From: ski@csd4.csd.uwm.edu (Andrew John Urbanski)
Newsgroups: rec.games.board
Subject: Re: Fire in the East
Date: 4 Jan 93 10:21:31
Organization: The Collective Unconscientiousness
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In-reply-to: jdp@caleb.UUCP's message of Mon, 04 Jan 1993 01:46:01 GMT

>>>>> On Mon, 04 Jan 1993 01:46:01 GMT, jdp@caleb.UUCP (Jim Pritchett) said:

   Jim> Mostly we haven't imposed time limits.  We usually allowed
   Jim> something like 3 or 4 hours per turn for each side.  Usually
   Jim> we didn't have a fixed limit.  At the cons, we did have fixed
   Jim> (and very short) time limits.  In my opinion, short time
   Jim> limits hurt the Axis player more (his decisions are more
   Jim> critical.)

I've found that time limits work very well in improving several areas
of game play.  FITE/SE are operational level games on a strategic
scale.  Quite a few people I've played with have failed to recognized
the strategic scope of the game.  They do well in such areas as
calculating overrun stacks, figuring the best combat odds, and
maintaining optimal force ratios, but fall short on determining
objectives or handling reserve forces.  In my experience a suitable
time limit discourages such micro-management, and rewards forward
planning and the flexibility of reserves.  Besides this important
redirection of attention in play style it also provides the obvious
advantage of increased speed of play.  In a world where few of us can
devote our entire lives to our favorite pass time, this is not to be
under rated.  :-)

Planning can be conducted largely during an opponents turn.  It
amounts to knowing where you stand (current position) and where you
want to be (objectives).  Also important is the effective assessment
of your opponents position and his potential to interfere.  The wide
spread use of reserves (local or strategic) allows you to more
effectively (and quickly!) reaction to your opponents initiatives or
exploit his mistakes.

I've played three games which have used time limits (and finished
two!).  The best example of the above incentives was during a game in
which the Germans were allowed 3 hours per turn while the Soviets were
given 2 hours.  We had two players to a side, and allowed unlimited
time for setup and the German surprise turn.  I played on the German
team, and we suffered a marginal defeat at game's end.  It worked
well, and was a highly enjoyable game.

-Now for something completely different-

About my biggest gripe about this game system is the totally
encumbering rules for air warfare.  Air superiority is simply way too
awkward.  I've never even played a game which used patrolling "cause
it's to slow".  Anyone have suggestions, comments, or house rules
which address the air rules.
--


+-----------------------------------/\-----------------------------+
| ski@.csd4.csd.uwm.edu            /()\                            |
| Urbanski, Andrew John           /    \         Illuminated       |
| Seeker of True Wisdom          /      \                          |
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Newsgroups: rec.games.board