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Messages - cdwjava

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Game Design / Re: Differences from A&A
« on: December 13, 2005, 07:37:31 PM »
Gentlemen,

Thank you for the replies.  Sorry I had not responded earlier, but life got a tad hectic there for a while and promises to remain so for a time ... AND I was changing computers and ISPs at home, so I had a few technical glitches.

My friends and I have always enjoyed A&A, but, we have gotten tired of the pretty standard maneuvers that have come to pass.  There also comes a time when you can predict a victor depending on the circumstance and the game grinds to a halt due to lack of interest.  It may be us, but the lack of variety and depth in A&A became apparent and we longed for more.

And while World in Flames is my spot on favorite WWII game, it is just so complex as to be impossible to play over time.  I think the furthest I have gotten with an opponent was late 1942 and that took us several months.  Then children and real life interfered.

I really am intrigued at the unit variety and what appears to be a relatively tolerable rules complexity ... not too convoluted, yet not too simplistic, either.

But when a game costs as much as a Thomas Kincaid painting I bought for my wife last year ... well, I suppose you can see the dilemma.  (Yeah ... I know ... what can you do with a painting?  But ... my wife was HAPPY with the painting - and that means I was not UN-happy ... a game on the other hand take a different kind of selling.)

Ah, the dilemma!

Unfortunately, I wouldn't be in a position to make a purchase until well after the Holidays anyway.  Three kids is a killer on the discretionary budget!

 - Carl

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Game Design / Differences from A&A
« on: November 10, 2005, 02:56:18 PM »
Okay ... I'm intrigued.  But, before I engage in a potentially debillitating "discussion" (a very loud one, I predict) with my wife regarding such a hefty game expenditure, I'd like to know a little more about how this monster game differs from A&A.

I read the naval combat example and liked what I saw.  I was curious about the concept of a "light carrier" for the Japanese ... thus implying that there were multiple classes of this and, perhaps, other ships.

How does land combat work?  How do economics differ from A&A?  How many unit types are there?  What about R&D - how is that handled?  Is movement simple area to area, or is there a strategic movement concept built in as well?  Special resources?  (I'm sure I will have more questions as well ...)

Any info I can get will help.  While I may be intrigued, before I suggest to my wife that I spend over $1,000 of my ... er, OUR (sorry, hon) money, I need to be able to see that this is a game worth possibly spending the next few years worth of game funds for ... or working a heck of a lot of overtime!

 - Carl

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