares, zones etc.).
Thus a well thought out game will have both players capable of countering each others moves on the same time to distance ratio scale.
If not, it is poor game design that will not last long in the marketplace or you are playing someone who has perhaps manipulated the game mechanics under the hood.
(12-19-2012, 10:45 PM)JDR Dragoon Wrote: Some scenarios also makes it possible for the 1st Player to start encircling and Isolating units on his first move, before the 2nd Player has had a chance to do anything. Needless to say, this doesn´t exactly makes the task of going 2nd any easier.
I would disagree here as it is the designer and play testers job to not have such easy meat available on turn one unless it is part of the original design idea. Such a mistake in design of a scenario would make it far less appealing to players.
FWIW,
Moving second has the advantage of last turn moved. Recapture of an important objective with no chance for the first player to respond can tip a game from one victory level to another. Seen this happen and have done it.
Fast is fine, but accuracy is everything.
- Wyatt Earp