tag:blogger.com,1999:blog-13530609.post9050480459315250881..comments2023-06-28T06:49:14.863-07:00Comments on A Boy Named Dug: Why I'm Learning Axis Empires: Totaler KriegDughttp://www.blogger.com/profile/08827175240352968894noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-13530609.post-23371060809904555602011-12-29T15:08:34.116-08:002011-12-29T15:08:34.116-08:00Best is a very subjective question, much depends o...Best is a very subjective question, much depends on what you're looking for in an ETO game. That said:<br /><br />EE: Block game, but not from Columbia, so a high degree of fog of war. Makes heavy use of "special actions" to do a wide variety of things like arty and airdrops. Area map on thick cardstock, smaller blocks, quite a few components that are punched. I have played a bit, found the various special actions to be a bit overwhelming. Otherwise probably the most accessible of the three games. Uses an economic system for new units, makes them available over time in a "force pool" similar to TK.<br /><br />EF2: Block game, so a lot of fog of war. Uses HQs to drive operational tempo, which abstracts in arty. Map is twice as large as EE/TK, same cardstock as EE, few cardboard counters but they are there. Big hexes rather than areas. I suspect there are airborne units, but I don't really remember. I believe units come in via a reinforcement schedule. Replacements are similar to TK in that you get steps although TK takes a more involved approach to how they get to the front line. <br /><br />TK2: More "traditional" wargame components - paper maps, diecut counters (1/2"). Uses cards to drive economy, strategic choices, allow for special situations like the fall of France or even an Ostland Accord (creation of puppet states in the East much like France did in western Germany during the early Napoleonic era). Arty is represented by HQs providing ranged support, paratroops are specific units that drop during Blitz combat (so not always available). <br /><br />All take supply into account, although TK2 treats supply as what your units need to do what they do rather than what you are denying your opponents so they die. TK2 does a *lot* of things differently, from how the rules are organized to a lot of elements ignored in other games (like having large military formations running around in your minor allies' territory). <br /><br />If I was starting with one, and I wasn't terribly experienced with wargames, I'd look at EE first. Less board complexity (although the special actions give you a *lot* of choices), more of an Axis and Allies feel, and a smaller board. EF2 is great but huge and the biggest ruleset of the bunch. I am also not a huge fan of Columbia's rules structure, which uses sidebars in less than consistent ways (not supposed to include rules, but they do in pretty much every game of theirs I own). <br /><br />Hope that's helpful.Dughttps://www.blogger.com/profile/08827175240352968894noreply@blogger.comtag:blogger.com,1999:blog-13530609.post-59062690409827693422011-12-29T13:55:59.032-08:002011-12-29T13:55:59.032-08:00What game is the best? Europe Engulfed, Totaler Kr...What game is the best? Europe Engulfed, Totaler Kreig, or Eurofront II? Which has the best components? Which system allows for supply, artillery, and paratroops?Anonymousnoreply@blogger.com