The trick is to devise a system that provides
satisfying realism without excessive headaches. This
Take the % of food supplies and provide that % of the
12
(14) days
movement as "fed", rounding Down
and its variations seem unduly complex compared to the
limited pleasure they provide.
I have another proposal for a good system: the current
one. The current system suits the game well.
In most cases, if armies have food, they move as fed.
If lacking food, they can get more -- but not an
endless supply -- from their own pop centers or those
of friendly nations. Or they can buy some, or transfer
some from another army or pc. If they don't, their
movement rate is slowed and some hexes (mountains)
become inaccessible.
That's appropriately complex for this game. It's a
good cut above Risk yet mercifully simpler than, say,
Fire in the East. (Anyone know this leviathan game?
WWII at the squad level: the Russians have NKVD troops
to fire at retreating soldiers, and the map for Poland
is bigger than many living rooms. Readying the Russian
front takes roughly 30 hours -- and then the Germans
can set up.) Accurate, yes, but more of an endurance
trial than a barrel o'fun.
The debate here over the trick of merging a large
unfed army into a small fed one for full movement
occurs a minority of the time. I've done it, and maybe
you've done it, but it's still a small fraction of all
army moves.
And there will always be such tactics in a game of any
complexity -- in fact, the possibility for such
mechanical manipulation increases as it becomes more
elaborate. You can avoid it by playing Risk.
It isn't necessarily better to make a game more
complex or even more logical if that means more
complex. The army movement rules are sufficiently
intricate now, and it's actually a pretty good system.
Dan
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