Hello,
turn by turn 1 hour is really too much.
1/2 hour should be much better.
Why ?
because as player, we don't have the allowance to use rear units (reserve or 2nd echelon) to move into the vacated hex neither the attacking untis can move into such an hex and 1 hour is too much for that.
In your first campagn as german, crushing britsh is easy but if they rout at the start of the 1 hour time, you lost ALL that turn doing nothing beause you can't move.
you can't enter vacated hex neither exploiting cause your further move is halted/cancelled regarding the stacking rule. rear unit can't move into first line troops and first line troops can't move cause no orders to move.
now 1/2 a turn allow better ue of exploiting manoeuver which is the main purpose of the desert war
Ofc, this is how i feel the game and my 2 cents
Regards
Ebn
I agree with the general point, but not about the half-hour turns. A better approach would be to stick with one-hour turns, but allow pre-set move orders to be carried out once an enemy routs out of the hex. In reality commanders would have been given objectives, e.g. take El Alamein, they wouldn't be told to defeat the enemy outside the town and then wait to be told what to do next. Again, just my 2 cents. I prefer a more realistic approach, and I don't think it would have been normal for commanders to be issuing new orders every half-hour.
Thanks for the game. I really like the approach you've developed.
You have a good point there, Ebn! I'll add to the task list to add some options for the player to change the length of the We-Go mode.. Thanks for suggesting!