Forum Message
| City: | Mahomet, Il.  | | Personal Data: | Male, born: August 15 1948 | | Membership | 22years 343days ago. | | Last Login | 7years 212days ago. | | Last Move | 12years 207days ago. | Phil Hall is currently  | Send a mail to Phil Hall |
| | Message text Beg your pardon: are you seriously stating that the Camel can have any chance agains a Fokker D. VII? 
There is a problem with the game as it is set up on this site, and in the second edition. The board is to large. In the first edition the board was shaped like a hex, truncated on the left and right side. The start lines for the two sides are only 7 hexes apart and the grain ran from the Allied to the German side. This was another design decision after playing on boards of various sizes. The size of the board is critical to the play of the game. In the second edition, which no one consulted me about, the board was expanded to eleven hexes wide and the grain of the map ran from side to side. Apparently no one at GDW ever considered that the map was done the way it was for a reason. Had there been more time for graphic design in the first edition, the map would have looked similar to the ones published by the French and Italian games. Rich Banner had to chose between nice aircraft counters and a nice map, and chose the counters, admittedly with my encouragement. I believe Rich won an award for the counters. Had the map had terrain on it, I would expect that the second edition would have been identical to the first and the problems inherent in the second edition map wouldn't exist. I highly recommend that all games on the site be played on the 8x8 map as it is closest to the original design. Perhaps the webmasters could do the original board or at least widen the 8x8 to 8x12. I am always heartend by the fact that although the game is over 20 years old, it is still being played while its contemporary flying games gather dust on a closet shelf.
As for the rest of the post, I don't agree completetly, but I understand that there are a serie of choices one has to make wen designing a game, and respect yours. OTOH, maybe opposite choices would have raised the same amount of criticism... 
That's the problem translating a multi-dimensional world into one where the smallest turn is 60 degrees. I always tell people that BM is a "coarse" game. Like WS&IM, (you can't lask down on an opponent or sail closer to the wind, but the design decision on speeds on a tack by different ships help there) there are things you just can't do on a hex sheet and stay simple.
All in all, BM IS a GREAT game.
I always like the ego-boo. Thank you
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