vonBredow wrote:I agree, 30 days-turns are way too long.
Could it somehow be made optional? Like you can also select 15 days in the game? Too hard to implement?


). Keeping on an armys' tail shouldn't be as difficult as hitting the funnel-tube with your jetplane in an inflight-refueling-attempt. Enagging it in battle is, of course, a different matter, but there are separate mechanics for that (combat-stances and retreat-attempts prior to battles; force marches, clever use of terrain/roads, etc.).
JacquesDeLalaing wrote:I have to say that I fully agree with Meagher. There has been a similar thread in which I made clear why (especially post #12): http://www.ageod-forum.com/showthread.php?26543-March-in-AJE. I really doubt that general A was leaving Rome, eager to engage the enemy in the alps and went like: "Oops, missed them. Damn! Now they're in Sicily" (intentionally exagerated example). Keeping on an armys' tail shouldn't be as difficult as hitting the funnel-tube with your jetplane in an inflight-refueling-attempt. Enagging it in battle is, of course, a different matter, but there are separate mechanics for that (combat-stances and retreat-attempts prior to battles; force marches, clever use of terrain/roads, etc.).
The campaign-length is not really an argument for me. I won't care about finishing a campaign if the gameplay feels arbitrary. The priorities need to be set differently in my opinion. The campaign-length wouldn't be a problem if there were more smaller scenarios.
JacquesDeLalaing wrote:In my opinion, portraying wars that went on for several years across all of Europe and the mediterraenean theatre, and in which mid-term political decisions and "recruitment" of new troops interfere with what I still hold as the core of the game, namely warfare on the operational level, is not the best way to go. I’d actually love to have games based on single campaigns, rather than on entire wars. We would need smaller, but more detailed maps, shorter round-intervalls.
caranorn wrote:2) Where I agree is that of course NCP's map scale did not allow a good representation of Napoleonic manoeuver and strategy. But the solution would not have been to up the scale to a more strategic level, but rather the opposite to make smaller regions to allow for manoeuver and look at ways for forces to react to the enemy, either automatically (based on leaders, doctrine and random factors) or semy-automatically (adding orders similar to the current stance and posture)...
you might guess why I feel overwhelmed...) player, you need quite a lot of time to rotate ca. 50 individual hussar/cossack-units around (back and forth from supply points). It's really hard work that massively turns me off. Yet I don't want to omit what should be a central aspect of the game (raiding, reconnaissance). It's a case in which I think the big scenarios don't fit to the "operability" of the game/ the scale of the mechanics at all. Having individual regiments of Hussars as the core unit is good for a game focused on a single army/campagin, but once you're in command in 8 armies, it is suboptimal to say the least. But then again less units are no solution either, because reconnaissance works via a certain balance (amount of units versus amount of regions - of course one could give scouting units a larger "field of view" - 2 regions instead of 1 - but this comes at the cost of operational fine-tuning and depth). Here the scale of the game/scenario simply does not fit to the mechanics, which results in horrible operationability (=tedious and repetitive micromanagement): if you want to make proper use of the depth that the mechanics allow, you will have to move around individual hussar units for ca. 5-6 minutes every turn. I think that NCP, with its rather large armies, suffered from the same problem.
). So many operational options and fine-tuned gameplay is lost to oversized turn-intervalls - this is my problem with AJE.
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