ETF said:
I must point out I have never seen an AI (have been wargaming for 20+ years) compare to an experienced wargamer. Never going to happen for some time I believe.
ETF,
I hope your prediction about AI "...never going to happen for some time..." holds true--at least as far as TC2M is concerned...cuz it would ruin the history of the thing if it were not so. Here's why I say that...
I must point out that in my 38+ years of wargaming (which includes 3 years as a sailor and 27 as a soldier serving in positions from tank platoon leader through special staff officer to a four-star theater commander in Korea...and all the operations jobs in between) that I don't believe in the notion that experienced wargamers hold positions of authority in the ranks of the army--now or in 1861-1865 (or pick your favorite period).
What attracted me to this game system initially was nothing more than a desire to see if I could mod it to do Napoleonics. And now? Well that idea has fallen by the wayside as I marvel at how the AI (which is neither friendly nor enemy) replicates the reality of the "bureaucracy", inertia, and vitality of command in the American Civil War.
Hopefully you as an experienced wargamer can see the point here. I postulate that I can play you and have a great wargame experience...but likewise, I submit that neither you nor I can replicate for the other what it was like to face an American Civil War opponent better than the TC2M AI...will you be "stupid" for me on purpose so I can enjoy the experience of Burnside's Bridge? Pickett's Charge? Marye's Heights? No. Nor would I do it willingly for you.
The beauty of the hundreds of tiny design decisions made by MMG is that they all morph into a sharp representation of the reality of the Civil War battlefield. This game is unique for me in its ability to do this; putting
you or me into the equation via multi-player is a distraction from the historical reality of it--I don't want you interfering in my experience of this environment with the maximizations of clever deployments and maneuvers and cunning ploys that only an experienced wargamer can do. I want nothing more than the reality of the Civil War and the Take Command series does that so dang well...my love for the Napoleonic era has...dare I say...taken a back seat.
O.K. Here's what I didn't say. I didn't say multi-player is a bad thing. I didn't say it should not be pursued by MMG--they want to do it--and they want to do it right. What I did say was, "but I'm not going to stand for the ol' "it needs MP for realism" argument from the same crowd." Between us we have 58+ years of wargaming experience...that's prolly enough for each of us to figure out what the other means and why. When MP happens, I'll take you up on your kind offer to combat...I know you will kick my butt...so you will win in the end.
I would just like to see TC2M win for what it is--a great interpretation of history that is a good game too. We need to stop and judge it on its own merits and uniqueness (and all that is implied by those two words)--there are bushels of oranges out there...with various levels of plumpness, orange-a-ninity, naval-less peel densities, and of course...the ubiquitous mandatory screening criteria of having the anointed Star-Kist label from Multi-player, Florida...but TC2M is an apple--ya dig?
Bottomline? I argue for both capabilities. If it's nut cuttin' time? I fall
full square on the side of the core competency of the Take Command Engine--The AI Opponent and Peer. Cuz it
alone is the best replication of the command environment of the American Civil War...bar none...period. And I ain't whistlin' Dixie for MMG--This is how I feel to the bone. Adding Multi-player just makes it another orange...which is a fruit that generally makes good juice...but isn't for everybody cuz there are low-pulpers, pulpers, and multi-pulpers in the OJ community.
v/r
Wrangler