Following on from the previous poll in this series, this poll ask you indicate what thing is likely to alienate you from the process.
It is important that all understand that sets are intended for this community as whole. Thus, a single vote. With a understanding that this aims to develop a weighting, rather than a black-list.
Seems i can't edit the poll. So if you dont feel your represented by these options. Create an independent thread and ill link it here if applicable
This poll looks pretty inconclusive (or maybe broadly inclusive?) with the exception of too many "what-if" units. I get it, but I feel sorry for the late war Axis players.
At any event, my personal opinion is we have pretty much mined out this game's vein.
The one big area this game really doesn't do well (not counting reality simulation) is convoy warfare. I am not a game designer so I don't know what additions it would take to make convoy protection and attack scenarios work. My guess is it would require a combination of expanded rules and unit abilities. And that gets darn close to an entirely new game anyway. I would be curious to know if RB had any ideas beyond the somewhat half-hearted attempt in the rulebook.
I think it is possible to cobble together some coastal warfare gaming already if you create a map with some island and/or coastal terrain and pair that with Darkness. Most small craft coastal warfare was conducted at night. I would also take out Objectives as with the Distance Rules. But then the game would lack a focus and motivation to play aggressively. There might be a few simple rules to add to make that work, but I don't know what they would be. Does the Warlord Games coastal naval game provide any suggestions?
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This poll looks pretty inconclusive (or maybe broadly inclusive?) with the exception of too many "what-if" units. I get it, but I feel sorry for the late war Axis players.
At any event, my personal opinion is we have pretty much mined out this game's vein.
The one big area this game really doesn't do well (not counting reality simulation) is convoy warfare. I am not a game designer so I don't know what additions it would take to make convoy protection and attack scenarios work. My guess is it would require a combination of expanded rules and unit abilities. And that gets darn close to an entirely new game anyway. I would be curious to know if RB had any ideas beyond the somewhat half-hearted attempt in the rulebook.
I think it is possible to cobble together some coastal warfare gaming already if you create a map with some island and/or coastal terrain and pair that with Darkness. Most small craft coastal warfare was conducted at night. I would also take out Objectives as with the Distance Rules. But then the game would lack a focus and motivation to play aggressively. There might be a few simple rules to add to make that work, but I don't know what they would be. Does the Warlord Games coastal naval game provide any suggestions?
Going to shift a response to the second half of your reply to a new thread
One thing that I don't love and I'm likely a minority here... Is when we do something SWO or Brigman has already done. To me, this is just unnecessary duplication and we have lots of other things that could take that slot. I still buy the deck and use whatever my preferred version of the unit is but still not ideal.