tag:blogger.com,1999:blog-564665832206723792.post2429833353663476190..comments2008-04-23T04:51:23.465-07:00Comments on MY WARGAMING CORNER: Our first club AWI gameSimonhttp://www.blogger.com/profile/01350893938778685169noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-564665832206723792.post-8944851869937551372008-04-23T04:51:00.000-07:002008-04-23T04:51:00.000-07:00..ditto Giles's comments - interesting write up........ditto Giles's comments - interesting write up... the eternal conundrum - realism and playability... <BR/><BR/>..I guess the key is hitting the mid-point between the two!<BR/><BR/>PS. Last two photo's don't enlarge when you click on them?Stevehttp://www.blogger.com/profile/07077311120172727690noreply@blogger.comtag:blogger.com,1999:blog-564665832206723792.post-20392200532370208832008-04-23T02:07:00.000-07:002008-04-23T02:07:00.000-07:00Good review and excellent pics! It is the disrupt...Good review and excellent pics! <BR/><BR/>It is the disruption point system that seems to annoy people most about BG, usually because the attacking player gets frustrated when his attack becomes bogged down, as you found in this game. Unfortunately for the Brits, that's usually what happened in the war! It is very hard for a frontal assault to achieve quick results in BG, unless you are very lucky with the die rolling or catch the other side in the flank, as Howe did at Brandywine. <BR/><BR/>If you read "Battlegames", I have a short piece about this in issue 12's "recce" section. I suppose ultimately it's a choice between "realism" and "playability", and as you say those who favour the latter will adopt some house rules. <BR/><BR/>Best wishes<BR/><BR/>GilesGileshttp://www.blogger.com/profile/01431052344684945450noreply@blogger.com