RE: FWWC - Adjustment to number of turns
A lot can be derived from how the mechanics work. If you know a certain value, like supply, and know how that works in practice, such as cutting Russian replacements and significantly increasing their chance of being Low Ammo in the case of Clash of Empires for East Prussia, you will have a good idea of what a side can do at a certain point.
When I conceded our Clash of Empires game, it was clear 2nd Army wasn't going much of anywhere as even though I had a local numerical superiority near where we were fighting at the time, lack of replacements and many units going Low Ammo each turn significantly cut down on my offensive capabilities. Wars of attrition tending to favour the Russians is in this case not going to happen due to their supply situation limiting supply to a handful of men each turn at best near where we were fighting.
I think turn numbers in Clash of Empires are fine, by the way, it's mostly France that can use some extra turns if the Marne is to be reached.
Something like how long it takes to get to a certain point, such as with my comments on the French being able to walk into the Ardennes unopposed in the Grand Campaign because their units are not Fixed (they do have release triggers, so maybe something was simply overlooked with the many changes in place), is a fairly simple matter of dividing movement cost in MP's by MP's per turn.
As an aside, the deployment of Ve Armée for the French is interesting, as it makes you wonder how Lanrezac got into his position west of Namur. The army essentially marched northwest, whereas it starts poised to move into the Ardennes. The army that walked towards disaster in the Ardennes was IV Armée. It's details like that which make looking at the map and initial deployment alone such a joy in these games, as it invites you to wonder why or how certain events transpired.
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