Showing posts with label Wargaming. Show all posts
Showing posts with label Wargaming. Show all posts
Sunday, January 24, 2016
Sunday, December 20, 2015
Command Combat… Other Periods
I
placed the colon between Command Combat and Civil War for a specific reason,
because the Command Combat system is intended to reach beyond the Civil
War. The idea of orders having to be
sent out from generals to their subordinates is one that can work in any
period, especially ones before radio contact.
It makes battles represent their time periods more accurately as there
is a lag time between making a decision and implementing it. It also makes the player feel more like one
person trying to herd a large army rather than micromanaging every aspect.
Also,
I intentionally made the rules as simple as I could because I believe war
gaming begs to be simplified. With
computer games making it easier than ever to play with ease, the best way to
compete is to have simplified and fun rules.
Plus, even if computer games didn’t exist, those of us who grew up with
war games now have responsibilities, and we can’t play 12 hour epic games like
we once did. So it’s best to have games
that are quick and easy to play.
Therefore, I see this system expanding into other periods, particularly those with muskets. It would transfer simply enough to those periods because the strategies and maneuvers are all the same with only a few exceptions. The big difference would be the ranges and the special rules granted to specific commanders based on their styles of leadership. There would also be some minor alterations based on their countries. For instance, Napoleonic era infantry could form square, though Austrian infantry would have a separate, special maneuver that they did instead of square. Also, cavalry would be more useful in battles rather than before and after the combat.
Eventually,
my plan is to make two or three expanded rules systems. One would be pre-American Civil War, and one
would be post-American Civil War. I
would possibly have a separate book just for the Napoleonic era since that was
so iconic, but I’m not sure.
The
reason I have it all hinge on the Civil War is because that’s when everything
changed. The advent of the rifled musket
made everything different from ranges to strategies, so I would put those in
separate books. However, I would like to
make the point values such that one could mix and match armies from every book
to go against one another, creating “what if” scenarios. I’m also considering ways to let a player
choose between rifled and smoothbore muskets just so everyone’s on an even
playing field. That way you could build
a French army under Napoleon to take on an army of the Satsuma rebellion, or
have armies of the Mexican war go up against George Washington and his rebel
band.
One
day this will happen; but I must finish what I have planned for Command Combat:
Civil War first.
Sunday, December 13, 2015
Command Combat: Civil War - 1863 Battle (Hooker v. Johnston)
Today we see a battle between General Hooker and General Johnston in 1863.
Sunday, November 29, 2015
Campaign Games vs. Individual Battles
The
biggest addition to 1864, which was just released last week, was the campaign
game, so I thought I’d say a couple words about my thought process on creating
them and playing campaigns as opposed to individual battles. This is the difference between strategy
(campaigns) and tactics (individual battles.)
First,
there’s a rule of thumb to any game. You
only go up and down 3 ranks. So if
you’re playing a corps level game (where your top general is a corps commander)
your smallest unit should be a brigade.
(Corps, division, brigade.) If
you’re playing a game where your smallest unit is a regiment, your largest
commander should be a division general.
(Division, brigade, regiment.)
Anything more or less than that bogs the game down. However, it can be done, and indeed I did do
it in the 1863 expansion where the top general is an army general. However, these games are intended to be epic
in size, and should be played with full days in mind.
So
when creating a campaign game where you have a huge army versus a huge army,
your smallest unit is going to be a division.
(Army, corps, division.) That was
the first place I started. This
immediately created the largest dilemma in creating a campaign game; every
stand will have multiple types of units in it.
While a brigade will typically be just infantry or cavalry, a division
is going to have both, and batteries of artillery. This means that record sheets are
unavoidable. I had tried to keep Command
Combat: Civil War such that players never needed to take their eyes off the
table, but once you get to this size, you don’t have a choice.
There
is the exception of when you have an entire division of just cavalry, but even
then you’ll typically have horse artillery.
And you’ll need a way to know how much cavalry is in the unit. Plus there are commanders and possibly other
features, so you need record sheets.
Fog
of war needs to play a part, but without a game master, you’re going to need to
place all the pieces on the table. So
the elements that can be added are the fact that division sheets are hidden
from the enemy, and decoy units can be placed on the board. Information on each unit can only be seen
when in line of sight and with a certain distance.
This
last element becomes important as, when you’re used to tactical battles, you
tend to think of things in line of sight.
But on a strategic level, each inch can be a mile or more. You start have the issue of the curvature of
the earth, and the land itself is never fully flat. You’ll have hills and occasional trees that
eventually add up to only seeing a short distance.
I
played a strategic game where the host tried to use tactical rules, and it just
didn’t work. You don’t line up the way
you do in a tactical fight. At that
distance, units mash together and the specifics are laid out on the table. In my own system, I determined that the table
would be laid out based on the immediate area and units will come into the tactical
battlefield based on where they’re placed on the strategic one. But if players were going to just roll off
the results, I needed to come up with a system that reflected what everyone
had, where they were coming into the battlefield in relation to the enemy, and
what the terrain was like.
This,
by the way, was what took 1864 so long to get done. Well, that and my personal priorities
shifted. But that’s another story.
My
answer was to make it all center around the infantry, the backbone of any battle
at the time, and to let cavalry and artillery support it. Then, that final number was to be altered by
the general, whose abilities will shape how those elements are used. Did it work?
Only the players can tell you.
I’m a little biased.
Sunday, October 5, 2014
Working on 1864
I have been working on 1864 and am slowly putting the thing together. This one will feature not only generals from the last major year of the war, but also campaigns. There will be special rules for generals moving around the board on a campaign, how to link them with battles, and will include the campaigns for the Atlanta and the Overland campaigns.
I also finished the cover when I built it for the talk at Celesticon. Here it is:
I also finished the cover when I built it for the talk at Celesticon. Here it is:
Subscribe to:
Posts (Atom)
