PPS I really like NOT having an economy with industrial production and mass cranking out of units. When fighting with predeployed units, to me it feels like I'm micro-optimizing a pre-existing situation, rather than making large strategic choices. What to bring and where to deploy them is a major part of strategy. ![]() PS while we are considering other games, it's really nice to be able to select and deploy forces, (eg point buys) not just play a fixed scenario. I know OAoW covers Nato and Soviet union quite well, but, the time stamping thing. Heck I'll play sci-fi also, so long as there is some kind of armored maneuver combat. Something like War in the East and OAoW but covering a soviet invasion of Europe might be just the right thing. Are they both about the same gameplay experience? Does one or the other have better AI? (a good AI opponent is important to me) War in the East also appeals to me but I like the way OAoW covers any conflict, in fact I am a lot more interested in WWIII Soviets vs Nato battles than WW2. How do people like the time stamping in the latest version? Are there tricks/techniques that make it not really a big deal? Does this feature ever become fun, or at least unnoticeable, instead of a pain?Īs for just getting a diffferent game to avoid the issue, I'm considering Grigsby's War in the East - seams like a very similar game, grand strategy at an operational/theater level with depth and realism and a good AI (although limited to a specific campaign) but without the micro-turns. To elaborate, I understand some streamlining and improvements have been made to the time stamping, such as an averaging mechanic where one long battle no longer negates many short battles. So that is my problem with OAoW, and HERE IS MY QUESTION: Do you think I could just get used to and get proficient with the timing system and learn to like it? Or is there another game out there which will scratch the same itch? Why not simply have more turns with shorter movements and attacks happening in each turn, if more granularity is needed? ![]() Having movement points and attack capability available that I have to be careful NOT to use is painful. ![]() Something is wrong in a strategy game when carefully managing sub-turns in order to minimize wasted unit utilization becomes as or more important than good strategy and tactics. I like to meticulously plan my maneuvers and assaults, but carefully micromanaging the amount of movement points spent per sub turn and carefully timing the arrival and attack of units combat by combat along a front in order to avoid prematurely ending the turn and leaving half my army standing around doing nothing, doesn't feel like realism, it feels like a programming flaw. I'm looking for a grand strategy wargame and really loved Operation Art of War when I played an earlier version back in the late 90s, EXCEPT one thing - the way your turn is broken up into ten little sub-turns which require careful management drove me absolutely crazy.
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