| Bill Peters,
 Thank you for your own version of a "Wish List" for future
 enhancements.  You didn't comment on the "Density View",
 but I will assume that you would want these other enhancements
 first.
 
 I thought I would create a separate thread for general discussion
 about your enhancement of officer game mechanics.
 
 First, I would like to point out that if so much is going to
 depend on the officers, then I would like to see MORE officers!
 
 I am attempting to repair the disorder of my units on the front
 line **AND** un-do the rout status of units in the rear ... all
 with the same officer.
 
 In REALITY, there were lots of officers to do all these things.
 
 So, to increase the game's reliance on officers may be a nice
 touch.... but only if it comes with OOB modifications giving us
 more officers too:  line keepers, sergeants, captains.
 
 Secondly, I would like to comment in general about the difference
 between "playability" and "historicality".
 
 While the suggestions you make are ABSOLUTELY consistent with
 increasing the "historical" and "realistic" nature of the game,
 there is the issue of "game play" that needs to be addressed.
 
 I am currently in the midst of the Battle of Bunker Hill.
 A very interesting game.... but the amount of time I spend
 drilling down into hexes.... trying to figure out which
 unit belongs to which officer..... while at the same time
 trying to read the fine print to distinguish between the
 "18th" and the "16th"... and so on.
 
 Well, frankly, its agonizing.  I am spending WAY MORE TIME on
 managing the invisible details of a hex than I am FIGHTING.
 
 And while I am a firm believer that LOGISTICS is king....
 there really ought to be a better way of reducing the amount
 of time FIDDLING within individual hexes.
 
 This is one of the reasons why I am designing a few variant
 games that either DRAMATICALLY increases soldier counts in
 "counters" (to reduce the focus on stacking).... or to simply
 reduce the amount of stacking allowed.
 
 As I have written in prior posts, the fact that we stack at all
 is purely a game mechanic "hang over" from the board versions
 of strategy games..... where stacking is necessary in order to
 have any hope of getting the spatial size of a hex in-line with
 the number of troops a hex could support.
 
 I believe one of the reasons CCC games tend to be bloodier than
 historical scenarios is because of stacking rules.
 
 If we could increase the average numbers in a counter, or reduce
 stacking (or both), there would be more game play, and less hex
 management... and maybe battles that were less bloody than we typically have.
 
 But I digress.
 
 Generally speaking, I very much like your "officer" enhancements.
 They seem to be very consistent with my approach to a game variant
 where I plan a much higher ratio of "officers counters to unit
 counters"!
 
 Regards,
 
 George Brooks
 Tampa, FL
 
 
 |