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Some simple questions for (war)gamers

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X3M
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larienna wrote:I searched a

larienna wrote:
I searched a bit, and Daisenryaku perfect 4.0 is on steam, but the reviews are really bad as the game is considered inferior to it's predecessor. The main issues are User interface, incomplete translation, Lame 2D graphics, etc.

It's fun to know that their are at least trying.


Check this out:
episode 1
https://www.youtube.com/watch?v=fJ_3zn2iyqc
episode 2
https://www.youtube.com/watch?v=7bZohXuOkQg

What I like about the game is the simplicity.

A game that starts big like
https://www.youtube.com/watch?v=dHnwBiBr6b0
does have a lot of dissapointments.
Because players need to be eased in. With every new game, don't assume that they played an older version.

pelle
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"I played a bit Panzer

"I played a bit Panzer General on PSone, and the similarity between both games is that they use an hex map and have different type of unit."

I have no idea how similar they are, as I only played one, but the designer said in some interview that playing Senryaku was what inspired them to make the game. If you compare Panzer General to anything SSI did before that game it is a huge difference, so there was obviously something important they picked up from somewhere.

Panzer General units entrench every turn they sit idle, in a city or elsewhere, so they get a defense bonus, that you can grind down using aircraft and artillery if you have the time to prepare an attack properly, or you can send in engineers that ignore that bonus. It makes the game more interesting because you must always counter it, but as long as you do it is not likely to slow you down much.

I do not know about the PS-version of Panzer General, but on PC at least the front never felt very static to me. You usually have to rush across the map at almost full speed every turn or you will get a minor victory at best.

Panzer General is definitely one of my top-three games of all times and I quite frequently go back to play it again. But I never won the campaign and I mostly prefer the early, smaller, scenarios.

larienna
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Fun to know they got inspired

Fun to know they got inspired by dai senryaku. Entrenching is indeed a mechanic specific to PG. It could lead to turtleling.

The Professor
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On wargames

Good morning! I'm a few days delayed in responding to BGDF items that pique my curiosity and as Kristopher mentioned, I'm one of the few out here, having worked on more than five dozen military war games for Decision Games (their publications Strategy & Tactics and Modern War), two titles for Compass Games, and three titles for Academy Games.

Now, to the questions:

Who of you know the meaning of unit types?

I'm exceptionally well-versed in Unit Types from pre-Napoleon era through WWII and modern era (I'm also a Lt Col in the United States Air Force and have a Masters Degree in Military Studies)

Do you understand the difference between natural and mechanical RPS?

This is not a mechanic used in older or newer military war games

Do you understand the difference between hard and soft RPS?

Again, not applicable to the war game design space

How do you view the 1D, 1.5D, 2D, 2.5D and 3D games/strategies?

Nearly all of my work subscribes to a 3D hex board with counters or chits to represent anything on the board, including units, damage markers, and logistics/supply

Variables or Statistics. How do you look at these?

Historical accuracy is subscribes more to Statistics as units are comprised of some number of individuals (squads and platoons), while tanks and ships can also be represented with a similar complement of like things which from there you derive its movement, attack/defense, and other values. As to variables, weather, damage, and other items such as these inform how well the unit performs. Finally, d6 are used on a Table to determine the level of performance, as well.

That's it from here...

Cheers,
Joe

X3M
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Those 2 games

pelle wrote:
"I played a bit Panzer General on PSone, and the similarity between both games is that they use an hex map and have different type of unit."

I have no idea how similar they are, as I only played one, but the designer said in some interview that playing Senryaku was what inspired them to make the game. If you compare Panzer General to anything SSI did before that game it is a huge difference, so there was obviously something important they picked up from somewhere.

Panzer General units entrench every turn they sit idle, in a city or elsewhere, so they get a defense bonus, that you can grind down using aircraft and artillery if you have the time to prepare an attack properly, or you can send in engineers that ignore that bonus. It makes the game more interesting because you must always counter it, but as long as you do it is not likely to slow you down much.

I do not know about the PS-version of Panzer General, but on PC at least the front never felt very static to me. You usually have to rush across the map at almost full speed every turn or you will get a minor victory at best.

Panzer General is definitely one of my top-three games of all times and I quite frequently go back to play it again. But I never won the campaign and I mostly prefer the early, smaller, scenarios.

Senryaku looks like a hexagon version of advanced wars. There is fuel and some other stats. But the fights are also in the same way displayed. The difference is that one is "realistic" while the other is entirely fiction.

Panzer General. I don't know why, but as a little kid, I was allowed to play this. I didn't understand anything about the game. And thought the game sucked since infantry where beaten by panzers. I was used by C&C at that point. These days I know better. Perhaps I should get myself a copy for fun (and research). :)

Further, I think X-com also falls in the category of turn based warfare. Although, you play with the position of individual soldiers. Not squads. Actually, you got 1 squad spread out in the map.

And to finish. In my game we have mixed squads. Meaning that panzers and infantry, but also aircraft and perhaps even ships. Can be in the same region.
Well, ships and ground units in the same region?? The true ships are too big for a swamp or shallow river. The smaller ships however get a Age of Empires treatment when facing knights. You know...
https://pics.me.me/cavalry-fighting-boats-ustageobempiresthingo-dageofem...

The Professor
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still need help?

X3M,

Just curious, I didn't see a response from you...you did want to engage in this conversation about war games, right?

Cheers,
Joe

X3M
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Turtles

larienna wrote:
Fun to know they got inspired by dai senryaku. Entrenching is indeed a mechanic specific to PG. It could lead to turtleling.

One of the first problems any wargame designer faces. And it doesn't matter if it is simply some units. Or even a base build game.
My answer was Event Cards.
Things like a change in weather. Or a tactical event. Whatever it takes to make an attack worthwhile doing. The player has to take its chances asap. Eventually, a weaker player needs to regroup.

It comes in handy if the event cards are recycled.
Dice work too!

Are there other ways to prevent turtling?
Forced to move or fire is a way. But I am not really fan of those. At least let the player decide if they make use of an event or not. Right?

X3M
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Not seeking help. Just having some fun talk/discussion. :)

And who knows what comes forth from this.

The Professor wrote:
Good morning! I'm a few days delayed in responding to BGDF items that pique my curiosity and as Kris mentioned, I'm one of the few out here, having worked on more than five dozen military war games for Decision Games (their publications Strategy & Tactics and Modern War), two titles for Compass Games, and three titles for Academy Games.

Can you name a few?

The Professor wrote:

Now, to the questions:

Who of you know the meaning of unit types?

I'm exceptionally well-versed in Unit Types from pre-Napoleon era through WWII and modern era (I'm also a Lt Col in the United States Air Force and have a Masters Degree in Military Studies)

Is it in the terms of cavalry and artillery? Or is it a bit more complex than that?

The Professor wrote:
Do you understand the difference between natural and mechanical RPS?

This is not a mechanic used in older or newer military war games

Those are terms, shortly used a decade ago. In the RTS franchise. Where some games didn't have a hard factor to RPS, yet showed RPS in the games. A natural one emerges from the behavior of units. Their movement, size and attack range are major factors in this.
How fast can a group of units run onto the ramp?
How many units can be defeated by firing with artillery from afar before they reach the artillery?
Is the big unit in the way with movement?

Mechanical RPS is in the sense of 100% on small, 50% on medium, 25% on large versus 50% on small, 75% on medium, 100% on large.
Or a simple +5 damage against massive. Things like that are mechanical RPS. They are build in the game with stats.

The Professor wrote:

Do you understand the difference between hard and soft RPS?

Again, not applicable to the war game design space


I am sure there are wargames out there where certain tanks can't shoot down aircraft. Right?
Either way, why do you feel that it is not applicable to the war game design space?

The Professor wrote:

How do you view the 1D, 1.5D, 2D, 2.5D and 3D games/strategies?

Nearly all of my work subscribes to a 3D hex board with counters or chits to represent anything on the board, including units, damage markers, and logistics/supply

Ah yes, the full 3D.

The Professor wrote:

Variables or Statistics. How do you look at these?

Historical accuracy is subscribes more to Statistics as units are comprised of some number of individuals (squads and platoons), while tanks and ships can also be represented with a similar complement of like things which from there you derive its movement, attack/defense, and other values. As to variables, weather, damage, and other items such as these inform how well the unit performs. Finally, d6 are used on a Table to determine the level of performance, as well.

That's it from here...

Cheers,
Joe


Interesting. Which game uses weather? And how?

The Professor
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Wargame Talk

X3M,

Good morning! Let me dig into these titles for you:

Academy Games
- 878 Vikings
- Awakening the Bear

Decision Games
- Balkan Gambit
- Chosin Reservoir
- Duel in the North
- Great Northern War
- Leningrad
- Netherlands East Indies
- Putin Moves East
- Red Dragon/Green Crescent
- Red Tide South
- Suwalki Gap
- around 50+ others since 2010

Compass Games
- The War: Europe 1939-1945 Expansion
- The War: Pacific 1941-1945 (Lead Developer)

Units
- As to units, it runs the gamut from light infantry and artillery to tanks, fleets, air squadrons, and everything in-between. Yes, this portion is quite complex as it's a bit of art (understanding mechanics and making the game worth playing) and science (a fairly good grasp of the math behind the tables and the composition of units and how they interact)

RPS (and hard/soft distinctions)
The RPS discussion seems to do more with video game adaptations of war games versus classically designed hex-and-counter war games. I'm not saying it's wrong or right, I've just not encountered it across multiple publishers and 100+ games played.

As an example in most (if not all) war games, naval fleets have impact on ground forces only through bombardment, while ground forces have zero impact on fleets. Additionally, historic use of aircraft were either used in the tactical role (Close Air Support) whereby they can take damage from ground forces or strategic, which means they are flying at an altitude making them impervious to naval or ground forces.

Weather
- I'll direct you to ConsimWorld's site. If you've not visited, it's not the prettiest, but is the oldest collection of military war games anywhere on the internet.

http://talk.consimworld.com/WebX?7@@.1dd4c984/3506

Once there, you'll see a list of items for download. The third one from the bottom contains a series of charts. Check out page 22 for information on Weather effects. For more information, download the rules, found elsewhere on the list. As an example, this opus took five years to complete with more than 200+ hours of individual and paired play-testing along withy more than 60 hours of editing/proofreading.

Cheers,
Joe

X3M
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I am going to study

every single one of them :)

larienna
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Quote:Senryaku looks like a

Quote:
Senryaku looks like a hexagon version of advanced wars. There is fuel and some other stats. But the fights are also in the same way displayed. The difference is that one is "realistic" while the other is entirely fiction.

It's true, the combat resolution looks more like Advance Wars than Conflict that uses only 1 unit instead of a unit group.

But the complexity and possibility of Dai Senryaku is way bigger. For example, fighter jets can have different weapon packs in case they want to me more A.Air, A.Sea, A.Ground. Infantry can also have various equipment (rocket, mortar, stinger). There is various height levels allowing you to fly over the ennemy without getting attacked or even detected.

There is strict fog of war, so you have to plan your movement carefully, else you can easily enter the Zone of control of an ennemy hidden unit and get ambushed. The AI has the problem of building many artillery, so you have to plan carefuly the position of your unit to prevent getting attacked (but it's hard to predict)

There are even some deadly long range weapons like a B2 or the Missile artillery, that can target 14-17 hexes away when a regular artillery hit in average 5 hex away. If you position a B2 in the sky, you litterally own the battlefield.

There are many subtelities like infantry can move AND capture, while Assault Units can more OR capture. Some weapons can counter attack, like sidewinders, while other missiles can only be used in offense, at close or short range.

The drawback is that you can screwup yourself. Like for example, you want to attack a ship with a plane, but you do move lower enough making the ship out of range of your weapons.

The A10, my favorite plane, is awesome. Lot of health, It has bombs, sidewinders to defend and attack, Gattling gun useful against air and ground to defend and attack. I use bombs instead of AGM to prevent having to drop in low altitude to attack.

Anyways, I said enough, you get the idea. having better interface and more accurate information is really what they need to work on.

X3M
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878 Vikings

I think I am going to talk mostly about the similarities and differences that I noticed compared to my hobby version. Further, perhaps what unique aspects the game has that I never have seen before.
And of course how I view things. Whether it is for the game mentioned or for my hobby game.
It might be a long "didn't read" post. But at least I thought of said aspects. The post follows a video that I watched.

I watched this video:
https://www.youtube.com/watch?v=HwzS6EfKNGg
Here is the manual:
https://cdn.1j1ju.com/medias/72/2c/bc-878-vikings-invasions-of-england-r...

2 Teams
First thing I hear is that there are only 2 teams.
Vikings and the English.
This is similar to my hobby game due to the fact that 3 or more teams/individual players. Create favoritism. And thus a game that could cause conflict between people, not the players. Also, with only 2 teams, there is a clear target. The opposing team.

All factions are used
I understand this decision. In my case, we got RPS effects between factions with certain missions. In the 878 Vikings case, without a faction, that team is simply weaker.

Learning curve/cards
Wow, I see that the cards 1 to 12 are used only if the players are beginning players. We have a similar thing where Event Cards are selected on an individual mission. Or difficulty.

Map set up/placing starting units
This is an aspect that I understand is nessesary for the game starting balance. Although we never like to start up like that in our game. Only missions start like that. But other game modes have us fairly distributed with starting locations and the EXACT SAME composition of starting structures that are equal.
What I have seen in 878 Vikings, and what I love. Is that a couple of shires are empty at the beginning. Logically speaking, it is english territory.

Another deck of cards
The invasion deck is something that I don't have. It is also semi randomised. A shuffle, yet order.
I find this very interesting. And have never seen this before. Perhaps an invasion deck can be used for one of my missions as well. I did attempt in a randomized campaign before the next draught.

Limited in rounds
7 rounds, that is it?
Although, I have 7 action points per round. The number of rounds we like to play is going into infinite. Obvsiously things come to an end sooner. Because players give up. Or a players faction has gone extinct. We play missions for shorter games. The longest game we ever played was going over a month. Those times are gone.
I think that the "public" version should be limited as well in a number of rounds. I do have some idea's about this. And the main part would be, no base building and resource managment.

Random turns
I love this aspect a lot. I am happy there are more games out there that have a random turn order. We too have a black bag for the exact same purpose.
IMHO, I find a random turnorder having more fairness than an entire game turnorder. The best moments are when a player can go twice or is forced to wait a double ammount of time.

Reinforcements
On location. Which is also similar.
I don't like how in some games (cough, Risk, cough cough), the reinforcements can suddenly all pop up in the same place where needed.
I do like when there is a logical location where they begin. Then they have to travel to where they are needed.

Movement card
And this is where our games are totally different.
I know that these kind of cards are used a lot in games. We however have action points. And use action points to decide if a squad moves. Then the slowest unit in the squad determines how many places the squad can move at most.
The limit on how big the squad can be is depending on what obstacles there are on the map. A player can also choose to move less units and thus splitting the squad into 2 new groups.

Dice
There is a limit on the dice.
Of course, a fast game should not have bucket'o'dice rolling. I also like the fact that you have strict rules on which units are removed.
Personally, I don't like it when the dice limit the concequences. Either the die has an effect on multiple units, or each unit has at least 1 die.
With that in mind. Limiting the number of units is another method of limiting the dice.
Our current maximum is 12. Which count as simple hit or miss results, based on accuracy rolls. Sometimes different colours are used due to different tiers of weapons.
The targets that are removed are decided by both players. The defending player had to put the units in a front line, middle and support line. The attacking player can only target units in the fornt line. The other lines are only accesable to the attack if the front line becomes to small during the battle. Or a certain Event Card is played.

Fleeing units
A morale based event.
My game has something similar.
An unit doesn't retreat by itself or a dice roll. But instead, it is chosen by the player. After the combat phase, if a next combat takes place on the same squad. The damaged units can now move to the middle or support line.
OR...the player saw a chance of these units actually using an action point or 2, on moving back to the base where they can get healed or repaired.

Did units do their action yet?
Putting them on their side...
Each player has action points in our game. These action ponts are placed on the units that have used the action points. This also helps tracking the cumulative effect of doing more actions in the same round.

Playing Event Cards
This time I see that more than one event card can be played. As long as they don't have the same name.
I like this. Although, we can use the same event card multiple times. Only to see some effects being stacked.
For example, we have a card that allows the player to attack the support line of the opponent. An extra penalty on their part is added. The penalties can be stacked, resulting in the target having less and less chances of survival or victory.
The con is that the player using multiple event cards, can't use them anymore in following rounds. In the example, the other effect of attacking the support line, can be used only once. Thus losing any additional chance on having this ability.
And there it is, the pages where every event card is being explained in more detail. Unfortunately, we too have found this nessesary to be true. Although, I tried to quantumize the effects on the cards a bit. The whole Event Card deck needs a rework though. Due to the game rules slowly chaning over time.

Paradox
It is said that if there are no movement cards. The 3 cards are shown and a reshuffle takes place.
What if there are no movement cards any more in the deck? Is it impossible for this to happen due to a make sure distribution? What if there are 3 movement cards in the hand after each draw? Players need to notice, right?

X3M
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larienna wrote: There is

larienna wrote:

There is strict fog of war
Advanced wars has also FOW and a unit that has more vision than the rest. Not only that, but forests and cities can hide units. This is in the more difficult missions I think. I always have trouble making FOW in board games.

larienna wrote:
There are even some deadly long range weapons like a B2 or the Missile artillery, that can target 14-17 hexes away when a regular artillery hit in average 5 hex away. If you position a B2 in the sky, you litterally own the battlefield.
As long as they don't exceed the board limit, right? When we design a super weapon, it has often a range of 24 to 40. That is the maximum though due to the table limit.

larienna wrote:

The A10, my favorite plane, is awesome. Lot of health, It has bombs, sidewinders to defend and attack, Gattling gun useful against air and ground to defend and attack. I use bombs instead of AGM to prevent having to drop in low altitude to attack.

A game is good, when a player has some favorits. This is one of the best "fun aspects" of a game. Especially if other players have other favorits.
My cousin likes long range and simply attack everything from a distance. Just sitting there and camping. But he still has a squad or 2 for short ranged attacks, which often move with the assault action (move AND attack).
I am someone who likes the diversity in my squads. Often I got basic tanks and infantry. I got some squads specialized in sniping, which is different than just long range. No... I kill a lot in a attack. And I got recently my bucket'o'dice squad as well, where my units have a "shotgun" ability. Not just my infantry, but my tanks as well. The cost is of course, less actions for other squads that round.
One other guy likes turtling as well, but doesn't have the range. Instead, he has a couple of units that often hit and run on enemy squads that are long ranged. The hit and run action costs more than the assault action. And has a couple of steam roll squads.

larienna wrote:
Anyways, I said enough, you get the idea. having better interface and more accurate information is really what they need to work on.
Agreed. Thanks for sharing!

The Professor
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Let me know if you need anything else

Glad to be of assistance

larienna
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Quote:Advanced wars has also

Quote:
Advanced wars has also FOW and a unit that has more vision than the rest.

Oh! yeah it's true. I forgot because it's not all missions that has fog of war.

Quote:
I always have trouble making FOW in board games.

The scout before attack technique is the only one I have found so far. There is also the bleep system used in another board game. You know where the enemy is, but you do not know the composition. That allows players to resolve ambushes and avoid illegal movements.

Quote:
As long as they don't exceed the board limit, right?

Of course, but since it's a video game, the maps are huge. I don't remember the max size (since there is a map editor), but I would not be surprised by an 100x100 hex map.

questccg
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Starcraft 1 had 256x256 map sizes (at maximum)

larienna wrote:
Quote:
As long as they don't exceed the board limit, right?

Of course, but since it's a video game, the maps are huge. I don't remember the max size (since there is a map editor), but I would not be surprised by an 100x100 hex map.

Starcraft 1 had a 256x256 cell size map. But the actual dimensions had to be divisible by 32. So this is Factor = 8 times. 7 times = 224 x 224, etc. And 256x224 or 224x256 (bigger) and then smaller map sizes.

So don't be surprised if it's OVER the 100x100 size!

X3M
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larienna wrote: Of course,

larienna wrote:

Of course, but since it's a video game, the maps are huge. I don't remember the max size (since there is a map editor), but I would not be surprised by an 100x100 hex map.

Ah yes, 100² (I don't know how much it holds true for a hex map). Which is 10,000.
Trying that on a table is very hard.
But could it be possible?

I remember doing something a long, loooong time ago, in the style of using 2 boards. Well, I only had checkers and chess.
I used the checkers as the big picture grid.
The chess for a region grid.
10² and 8². Or 100 and 64. But combined it was 80². Or 6,400.

This made the illusion of having a 80x80 board.
Although, much of the info of the players was written on pieces of papers and placed on the checkers board.

Imagine using 3 chess boards. You get (8³)² or 512x512, which is 262,144.
Keeping track is only possible if you limit the number of pieces for a player.
Having 2 grids was already cumbersome. And if you play like that. You might as well simply use a textbased game with coördinates for the pieces written right next to then.

I did that in Excel afterwards. And having the excel calculate the distances too for tactical decisions. Sorting, seeing which are in range. Which are in 1 movement and then in attack range. Stuff like that.

At that point I was sure that a wargame on the table. Should still have no-mans lands. BUT, be as crowed as possible. Having a map that has zigzag paterns is the best for this. Which creates the illusion of a bigger map.

The Professor
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Pacific War Map

X3M,

Based on the conversation, thus far, it appears as though you haven't seen or played any modern war games. To that end, check out the following two-map combo for The War: Pacific 1941-1945, comprised of 43x65 hexes:

http://talk.consimworld.com/WebX?233@@.1dd4c984!enclosure=.1ddbefe4

Cheers,
Joe

larienna
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Sorry for hijacking the

Sorry for hijacking the thread.

The map looks awesome. Is the game good? From the description, the game seems playable solo and has short scenarios. I wonder if it could worth playing, still it is expansive $100+

Unfortunately, I have an hard time finding and even designing a good pacific war game.

Either the game is too long and detailed. Either the game is too abstract and ends up playing the same way all the time. The only game I found a good balance between both extreme is "Fire in the sky", still that game has a lot of convoluted rules

I had good hopes for "greater asia coprosperity sphere". The components are minimal, but the mechanics are complex with a lot of exceptions. The strategy is weird and unintuitive. I though that starting the war in 1939 would create different kind of outcome, but it seems there is a best strategy to follow, and that's it. Still, the graph map seems more interesting for an abstracted game than using an hex map.

My best experience with WW2 pas the Pacific Theater of Operation series on the SNES. Maybe having a more detailed game makes it easy to diverge from a dominant strategy compared to the more abstracted games. I never found an equivalent in the board game world.

I also had hope for "Fleet Commander: Nimitz" because the previous game in the franchise split the whole campaign into small scenarios. But they changed their orientation with this game and made a whole campaign solo game that just did not work.

I tried designing my own game years ago with little success. Here are the details:

http://bgd.lariennalibrary.com/index.php?n=GameIdea.GameIdea201003230835AM

I tried to simplify the game to make it more manageable, but it seems to make the strategy dull. As Americans, you will always cut off japan supply by digging your way to the Philippines, there are no other strategy. I guess the geography count for something. This is why I thought once of using a fictional map to avoid this issue.

The graph map looks more interesting, I could try that. I would like to diverge a bit from history to allow other strategies, but it does not work. Else I guess in order to make such game work, I would have to design some abstract mechanism first, and then try to paste the theme on it. Or maybe it's just a dead end.

Anyways, I talked way more than I expected.

X3M
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The Professor wrote:X3M,

The Professor wrote:
X3M,

Based on the conversation, thus far, it appears as though you haven't seen or played any modern war games. To that end, check out the following two-map combo for The War: Pacific 1941-1945, comprised of 43x65 hexes:

http://talk.consimworld.com/WebX?233@@.1dd4c984!enclosure=.1ddbefe4

Cheers,
Joe


True, I guess only advanced squad leader and A&A fall in the category of war games that I actually played with other people.

Games like 878 Vikings and Britannia are frowned upon, where i live. Don't blame me for it though. And getting my hands on a wargame while playing it all alone. Is not worth my time and money.

And that is one heck of a big map :)

Reminds me of the ASL days. Where I belive he had 12 segments joined together.
We played only 2 ASL games. But started using those maps for the early days of your hobby game.
Unfortunately, at a certain point, he got rid of the game.
Also, it was to our understanding that most hexagon based games would play the same at that time. Nowadays, no time. And I suspect there are many differences between the games.
Most of us kept meeting up online for RTS games.

X3M
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Naval design difficulty

larienna,
I wonder why navalwar is difficult in design.
What are the aspects that you (and others) run into when designing a naval wargame?

Personally,
Troubles only started when combining naval with land. The balance was hard to get. But for a year or 2 now, I understand where the problem is located.

A map contains water and land. And the game contains sea and land units. The question is, how strong do sea units have to be? This compared to land units. But if there are only some rivers and lakes. Then sea units are kinda useless.
Or at least, seem useless.

My advice is to consider sea units as if they are land units. The map is simply inverted. When I thought of that. I simply knew that my sea units should have the same penalty score than the land units in regards to movement.

It used to be 1/3rd and later on 50%. But nowadays, it has the same weight.
Having a unit that is amphibious. The yes/no rule is applied and the weight will be 150%.

X3M
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Company of Heroes

Again some thoughts on the next game.

Well, the bear was dreamy, so I didn't really get it. But I thought of looking at a more basic tutorial first.

I watched this video:
https://www.youtube.com/watch?v=CSwTh_2CB_w

Setting up right away
There are a lot of miniatures. But what caught my attention was that there are squad pieces. Not sure if I describe this properly. But I see some sort of flat piece, on which smaller pieces are added. This is kinda cool. Because this way you control a squad size. AND: you can easily move all the smaller pieces at once on the board. Very cool concept.

Command Points (CP)
I love that this is used. I got something similar.
The game uses 3 CP per turn. And 3 turns in total per player. This means a total of 9 CP for each player. And there is a maximum of 3 CP per unit/squad. For each CP, the squad can move 1 position(?) After every 3 CP, another player is in turn to use 3 CP. A player cannot share or spare CP. I like this too.

The difference with my hobby game.
We use Action Points (AP). Each player gets a total of 7 AP per round. (Or a different ammount depending on the mission or upgrades)
A player may spend as much AP per turn as it likes. However, there is a maximum of 1 action per turn.
During this action, all other players may respond with an action as well.
The player in turn has to spend at least 1 AP.
A squad/unit can get exhausted if it does multiple actions. So the second action will cost the AP this unit/squad already paid and the AP required for the second action. This way, it is still possible for a squad/unit to move 3 times per round. But the rest of the army will sit idle.

Special moves
Some units/squads can move further, without spending CP.
Or, they are not allowed to move again after making a special move.
We kinda like having the movement and attack phase at the same time. But we have a mechanic to bring order to all the special moves and reactions.

Damage phase
I guess I need to play this a bit. Before understanding it completely.
Where we are used to roll dice that mean a hit or miss, based on a numerical comparison.
In CoH the dice have a picture. Some are certain damage. Others are blocked by the type the unit/squad has.
There seems to be a lot of RPS going on here. Which makes it very interesting for me. By the way, this is a mechanical RPS.
I find the video explaining this a bit too short. But perhaps it is that simple?

Sight
Don't get me started on this one. I had an entire topic (or 2) on making it FAIR without the rope.
Short sighted seems to cut away so many problems. Altough....
Do I spot the exact same logic here in the video as what we used to do? That method wont do much good as soon as longer weapon range gets involved.
And there it is. Spotters for the mortars. I think I have missed out on this game. It looks fun enough to play by myself.

Damaged
It looks like that an infantry squad looses health by removing the guys from the flat squad piece.
For tanks, cubes are added to that hexagon.
For my "public" version. I was thinking of pegs. But perhaps cubes work as well. As long as I keep a part of the miniature open for cubes :D

Pinned and Stealth
So a pinned squad can't do anything about it.
This is something I don't like much.
I don't see this happening in other games tbh.

A stealth unit cannot be seen.
This is something I do like.
And we had something in the works. Perhaps I should pick it up again.
The plan was to have 3 levels of stealth and 3 levels of detection.

Resource managment
4 Resources: manpower, ammunition, fuel and victory points.
The tracking has been simplified into a good comprehensible system.
I on the other hand, have credits, experience points (XP) and strategy points (SP). The credits are with big numbers in the hobby game. I hope to have it into only double digits with the public game. But seeing as how CoH uses single digits. Perhaps I should reconsider?? The "public" version will also get rid of XP. SP will remain in order to bring balance.

Reinforcements
Perfectly done in CoH. There are fixed points.
We have something call a production facility. Where barracks are for infantry and factories for tanks.

Repairing and healing
Different than my game for sure.
It kinda goes automatic in CoH.
I did it clumsy. Players need to spend AP in order to get things repaired or healed. Also, we too have specialized units for this task.

Victory points
I am sure this is only for preventing long games and impasse situations.
I now understand why the resource managment is so simple.
Why not having the resources being depleted after a number of rounds? I dislike VP a lot nowadays. It feels like a cheap and simplified way to make sure a game can end.

Still, this is one of the games that I missed out on. I am sure.

pelle
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X3M wrote:larienna, I wonder

X3M wrote:
larienna,
I wonder why navalwar is difficult in design.
What are the aspects that you (and others) run into when designing a naval wargame?

Well, it is an entirely different world from land combat. You have to re-learn everything you knew about tactics, operations, and strategy.

I'd start with playing a bunch of naval wargames to get a feel for what works.

Considered including some naval combat in a design of mine, but I need to do a lot more reading about how ships work etc before I could try to do that. Since it is a historic game there is also all the work in figuring out the stats for each type of ship.

It is a problem that there is such a huge span in different ship types that has very different tactical uses and interact in complex ways (not just a dumb RPS-triangle).

pelle
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The Professor wrote:X3M,

The Professor wrote:
X3M,

Based on the conversation, thus far, it appears as though you haven't seen or played any modern war games.

BGDF in a nutshell. I feel like almost half of the threads here boils down to trying to re-invent wargames while as far as possible avoid looking at any existing wargames.

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Quote:What are the aspects

Quote:
What are the aspects that you (and others) run into when designing a naval wargame?

Mobility for sure is different. In a pacific game, you could litteraly attack anywhere in the pacific. You could dig deep in enemy territory, but capturing inside is useless if you have no path to resupply.

Naval warfare in an island only setting feels pretty much like a space opera game. But when you add land as well, it's like having 2 games in one, you have the army that has it's own set of rules, and the navy that also it's bunch of rules. Then you need to make both system works with each other.

Some games like axis and allies have made sea areas works like land areas to make the game playable.

Else for the ship combat themselves, it's just rock paper scissor like I detailed in my ship description post in this thread, or another thread.

Which made me think, what would happen if let say, the same graph in "Greater east-Asia co prosperity sphere"(GEACPS) was to be used as a land only graph. Would it change the game?

https://www.boardgamegeek.com/image/3810756/greater-east-asia-co-prosper...

I think yes, mobility is the key issue. Being able to move your fleet back home and easily redeploy each turn seems like a key factor. This is why one of the mechanics I though using for my game is secret ship assignment. You place face down tokens on a face down card. Spying could flip units or card.

Still that would require few locations to attack. Doing so you would have to put the strategy elsewhere, because it's not the tactical maneuvering that would matters anymore. The same designer of GEACPS designed another game that does that with the map. Considering the large amount of unit, I think the gameplay is in unit composition. I would need to check the rules, maybe it's the solution to my geographic problem.

https://www.boardgamegeek.com/image/3810489/pacific-war-pearl-harbor-phi...

X3M
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pelle wrote:The Professor

pelle wrote:
The Professor wrote:
X3M,

Based on the conversation, thus far, it appears as though you haven't seen or played any modern war games.

BGDF in a nutshell. I feel like almost half of the threads here boils down to trying to re-invent wargames while as far as possible avoid looking at any existing wargames.


And it wasn't just me.
Somehow, most topics do get derailed anyway. Never really reaching the point of discussing "other" existing games in detail. Somehow, the same games are being suggested over and over again. I think you know what I mean. So I am happy that The Professor has posted a list of games he did. So I rather look at those and compare to what I have.

Things like a scout and how it fits with mechanics from my game is progres. It is either that or simply looking at other games now. To see how things can be simpler, or done differently.

I did a lot by comparing with RTS games. It is the board games turn. Despite NO ONE being able to play any other War game with me where I live. Period.

Then you get the "you need to playtest" comments. I got really tired of those comments. Often giving me the feeling that those didn't read the topic as a whole.

So I started this topic to see how much there is even known about RTS design in the first place.

X3M
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Space opera/naval

larienna,
Those 2 show a lot of similarities indeed.

When I read manga, I notice the same.
Land war is all about positioning and taking cover etc.
Sea and space battles are more about manouvers, having shields or shooting at a particular part of the enemy ship, etc.
Although, I never played naval board games. Maybe you can suggest a title that I can watch on Youtube as well?

In my hobby game, the naval operates exactly the same as the ground units. They can actually take cover behind an island etc. But the sea is emptier than land. It is a lot like RTS games.

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I am not sure I have played a

I am not sure I have played a good naval war game. There would be games on strategic scale where many space opera like Twilight Imperium could work too. And there would be naval battles on a tactical scale, with maneuvering ships and attacking.

Most of my experience comes from Video games. The PTO series and Uncharted Water Series on the SNES are good example of game that has one or both strategic/tactical battles.


I was wondering, you always mention RTS in the equation, could it be possible to make a RTS board game? Space cadets duels could be considered as an RTS game since you are rolling dices as fast as you want to get the results you want before your opponent does.

Else I have see the use of sand timers for production of units. Still, it might force you doing very simple game and it could be easy to cheat or make mistakes.

The Professor
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Try solitaire

Pelle,

You're absolutely right...I've been out here for 10 years and I've noticed the number of regular folks who post have dwindled to a fraction of what it used to be. Also, there's a reticence by many to attempt military war games.

X3M,

Many, many solid military games have very good Solitaire play. I would try them...not to win, but to experience how that genre uses a variety of mechanics in the game.

Cheers,
Joe

X3M
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larienna wrote: I was

larienna wrote:

I was wondering, you always mention RTS in the equation, could it be possible to make a RTS board game? Space cadets duels could be considered as an RTS game since you are rolling dices as fast as you want to get the results you want before your opponent does.

Else I have see the use of sand timers for production of units. Still, it might force you doing very simple game and it could be easy to cheat or make mistakes.

Well, we fell in love with the RTS games that we played so much. We tried to get a RTS board game. At least one that will copy most aspects of a RTS, even though it is mostly turn based now.
See it as a super slowed down RTS game. Where each calculation is done manually. Thus one piece moves while another shoots. The order is simply by how the program runs.

We tried timers too. But that doesn't work well.
So we got a simple "take that" rule. The player in turn may think before taking an action. At the moment he declares the action he is going to do. Everyone else may interupt with whatever they have to say. No time for those who are hesitating. This includes their action and event cards. Event cards can even be played anytime during any phase where the card is of use. Once the player in turn rolls his/her dice, or is moving the squad in question. Others may not interupt anymore (except for some event cards).

If a player doesn't say a thing. This player will mostly not do a thing. If this player is defending, some mechanics might still occur. Like for example, the units may take a formation.

Then... all the happenings will be ordered in what has been said. However, some things are switched in order.
It is only a small RTS part of the game. The rest is really just an illusion of randomizing the order of players.

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