@Argothair said in Why is Global better than Revised?:
Very interesting, thank you. So, digging a little deeper, can anyone articulate what it means for something to be a “wargame” or why G40 would scratch the “wargame hunger” better than Revised? In concrete terms, why does G40 feel like a wargame?
The gist of it is that G40 has a higher level of complexity and scale than Revised, in terms of number of territories on the board, distinct unit types, special rules/scenarios, how scripted the opening moves are (in the big picture, I mean), etc.
Take your average wargame. Hex-based Grid, super-historically accurate setup (with minor concessions for balance reasons), Chits corresponding to individual unit/battalions/whatever (this differs based on the game). Wargames also typically cover the full timeline of the war, with certain historical events more-or-less pre-determined (i.e. France will lose to the Nazi assault in 1940 every time. Germany will need to declare war on the Soviet Union ever time, USA will enter the war on the Allies’ side after either Japan attacks them or certain conditions are met, etc.).
Does this sort of thing sound more like Revised, or G40? Clearly the answer here is G40. Revised has a comparatively static initial board state set late in the war (~1942), that isn’t historically accurate (i.e. “Pearl Harbor” happens J1 despite the Germans already being more-or-less set up to make their doomed attack into Stalingrad, but somehow the Russians get to make the first move? Also Germany/Italy just gets to take Egypt at the start of the game?). Meanwhile, G40 starts you off in a relatively accurate representation of 1940 Europe, with things like the Molotov-Ribbentrop Pact, the Soviet-Japanese Non-Aggression Pact, America’s Neutrality, and Japan not yet being at war with most of the Allies all being present and accounted for.
Revised, when played at a high level, looks nothing like World War 2 in terms of strategies used by the Players. G40 doesn’t either, but it comes a lot closer than Revised does. That’s why I call G40 “close to a wargame” rather than giving it the full distinction.
But what else are you going to do? Either the action has a central focus (in which case people will complain that the only thing to do is go right for the center) or the action doesn’t have a central focus (in which case people will complain that it feels casual and screwy and ahistorical and winds up in stalemates where you trade the same peripheral territories forever). Maybe I’m feeling too philosophical today to talk sense. I’m just trying to figure out what makes A&A games fun and what makes them frustrating, at a really abstract and general level.
What makes a A&A game fun/frustrating is a subjective question, I guess I’ll give you my take:
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Fun - Relatively quick compared to other wargames.
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Fun - Straightforward-enough rules, but not for babies like Risk or your typical Milton Bradley/Hasbro game.
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Fun - Exciting World War 2 Action.
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Fun - Decent-to-huge variety in strategic options available to the player. You’re not forced to follow history 1:1.
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Fun - While luck is a factory, the better player will usually win due to skill.
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Fun - Asynchronous Gameplay. The Axis start with more Power, but less Economy. The Allies start with more Economy, but less Power. The Axis have to try their best to gain the economic advantage over the Allies before the Allies’ superior economy allows them to overpower the Axis’ starting advantage. It’s like picking White or Black in Chess, but on a much higher level than just “who goes first”.
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Fun - Ability to make custom scenarios easily, as the simple rules lend themselves easily to modifications, as shown by the hard work a lot of people do on this forum.
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Frustrating - Once optimal play is found for a map, most games usually come down to arguments about bids and dice rolls.
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Frustrating - Because of the OOB system, games can be decided by single rounds of combat if one side rolls well.
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Frustrating - Grind Games. While some long, drawn out games can be breathtakingly exciting, more often than not you’re staring at 20 turns of swapping some clay in Ukraine/some territory adjacent to Moscow and waiting for something exciting to happen while looking at the clock. Face-to-Face rules that impose a strict turn limit do a lot to alleviate this, though.