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Strike of the Eagle» Forums » General

Subject: How much control? rss

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Geo
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Because of the fog of war (blocks), card events and hidden orders, i wonder how much control a player has.

Is the winner determined by the best strategy overall or by the best bluff?

 
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Gordon J
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Good question. Players have as much control as one could have in "the fog of war". But seriously, I have played it twice and I think if you have a good strategy you will be well served, there is bluffing for sure, but that adds to the realism of war, the unpredictable nature of it. The main thing I found is to be wary of keeping your units in supply and know when to take a chance when the opportunity arises. I have liked it a lot so far.
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Martin Gallo
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I have not played this game yet, but in other block games bluffing can be a very effective part of the strategy. I found this especially true with Rommel in the Desertfor some reason.
 
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James Palmer
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I find the game will be won pretty evenly based on overall strategy, smaller scale tactics, and deceiving/bluffing the enemy.

The blocks, like in most block games I've played, don't add a huge amount of fog of war. You will generally know what's there (either because it's still the same as a set up or you've engaged that group of blocks in battle or "reconed" them before.)

Card Events can have a huge effect, for sure, and can surprise, but they are in short supply and playing one is very expensive to do.

The orders provide the most bluffing and fog of war, but there are only so many good places to attack, and one can choose to play conservative and account for all the major possibilities, so it depends on how "risky" the player wants to play.
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Was George Orwell an Optimist?
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Felkor wrote:
The blocks, like in most block games I've played, don't add a huge amount of fog of war. You will generally know what's there (either because it's still the same as a set up or you've engaged that group of blocks in battle or "reconed" them before.)

As a point of comparison, I'd say that fog of war from the blocks is far less than in Napoleon's Triumph, where strengths of units deployed at start is unknown. This is balanced by combat resolution, which is entirely deterministic in NT, but in SOTE typically involves drawing cards for combat bonuses, which can range from 0 to 4.

I find the interactive order placement fascinating in SOTE, providing the ability to feint and bluff along with a fine balance between planning and reaction. Altogether a fascinating system.

(Note: I've only played SOTE once so far, so weigh my comments accordingly).
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