How to design CRT tables for different eras/scales

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governato
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How to design CRT tables for different eras/scales

Post by governato »

The Combat Results Table (CRT) is one of the main focal points of a wargame (together with "weapon-scoring" or how to assign attack/defense factors to a unit given the weapons it has)

As people will have to come up with their own CRTS when designing their scenarios would any of the developers share

Q1: how did you come come up with the specific values of the CRT table?

Q2: how/why does it differ from the one in Desert War and how would it change for a different spatial/time scale?

I noticed that Desert War has slightly more losses at fixed combat ratio and a much smaller spread of results (the difference
between rolling a ONE vs rolling a SIX). Trends rather similar overall.
CRT.stalingrad.png
CRT.stalingrad.png (34.8 KiB) Viewed 1274 times
DW.CRT.png
DW.CRT.png (43.14 KiB) Viewed 1274 times

If you made it this far: Here is how some research institutes study this topic:

http://www.dupuyinstitute.org/blog/2018 ... at-models/
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bcgames
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Re: How to design CRT tables for different eras/scales

Post by bcgames »

Start here:

Operation Barbarossa: the Complete Organizational and Statistical Analysis, and Military Simulation, Volume I by Nigel Askey

Askey lifts 100% of Dupuy's work and then adds his own twists to the model and a ton of data/research in his Magnum Opus on Barbarossa 1941. Nothing in Dupuy's or Askey's works ever provide any information about creating a CRT typically found in a hex and counter wargame (even Askey's stated CRT is the one contained in Matrix Game's Operational Art of War...prolly a good choice for an IGOUGO).

So what do you get from Askey (Dupuy)? A model for calculating combat power. It is the model my brother Jeff translated into a complicated spreadsheet for calculating the combat potential of individual weapon systems found in Desert War and Stalingrad. Then I double complicated the complicated spreadsheet by amalgamating and modify these values into Attack/Defense Factors that fit into the rules found in the WEGO game engine (Shock, unit types/capabilities/functions).

Ooooo...And we haven't even gotten into the CRT question at hand...and how to create a new one acceptable to all. A life's work my former profession has yet to agree to...bless their pea-pickin' counter-insurgency hearts.

If you don't like working in the world of 1942 as defined in the game, then you need to wait until Winter when I can go back to the stack of books to rediscover the proofs needed to fuel the debate with no end. Until then? Do what I would do--be a modder; create your own rules for the game and figure out how to make them work in the engine.

Happy to help game-as-is scenario developers. There's a big map and a big set of tools and resources that come with the game for creating additional scenarios--historical or fictional.

Oh...back to the topic at hand...Nobody has ever written a treatise on how to design a CRT for the WEGOWW2 game engine. I might.

Cold out today but Summer is coming. We will have tomatoes for the market garden first week in May.
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bcgames
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Re: How to design CRT tables for different eras/scales

Post by bcgames »

Casualties = Stubbed toes & vehicle accidents + Sickness/illness + Wounds Suffered while in the Army + Wounded in Action + Missing in Action + Killed in Action + Prisoners of War.

This might be the algorithm to consider when developing your own Combat Results Table. Your belief in what the "real world" is--can be created using WEGOWWII: Stalingrad game engine. Don't ask me for my approval. Do your own thing. The game engine let's you do you. So design your own game. The engine is yours to use.
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