RE: FWWC - Adjustment to number of turns
I am finding that the full disordered movement rate heavily cuts down on captured units in F14 (and even EP14). I do not mind the daylight length but I wonder if some of the scenarios need to be recalibrated and retested to adjust to the more rapid disordered units.
Regarding digging in, I think that the Germans, at least (and Russians) would dig in as they moved (Brits too), with the French less likely to do so. With the reduction in trench value this mitigates our obsession with digging in. What we have are low-tech trenches, not the more exhaustive ones from the later periods of the war.
To me, it is less about the mechanics and more about historical knowledge. Whether it is a French player not mimicking the initial attacks that were historically made in a scenario, or moving from the start to a better defensive position, it is not replicating history that provides the balance issues. It is my understanding that exploitation in 1914 was, in fact, quite limited, for a variety of reasons.
So, I would rather see the VP levels and hexes recalibrated (as for the Von Moltke's Indecisiveness that was just redone), rather than the actual pace of the game changed by adding turns.
Regarding actual play, I too am not the super aggressive French player that was real history. I prep and pace my attacks to preserve fatigue and wear out my opponent (I do the same as the Germans too). But, as the French, when I have the unit density, I am an aggressive counter attacker and try to be ready to move over to the offensive when facing an over aggressive and/or disorganized German. I see many French players miss opportunities against me by being too passive on the defensive.
What is difficult is to defend really hard to hold a line for 3 days, and then pull back under pressure. I fight very differently in ling scenarios (Race to the Sea, Lodz Campaign, EP Campaign being the 3 I have played), than I do in the short "battle" scenarios, which require historical aggressiveness to win...
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