Chokepoints
Posted: 01 Sep 2006, 19:56
Hi, i am currently thinking about how the Players are aware of the Strategy the use. Am i guessing right, that, the more Chokepoints the Map has, were the stress of openfield battle is frozzen, the more diffrent Units are used, the more "Comando" approaches are applied. To make it short, with the Number of Chockepoints, that are unable to overrun by sheer numbers, the Quality of Strategic Thinking becomes more important ?
Another Guess upon the First, if the Strategic Big ArmyMovement freezes on Chokepoints (like the Center in Speedmetall - which not nessecary proves the first Guess wrong), freezes the Situation, the Game is decided - between the A) Loosing Players (who use the Time to Fortify, spot for mistakes in there Army, and breed for the Next Great Army to breach through the CockPoint by Force.
and the B) Winning Players, who defend at lowest costs, ordering army - and spot for enemy weaknesses, that are vurneable for Strategic Action.
So the Question is - what is the Best way to design a Chokepoint?
Another Guess upon the First, if the Strategic Big ArmyMovement freezes on Chokepoints (like the Center in Speedmetall - which not nessecary proves the first Guess wrong), freezes the Situation, the Game is decided - between the A) Loosing Players (who use the Time to Fortify, spot for mistakes in there Army, and breed for the Next Great Army to breach through the CockPoint by Force.
and the B) Winning Players, who defend at lowest costs, ordering army - and spot for enemy weaknesses, that are vurneable for Strategic Action.
So the Question is - what is the Best way to design a Chokepoint?