Forum > Anglo-German War 1939- 1945

Initial impression of game

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plasticpanzers:
These are impressions of loading the Crete scenario for a simple first game.  Mostly issues with game
as I see it from a 1st impression playing with a totally new system.  Now I may be totally wrong in my
impression being new but this also is how a new player might see this and having the same issues as me.
My opinions are just that.  Not a critique of the game nor trying to blast it feeling somehow superior.  Just
A new gamers view of how it runs right from the start with no experience from the start with the system.

1:Turn sequence needs to have a simplified chart.  The length of the turn sequence as listed is fine for
detail but far too long to use as any kind of reference.  Not a clear separation of step/phase/turn.  For
example in the rules the naval step-phase take an entire page.   A simple intuitive chart showing steps
and phases and turns with appropriate keys for each.  Your newer wargamer (not an old timer like me)
would be turned off immediately with the complicated and somewhat confusing set up as now.

I say this as I have gamed since 1962 in almost any type of board wargame and miniatures.  DNO/UNT
combined War in Europe/Pacific by SPI, Longest Day, and so many I have forgotten many over the years.
A complex description of the rules is good but a simple chart showing the turn sequence would be better
with the more complex description further down the rules.  Most folks learn basic first and detail later on.

2:Map resets in middle of ocean even for Crete scenario.   This can be annoying as anytime you click over
to another chart or subject and click back your sitting in the ocean and not on the center of your scenario
map requiring you to 'find' you place again.   Would be nice if it reset in center of scenario map.  Even more
so in larger games.

3:Controls are not set up concurrently on map top with steps and phases in different parts that require
clicking not in a simple sequence but find/click step/click phase/end of phase and all 3 are on different parts
of the top of map menu.   Having an ABC setup might be easier to do in a turn with many units. 

4:Step/Phase not clear on map bottom.  A different color for each sides step/phase/turn might be good
because if your going thru quickly Axis-Allied can be at times easily mixed up and you go past where you
wanted to go. 

5: Scenario opponent 'plans' choice.  I don't remember reading this in the initial rules (possibly in my case
as I see them as too complex and needing a simpler chart like system for turn to turn use).  But suddenly
I have to choose an AI 'Plan' for the opponent?  Since it lists them in sequence of scenario I assume I have
to hit the number that matches the scenario or does that matter?  There is no apparent explanation of this.
Also since I may not remember the scenario number will clicking on a different number crash the game?

6:Lastly for me is multiple crashes of the program which might be my download but after I try and skip
forward just to see what the opponent will do and I do nothing the game crashes to 'not responding' on
the scenarios I am playing to begin with (WDF and Crete).

Again, please don't see this as a critical view of the game but as an impression of the system by an 'outsider'
as most games are designed with a small crew and testers who are few in number when the game starts to
go mainstream then is where you find the rule setup and turn sequence can be confusing.  I mean this post
only as a first view. 

Thanks for your hard work and I will continue to bang away at this (only been an hour) so I can get into the
majority of the scenarios.

Tim

plasticpanzers:
few more issues.

1: Counters/units are the heart of the game yet there is no description of them at all in the rules.  You are told to
check the 'chart' which is not in the rules but I think may be the simple one shown on the scenario at the top menu?
This is not explained.   As a player I would want to know a detailed description of the unit and all the numbers/letters
on it.  What is supply and that does the number mean?  Reserves mean what?  Dig in means what by letter?  How to
I add to 'reserves'?  How are supplies used/replaced? What does digging in consist of and what effect to they have?
These are not explained in the game or rules as I can see at all yet this is the most critical part of the game.  Off the
bat playing is a literal shot in the dark. 

2: Going back to the download manual.  One is in page sequence while the other download has mixed pages such as
2 or 92  3 or 93 reversed etc and they do not match up.  This can obviously be somewhat confusing.

3: Going back to a the turn sequence complexity it is 34 pages long to describe a turn in detail but it does not describe
on in simplified terms that can be understood easily at all.   You must scroll up and down to follow the sequence to make
sure you get it all.   There is a screaming need for a simplified turn sequence of Step-Phase-Turn that does not exist
apparently.

4: I have tried the Crete scenario as the UK.   The computer seems to move units for the UK without my help and the
Germans only appear to bomb but not invade.   Why is the computer moving my units if the computer is playing the
German side?  If I don't want a unit to move in a test game it does not make an effective test of the game if they are
moving around on their own.

5: Map 'resets' after you look at another menu and click back can be annoying or amusing.  From some menus I find
myself in the middle of the sea.  In some I am in lovely Ragusa in Italy or on an empty island South of Turkey.  No
apparent reason why the map resets to these curious locales...

Asid:
Hi plasticpanzers

Some good feedback. AGW is the older title with the older engine. It has been a while since i fired it up.

I am sure Ron will answer some of your points.

Regards

plasticpanzers:
Thanks.  Again, no criticism of the game just thoughts on the rules.   Often I have found that those who design and
those that help are like a group of monks who know all the ins and outs of the system but need to remember that
those walking in thru the door have no idea what to expect and rule systems need to be designed for them and not
for those who already know it all.

1-4: I see the little AX/AI box showing whose part of the turn it is but again the color might want to be added to the
bottom of the page where the turn sequence is being shown rather than the opposite side of the page.

I had no idea it was an older game system as the 'catalog' page does not mention this.  If I had known I probably would
have saved up more pennies (lol!) and bought the newer full Europe version with the new engine.

plasticpanzers:
I am trying the Kasserine scenario as a test game playing both sides but just moving the Axis.

One: In the scenario evidently the Axis ships don't ship and the planes don't plane because in their step/phase (the
rules are unclear on what is what in a turn) they accept no orders.   Aircraft movement in the scenario has them
limited to 2-3 hexes which is worthless yet when I play the Allies with Axis computer opponent they pound my Allied
units...

Two: Movement rules are very, very vague for land units.   Yes I can see where they move under specific orders but
what order do you give them to attack a particular unit?   Nothing I do can get the 15/21st Panzer to attack a lone
US 1st Div brigade.  The outlined white hexes showing movement allow movement to everywhere but to the hex with
the allied units in them.  There is no description in the orders page that explains this and since combat is the key to
win in a wargame you kinda need to know how to do it and have it clearly explained.    Move to attack does not seem
to do it nor any other order.   

Also if you click the magnify button top left forget about left clicking on a hex to give orders as you need to unclick this
first or you just zoom in/out on the map.   Then afterwards you have to click it again to zoom and realign your view of
the battlefield.

Most of the problems I see are a glaring amount of detail yet not much usable information on how step/phases/turns go
and on movement/combat especially on land units.   The biggest need is a detailed explanation of the factors on the counters
to explain what are supplies/how are they used/replaced.  What are reserves and how are they used/replace.  What are losses
and what to they mean to the counter as it already shows lower strengths after combat.   I imagine I will eventually figure it
out using hit and miss gaming but this is not optimal for a wargame.   This again goes to the vagueness of the rules that reams
of info do nothing to help the player in practice.   Simply put you need to know A: how to move and B: how to kill the other guy
and you cannot do this with the information as given in the rules.

There are several points in the upper menu for steps/phases.  Why so many?  Should you not just have one step at a time listed
rather than 3 times?  apparently 3 phases as well but neither phases nor steps are clearly shown at the bottom.   Should not OOB
be an option per turn rather than a step/phase to go thru constantly?  This goes to the very confusing step/phase/side/turn.  Its
rather like a fancy dance and you dare not miss a step.

Again I strongly stress a need for a simplified turn sequence chart and more explanations in the rules on ground movement and combat.
I am sure the close knit members and the designer are knowledge about all this but when you walk into this game your in for a lot of
disappointment in how the rules are set up and explained.   This is a shame because it such a great looking game but I don't think many
new gamers will walk into this and be happy and heck I played a 2 person game of SPIs War in the Pacific and Europe combined on a huge
wall map for 6 months with tons of custom rules but since they were explained simply with later detail we could cruise thru turns.  Fun
part was catching German BCs, a CA, and DDs/TRs unloading troops in Reykjavik with 4 R-Class BBs, CAs, CLs, and DDs.  We used Europa
modified naval rules.  If its not fun it becomes a job.

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