Tactical Command
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Game length
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=1401
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Author:  CyberShadow [ Thu Dec 08, 2005 1:13 pm ]
Post subject:  Game length

In general, I am a really big fan of EA, to the extent that I am sure that I will be playing it probably for many, many years. However, one thing that I would like improved is what I call the breadth/depth ratio of the game.

It seems that EA is what I would call a broad game, and personally I favour deep games. By this, I mean that the individual turns are fairly action-packed and allow a lot of movement and freedom, but that the average game is only around three or four turns long.

My preference is shorter turns, but more of them, as I feel that this allows for greater strategy implications and flexibility in tactics, etc.

So, what recommendations would you guys have too make EA a deeper game (aside from the obvious 'larger point games')?

Thanks.

Author:  Steele [ Thu Dec 08, 2005 1:24 pm ]
Post subject:  Game length

The turn length is IMHO dependant on how many points you are playing, how many activation an army has, how fast thinking you and your opponent is, and the most important for me : How much fun & communication is between the players, even in tense tactical operations. I had games were a single activation took about 15 minutes to be decided and executed, and on the other side the shortest was about 10 seconds.
But regarding your demand for shorter turns : You must reduce/limit the amount of activations you can make in a turn, it would give you a stronger feeling to time critical operations beeing performed by the Formations. Or you may limit the amount of each weapon types you may activate a turn: e.g. 1 Air asset, 1 Artillery asset, 2 Main Battle assets (Armor/Infantry), 1 Support asset (Titans/Space Craft).

Maybe a beginning for you to elaborate...

Cheers!
Steele

Author:  nealhunt [ Thu Dec 08, 2005 4:47 pm ]
Post subject:  Game length

I think it's mostly a matter of the GT scenario rather than the game as a whole.

Author:  CyberShadow [ Thu Dec 08, 2005 6:36 pm ]
Post subject:  Game length

I was thinking about this more, and as far as I can tell, there are two reasons for 'shorter games': damage is inflicted quickly, or objectives are achieved too quickly.

I guess that there is little that can be done about damage being too easy to rack up, but then how many games actually end due to damage of the forces? If a game was played where the only objective was to destroy every enemy unit on the table, how long do you think it would last?

Author:  dptdexys [ Thu Dec 08, 2005 9:07 pm ]
Post subject:  Game length

One way to speed up opponents could be to have a time limit on each full game turn (similar to chess timing) and any activations not used when your time limit is up are lost,clock is then reset and next turn starts.

You could then extend the turn in which you check for goals until 5, 6 or even later.

Author:  Dobbsy [ Wed Dec 14, 2005 4:14 am ]
Post subject:  Game length

I agree. All that you need to do would be make it that you have to achieve the objectives by turn 5-6




Author:  Legion 4 [ Wed Dec 14, 2005 5:59 am ]
Post subject:  Game length

Smaller battles (Bn or less) with turn limits (5-6) ...

Author:  The_Real_Chris [ Wed Dec 14, 2005 6:18 am ]
Post subject:  Game length

Really, really easy :)

You have to think outside the GT scenario. It represents part of the war. You have action all around it. Have a short map debate/conflict first to get initial dispositions, increase the board size to 8x12 (in two parts) and deploy accordingly. This way some units have started their thrusts, broader objectives are at stake and I might add it radically changes artillary and aircraft (flak is less dense).

Author:  Irondeath [ Wed Dec 14, 2005 11:51 pm ]
Post subject:  Game length

That?s it, larger tables and... reinforcements/reserves. We played variants of the Assault scenario from Fanatic Mag, which has the defending player?s mobile troops arrive later in the game (Turn3 IIEC... was the attacker!) and this lead to very exciting later turns when the cards were dealt anew.

Escalating engagement style battles take a similiar approach.

As TRC says, you really have to think outside of the GT scenario and the problem is gone. Only drawback is that you?ll need slightly more time, I?d plan for an extra hour or two in medium sized games (3-5000Pts).

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