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1st side vs 2nd side pros and cons
12-20-2012, 05:41 AM, (This post was last modified: 12-20-2012, 05:41 AM by ComradeP.)
#13
RE: 1st side vs 2nd side pros and cons
Quote:I am not sure what you are exactly referring to here. A turn is a turn. Each side should get one.

True, but take the following example, from WitE: mobile units have a maximum 50 MP's, non-mobile units 16 MP's due to the timescale. The attacker does pay MP's to enter enemy territory, but still has an advantage (usually about 9 hexes of movement when paying 2 MP's per hex). That means mobile units can quickly outrun/encircle infantry units.

Think of it like this: assume a unit in, say, Moscow '42 can make what would normally be 6 turns of movement in 1 turn or even 42 turns of movement (WitE has 1 week turns, I'm excluding PzC night turns). That's what you get at a 1 day per turn or greater timescale. An encirclement being formed is, due to the 2 hour turn scale, a tragedy in several stages. In WitE, it's just a tragedy as when you open the turn as the second player, you're essentially forced to deal with a fait accompli.
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1st side vs 2nd side pros and cons - by burroughs - 12-17-2012, 01:25 AM
RE: 1st side vs 2nd side pros and cons - by ComradeP - 12-20-2012, 05:41 AM

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