Simon Mueller wrote:
That depends upon how you understand simulation value. The tactical wargame displaying squads and platoons is flawed per se as no commander could have the level of control, communication and information displayed in the games.
I partly agree with this, although some games such as CoH or CC have brought some innovative mechanics to reflect the lack of control and communicaton that was missing in previous wargames.
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Also I found that the more complex rules of a game are, the more gamey a system can get. While ASL for example may accurately portray what happens when a 75LL round fired from 500m hits the side armor of a Churchill tank, there's also a lot going in the game which - if happening in reality - is simply absurd, therefore lowering the game's "simulational value".
I also feel that ASL is a rather poor simulaton given the ridiculously high level of attention paid to the smallest details.
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CoH is a rather simple game, where you can apply the 4Fs and be successful game-wise. (The 4Fs: Find 'em, Fix 'em, Flank 'em, Finish 'em. WWII combat tactic.)
You're right. But when you come down to how those 4Fs work in practise, the game seems to have plenty of unreal and gamey tactics: It is incredibly easy to hit enemy units given the low morale of many units and the incredibly high firepower of some (such as German LMGs), op fire can only be used to fire at a single hex and renders the firing unit "used" for the rest of the turn, red FP units can support blue FP units when attacking armored units (even at long range), close combat is not simultaneous, the fixed end of each scenario opens the door to "end of the world" tactics, etc., etc.
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As another example it also pretty neatly portrays that squads can react very differently to incoming fire and not the same suppression-rout-elimination routine over and over again.
Damage chits are a nice idea. The problem is that IMHO that kind of system gives way to all sorts of random results that have little to do with good strategy and lots to do with pure luck.
Edited for typos
Last edited on 2008-11-20 14:04:00 CST (Total Number of Edits: 3)