RE: FWWC - Adjustment to number of turns
I would say that the pace of combat in terms of the ability to press home an attack feels too slow at times, which combined with support weapons taking multiple turns to deploy (MG's and field guns) or setup (artillery) and Disrupted units having full movement during daytime makes it difficult to make a decisive attack.
Because units move around slowly relative to how much daylight time they use for each move and that you have no exploitation weapons aside from vulnerable cavalry, it can be too easy for the defender to disappear, or to use delaying tactics to slow down the attacker to such an extent that he runs out of time (primarily in France '14, and then particularly in the Grand Campaign variants like Plan Michel which feature improved initial French defensive opportunities).
These potential issues are amplified by the fact that in the FWWC series, defending players who understand the system are unlikely to play like their historical counterparts. Historically, both sides wanted to stay mobile and always ready to go on the offensive, with defensive doctrine being unsuitable for the capabilities offered by quick firing field guns and MG's.
Defending players are much more likely to dig in somewhere, fall back when under too much pressure, dig in again and so forth. We understand what support weapons can do, and the difficulties the attacker has with taking a defensive position in this stage of the war.
That makes the fewer daylight turns more of a problem for the attacker than the defender.
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burroughs: mounted cavalry units never gain fatigue when idle at night or day, and don't need to dismount to gain replacements through the "replacements" and/or "recovery" mechanics. They only need to dismount to recover fatigue.
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