I’m curious, from a gameplay enjoyment standpoint, what is the benefit of separating the purchase phase from the placement phase, by interjecting the combat move/battle/noncom move phases between them? I mean other than tradition?
Because I don’t see a major problem with just shifting the purchase phase to some penultimate position in the phase order right, before placement. So long as each player receives the same benefit, of being able to choose their purchase after the combats are resolved, I just don’t think it would have a negative impact on the gameplay or game enjoyment. It would resolve all the problems mentioned in this thread, and accelerate the pace of the game considerably.
I can understand the idea that OOB these units are being purchased = “trained in advance, under fog of war conditions” but is it really even necessary to model this, given how abstract time is in this game already? I honestly wouldn’t have a problem if the game phases looked more like this…
Research/Repair
Combat Movement
Combat
Non Combat Movement
Purchase
Place
Collect Income
I think the gameplay would be just as enjoyable, and the game would resolve faster, with less purchasing errors or problems along the way.
The only complication in adopting such a scheme would be landing air on a newly purchased carrier, but honestly, you could just ditch that rule. I mean how weird is that rule anyway?
Picture this…
They christen the new ship with a bottle of champagne against the hull.
The band starts playing, crowds of people begin waving flags, elated to sea the new ship hit the water for the first time.
Just then, fighters returning from the heat of battle, start skidding in and landing on the deck!
I mean, how real is that anyway?
:-D
Perhaps even more to the point…
Why should the enemy get to know what forces you purchased before the combat phase? From a metagaming standpoint, the defender can then use this knowledge to determine what sorts of casualty selections they make or whether to scramble or intercept, which just seems a bit weird. Sure you could write it down in secret, but in that case why force the players to make another step in a game already full of steps? If you shifted the purchase phase, you could again get rid of this issue. For me the actual gameflow and gamplay would trump whatever you lose in imaginary interpretion terms, from saying the money always has to be allocated beforehand to such and such, because this mirrors reality somehow.
Its just as easy to say that “time is abstract in this game.” And because game time is abstract, you can thus call up your units and place them at the same time, though in real life of course this process represents weeks and months of advanced planning. Who really cares about the abstract interpretation, if it makes the game better? and prevents common errors, and encourages people to play faster games, that resolve in a more timely fashion? I don’t care, anyway. For me it would be better just to have purchase after combat, and let the warfare determine what you buy. But I guess there is that force of tradition.
I just see so many purchasing/placement mistakes derail the gameplay so often and lead to these huge time sinks where players can’t decide what to buy. Or they buy something and then move in a way that screws up their original plan. Probably hours of wasted game time, that could have been spent on more positive game experiences, simply as a result of where the Purchase phase occurs in the procession of phases.