WIA3 and WIA4 (THE OZARKS CAMPAIGN) brought large
armies onto the field and centered on tactical engagements in the context of a
strategic campaign. WIA5 will change things around a little. The simulation
will be a two-player, strategic level only simulation that used much smaller
forces. The victory conditions will be
based solely on control of territory in the form of a victory location in each
of the campaign theatre’s towns. Points
will be awarded for victory locations controlled, and each player will receive
a score the campaign. The simulation can be re-run multiple times with
different players using different commands, who can then compare their scores.
The simulation concept has a
commander (the player) with a division-sized autonomous command. He has the
objective of controlling as much of the command theatre as possible by
occupying towns. He must maintain his own headquarters at his base of supply / headquarters town. He
will give daily orders to his subordinate commands, and receive daily
reports. The military problem will be
how to allocate his forces to control as much territory as possible. Where does he send a brigade? Where does he
send a regiment? Does he split a regiment and send a battalion somewhere? How
does he supply distant commands? Fortunately, the opposing player faces the same
problems.
Battles rarely turned out the way
commanders expected. Subordinate commanders sometimes did not carry out orders
and/or performed worse (or better) than expected. High command usually had very
little influence over the tactical aspects of a battle or campaign. In WIA5,
players will experience this aspect of command and have little to no tactical
control. Battle outcomes will be based on deployment locations, formations, the
number and type of quality of troops committed, and whatever AI does.
More information will be coming
out later this month…
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