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Panzer General: Allied Assault» Forums » General

Subject: Feed back and Omaha scenario rss

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sly moi
France
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Hi all !!!

I've got this great boardgame and as many games i have, i studied its mechanisms.
It seems to work very well, as simple as efficient.

It could appear very hazardous during fights.
Too many cards can be played and diminish the power of very good units but, finally, all cards played must be payed by prestige points or by sacrifice so it is balanced in fine.
Perhaps the power differential between some infantry units and some armor units could be larger (because eliminate a Tiger division with a recruits just by playing good cards better than my adversary looks amazing and a bit strange ).
Sometime (often i can say) it is too easy to eliminate a unit and it cant return fire ; i think it is to speed the game.
That's my point o view (but i still think it is a very good game).

I've found too some historicals "mistakes" as on Omaha beach for exemple. I'm all right it was an historical heavy offensive but not in the Deck type for US side. I admit you need to balance adversity to have a playable scenario but having Pershing and sherman division on beachead is not really correct.
I would have allowed more bombardment cards for US to simulate naval support but the only beachead would have been infantry and perhaps light armor.
The amphibious shermans unfortunatly sunk historically and juste some light armor came after too many infantry losses.
I know it just a game and history could bypass it but as you create a really good game as historical, i think you can stay closer in the scenarios.
It seems that deck units of Omaha and Utah have been inverted... right ?

Once more, it's my point of view and i share it to you.

Sorry if my english writen is'nt so good, it's just not my first language (i'm not so far from Omaha beach ).
Thank you reading me.

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Kurt Weihs
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Tacoma
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Quote:
...the power differential between some infantry units and some armor units could be larger (because eliminate a Tiger division with a recruits just by playing good cards better than my adversary looks amazing and a bit strange ).


The card play represents other aspects in the battle besides just the unit involved. So, through card play your infantry might have accurate fire against the Tiger, but the cards also represent long range artillery, air strikes, etc.

I agree, this is a great game, but it is too abstract if you are looking for historical accuracy. Memoir 44 suffers from this as well despite the fact that it's a great game. If you want historical accuracy there are plenty of great titles out there to choose from.
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Darrell Hanning
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Jacksonville
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It's true that some of the strength ratings for different units - particularly in respect to each other - seem strange. (I, for one, think the armor attack rating for the M4A1 is about two points too high, but maybe the designer is factoring in that the M4 tanks usually outnumbered the German tanks, in the average encounter.) I don't think the game scale is division-sized units, though. I can't see them as being any larger than battalion size, since there are cards that only represent Tigers, King Tigers, Panthers, etc.

I know this - when I played the Metz scenario twice, it was very, very tough to take out the King Tiger, even with the action card modifiers and such. Consider that both sides get to play the action cards, and it tends to balance out, over time, while still leaving that occasional odd result.
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Steffan O'Sullivan
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Plymouth
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From the designer's notes in the rulebook:

"The notion was to dispense with true scale and an accurate simulation in favor of providing an engaging 'fun first' experience..."
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Darrell Hanning
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Sturmkraehe wrote:
Quote:
...the power differential between some infantry units and some armor units could be larger (because eliminate a Tiger division with a recruits just by playing good cards better than my adversary looks amazing and a bit strange ).


The card play represents other aspects in the battle besides just the unit involved. So, through card play your infantry might have accurate fire against the Tiger, but the cards also represent long range artillery, air strikes, etc.

I agree, this is a great game, but it is too abstract if you are looking for historical accuracy. Memoir 44 suffers from this as well despite the fact that it's a great game. If you want historical accuracy there are plenty of great titles out there to choose from.


I don't think that's a fair comparison. PG:AA at least make distinctions between the strengths of the various armor units and the various soft units. In M'44, an "M4A1" is identical to a "King Tiger", for instance.

Too, the terrain in PG:AA makes a bigger difference than it does in M'44.

Granted, they're both in the lower half of the realism spectrum, but M'44 isn't close to PG:AA.
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