From page 97 of the manual for Gary Grigsby’s War Between the States.
Movement Tips: The good news is you don’t have to count movement points, but you may be left wondering why you can’t make a move. Is it the or reaction phase? it winter? Does a leader with attached units have initiative? Are you moving from a friendly region another friendly region or an enemy region? What are leader specialty skill ratings and is one type of attached unit dragging entire force ability down? there a transportation line across river you are trying to cross? Has rail unit you are use for been demolished? The problem of movement becomes even more difficult when you get a combination of the above, such as reaction in winter with a force without leader initiative. It can be frustrating at times, but we think it effectively portrays reality of moving forces during American Civil War.
You know what else would be realistic? Being told why a move is invalid, so the general can do something about it. I doubt McClellan just stared at a torn up railway and wondered why his train wasn’t moving.
Jason Lefkowitz // Aug 12, 2008 at 4:31 pm
Reminds me of this classic rant on “realism” in gaming from Old Man Murray — they were ranting about the old World War II Online MMO, but the point is the same…
JonathanStrange // Aug 12, 2008 at 4:34 pm
Heh. That does sound like the proverbial “it’s not a mistake, it’s a feature” excuse for not providing the gamer feedback. One can almost hear ol’ Abe saying “Why doesn’t Gen. McClellan MOVE?!”
ascagnel // Aug 12, 2008 at 4:48 pm
You both make valid points. A general at first may not have information, and may need to investigate. IE: if there’s low morale, the men still might tell the general they feel fine, and the general would need to do outside research.
This sounds like there’s no option for that further research, so shame finger anyway.
Scott R. Krol // Aug 12, 2008 at 8:40 pm
I have mixed feelings on this. Clarity is perfectly valid, but at the same time one nice thing that computers can do that you can’t do in cardboard is to realistically simulate friction. Sounds like it succeeds at that.
Troy // Aug 12, 2008 at 9:45 pm
The simulation of friction is fine. It’s nice to have lots of little things that can impede movement and delay your plans. I’d just like to have a message telling me why I can’t move these five soldiers into Virginia. Is it a movement point? A weather thing? Lack of initiative? Something.
Jason Lefkowitz // Aug 14, 2008 at 3:48 pm
It occurs to me that if you’re designing a game (i.e. something that’s supposed to be “fun”) and you find yourself describing a feature as “frustrating”, you should probably take it out, no?