Portal
The Eminem of ASL
Just finished a Tunisia CG with my local FTF opponent in Calgary, which ended with my Allied resignation in late March 1943. The Germans pushed the Operation Torch elements all the way back to Algeria, and the 8th Army push through the Mareth Line had stalled with no relief in sight. The Axis had air superiority and logistics advantage at this point.
With this being my 3rd OCS CG effort, I'm starting to build some impressions of what I like and don't like with this system. I like the logistics management which force time and resource management for offensive operations. You just can't attack and run around the map at leisure. The straightforward combat systems support good flow of play. This system seems ideally targetted for 20-25 turn longer scenarios which give enough time for the logistics issues to become apparent yet don't require the players to go at it for real-world months on end.
However, IMO, the jury is still out for CG play (70+ turns) with this system. There is no real strategic purchasing of reinforcements. There is no break-up of scenario dates for a strategic phase, like an ASL CG. All units arrive either through a fixed reinforcement schedule, or through minor variable unit replacement involving random dice rolls. The 2 full CG designs (Tunisia and DAK2) I've played both seem to have reasonably lengthy dull portions where neither side has many options to advance the bigger picture until particular mandatory events happen.
I think I will cancel my Case Blue pre-order until it comes to market and word gets out that there are a bunch of good 20-25 turn scenario designs inside. The 2 x OCS products I've played so far have lesser-emphasized scenarios compared to their focus on the full CGs.
With this being my 3rd OCS CG effort, I'm starting to build some impressions of what I like and don't like with this system. I like the logistics management which force time and resource management for offensive operations. You just can't attack and run around the map at leisure. The straightforward combat systems support good flow of play. This system seems ideally targetted for 20-25 turn longer scenarios which give enough time for the logistics issues to become apparent yet don't require the players to go at it for real-world months on end.
However, IMO, the jury is still out for CG play (70+ turns) with this system. There is no real strategic purchasing of reinforcements. There is no break-up of scenario dates for a strategic phase, like an ASL CG. All units arrive either through a fixed reinforcement schedule, or through minor variable unit replacement involving random dice rolls. The 2 full CG designs (Tunisia and DAK2) I've played both seem to have reasonably lengthy dull portions where neither side has many options to advance the bigger picture until particular mandatory events happen.
I think I will cancel my Case Blue pre-order until it comes to market and word gets out that there are a bunch of good 20-25 turn scenario designs inside. The 2 x OCS products I've played so far have lesser-emphasized scenarios compared to their focus on the full CGs.