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Reply: Fighting Formations: Grossdeutschland Motorized Infantry Division:: Reviews:: Re: A Summary of How FF:GD is Different From Other Tactical Wargames

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by seanmac

mojayhawk wrote:

seanmac wrote:


The asymmetry in the order matrix is sort of overwhelmed by the random cube seeding, and the game encourages some false choices, an effect that is greatly amplified in the bigger scenarios.


Can you go into more detail about false choices and these being amplified?


The choice between fire and movement doesn't make a whole lot of sense in the way it is applied, particularly in a big scenario. Take Scenario 2. As the Germans, you are probably conducting two separate attacks across the railroad cut, and those attacks are separated by some distance. If you want to fire on positions on one half of the board, you have no choice but to fire on positions on the other half. If you want to move on one side, then again, you are stuck having to move on the other side. Basically, you are put in the position of making a local decision around one small group of units that are fighting in one area of the battlefield and extrapolating it across the entire zone of engagement. The only reason that exists is because the design takes all the different elements that went into a Squad Leader turn and dices them up into discrete actions (Combat Commander did the same thing) that you have to conduct sequentially, and frequently in random or semi-random order.

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