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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Tue Apr 24, 2007 5:52 am

I'll see that the stringent original activation rule makes it back (as an option) in the next BOA improvement (the so-called BOA 2.00). Hold your patience for another few weeks :siffle:

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Tue Apr 24, 2007 5:58 am

and the cohesion rule...
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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runyan99
Posts: 1420
Joined: Tue Dec 19, 2006 6:34 am

Tue Apr 24, 2007 6:37 am

PhilThib wrote:I'll see that the stringent original activation rule makes it back (as an option) in the next BOA improvement (the so-called BOA 2.00). Hold your patience for another few weeks :siffle:


If an optional activation rule is applied, supply gets fixed so that it actually matters, and cohesion gets added so that battles get broken off more readily and casualties tend to go down, that will make for a radically different game. It might even start to resemble the actual war for the first time. That will be interesting.

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Carrington
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Posts: 198
Joined: Wed Jan 03, 2007 3:53 am

Mon May 21, 2007 2:13 am

Great posts Runyan and Wilhammer. I'd been concerned about that, and you're right, there is a sort of Crusader feel to the game as it is...

I agree that your idea of planning points may be too deterministic... but have you played with the CDGs like Paths of Glory or, more relevant, For the People and Wilderness War?

In essence there, the high action cards (that will activate a slow leader like Gage) are often good for other uses as well -- these trade-offs tend to slow down the campaigns pretty radically.

It's not clear what the cards literally represent (beyond limited strategic resources), but they do a lot to keep slow movers enmeshed in the fog of war.

A cool trade-off for the game would be something like having a choice of activating Gage or bringing in earmarked reinforcements. I don't think a mechanic that forced that choice would raise as much of a player outcry -- it wouldn't seem quite

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