I just noticed that the Axis player ( I assume it's the same vice versa- but favours Axis because of the way first-turn schedules and replacement schedules overlap) can add replacements after the first Allied attack on an Allied first-turn day. so Axis can add replacements to a unit immediately after they are attacked and take losses - right in the next impulse!
Maybe make Axis ( and same vice versa) add replacements only before all attacks if possible?
Replacements after first enemy attack
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- Senior Corporal - Ju 87G
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- Lance Corporal - Panzer IA
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Re: Replacements after first enemy attack
Yea, the player who gets the first move gets to add replacements first. It's the Axis before the 23rd and the Allies after. The Axis really don't get that many replacements. Just a few here and there.
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- Senior Corporal - Ju 87G
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Re: Replacements after first enemy attack
sorry, my point wasn't very clear - I meant really that it seems a bit odd to be able to add replacements directly after an attack (replacement units teleporting instantly to where they're needed!) which is what the current setup does in the circumstances i describe
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- Administrative Corporal - SdKfz 232 8Rad
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Re: Replacements after first enemy attack
You make a reasonable point but I think it's designed this way to speed up async play.
If both players allocated their replacements prior to the first impulse being taken then you'd have the following situation for a new day:
1) 1st player allocates replacements
2) 2nd player allocates replacements
3) 1st player takes first impulse
4) 2nd player takes second impulse
The current design scales this down to:
1) 1st player allocates replacements + takes first impulse
2) 2nd player allocates replacements + takes second impulse
One of the main design decisions seems to be to eliminate the need for interaction from the opposing player within the active players turn as much as possible. And whilst it may throw up a few anomalies like the example you've described, overall I think it's a good move.
If both players allocated their replacements prior to the first impulse being taken then you'd have the following situation for a new day:
1) 1st player allocates replacements
2) 2nd player allocates replacements
3) 1st player takes first impulse
4) 2nd player takes second impulse
The current design scales this down to:
1) 1st player allocates replacements + takes first impulse
2) 2nd player allocates replacements + takes second impulse
One of the main design decisions seems to be to eliminate the need for interaction from the opposing player within the active players turn as much as possible. And whilst it may throw up a few anomalies like the example you've described, overall I think it's a good move.
Re: Replacements after first enemy attack
For what it's worth, "replacement" is largely reorganization, where a damaged unit restructures to restore combat effectiveness. A six strength unit knocked to three hasn't lost half it's equipment and men. A few radios and key people make a big difference.
But your larger point is correct: the replacement mechanic is abstract. Hopefully not too abstract for this game!
But your larger point is correct: the replacement mechanic is abstract. Hopefully not too abstract for this game!
Re: Replacements after first enemy attack
This is exactly correct. We originally had both players allocating their replacements before anyone got to move, but it led to exactly those problems on GameCenter. After all, how would you like to get a turn only to find out that *all* you get to do is hand out one replacement point, then pass it back to your opponent? We wanted to make sure that if we were making you open up the game, it was worth your time to do so.Yojimbo252 wrote:You make a reasonable point but I think it's designed this way to speed up async play.
If both players allocated their replacements prior to the first impulse being taken then you'd have the following situation for a new day:
1) 1st player allocates replacements
2) 2nd player allocates replacements
3) 1st player takes first impulse
4) 2nd player takes second impulse
The current design scales this down to:
1) 1st player allocates replacements + takes first impulse
2) 2nd player allocates replacements + takes second impulse
One of the main design decisions seems to be to eliminate the need for interaction from the opposing player within the active players turn as much as possible. And whilst it may throw up a few anomalies like the example you've described, overall I think it's a good move.
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- Senior Corporal - Ju 87G
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Re: Replacements after first enemy attack
Thanks for the good explanation guys!