Scenario Complexity

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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scout1
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Re: Scenario Complexity

Post by scout1 »

Curtis Lemay wrote: Tue Oct 02, 2018 5:45 pm I took the complexity values from the briefing prefixes and sorted them by size. Here's how they tumble out:

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My scenarios are in bold
Thanks ....

Good metric .... not perfect, but then again, no metrics are .....
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PoorOldSpike
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Re: Scenario Complexity

Post by PoorOldSpike »

Thanks guys, and here's a nostalgia pic from the dear old boardgame era just before home computers arrived on the scene, it's me and Gaz (I'm the hairy freak on the right) with some of the boardies we used to play..:)-

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Last edited by PoorOldSpike on Thu Apr 04, 2024 8:26 pm, edited 1 time in total.
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PoorOldSpike
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Re: Scenario Complexity

Post by PoorOldSpike »

On reflection perhaps I phrased my original question badly so let me rephrase it-
Are there any full computer wargames out there that have very low unit counts, say less than 20 on both sides?
I should add that I'd prefer any with a random mission generator so we don't have to keep playing the same fixed scenario over and over.
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rhinobones
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Re: Scenario Complexity

Post by rhinobones »

PoorOldSpike wrote: Wed Apr 03, 2024 6:38 am Are there any full computer wargames out there that have very low unit counts, say less than 20 on both sides?
I should add that I'd prefer any with a random mission generator so we don't have to keep playing the same fixed scenario over and over.

Lots of luck finding a war game with only 20 maneuver units per side.

Many years ago, this forum hosted a tournament where the scenarios were designed by the players, limited to 10 turns on a 10X10 map . One of the scenarios was Cheese Wars. It’s small and randomized which satisfies some of your criteria. If you have TOAW IV you might try Cheese Wars v02.

Cheese Wars.JPG
Cheese Wars.JPG (246.33 KiB) Viewed 623 times

The original scenario briefing:

Complexity: 19 formations, 60 units
Date: October 6th, 1937
Location: Hypothetical
Map Scale: 2.5km per hex
Time Scale: Half-day turns
Unit Scale: Regiment HQ, Battalion maneuver units
Length: 10 Turns
Max Rounds Per Combat: 4
Points paying objectives: Divisional HQ (5 points), Depot (3 points), Ammo Factory (3 points) and Motor Pool (2 points)


1. Introduction
Cheese Wars was originally designed as an entrant to the Blitz's 10 turn "short scenario" challenge. It has been updated for play using TOAW IV. This scenario is designed specifically for solitaire play by an Earthling (playing as either Force 1 or 2) against the Opponent with Programmed Intelligence, aka OwPI. It is, however, fully functional for PBM matches.

2. Antagonists
Colby – Force 1, green icons, aggressor province
Provolone – Force 2, brown icons, defender province

3. Situation
Colby has deployed a reinforced division for a quick land grab in the neighboring province of Provolone. Unknown to Colby, Provolone has deployed an equal force to defend its territory. For obvious reasons, the resulting border skirmishes are forever known as Cheese Wars.

4. Initial Conditions
Both sides are armed with a division HQ, three infantry regiments, an armored regiment and a small tactical fighter/bomber component. Initial deployment is randomized.

5. Objectives
The numerical objectives placed on the sides of the map are used for computing loss penalties and are not designed to be unit objectives. The real objectives are the immobile division HQ, the two fixed objectives (two of six possible depots, motor pools and ammo factories) and a supply point. Destruction of the division HQ is worth the highest number of victory points; destruction of each fixed objective is worth a slightly lower number of victory points and destruction of the supply point eliminates the enemy source of supply. All objectives are randomized in their place of appearance.

6. Theater Options
There are four possible Theater Options, support the enemy 5th columnists (guerilla warfare), increase theater recon ability, conduct biological warfare (pestilence) and receive a one turn shock bonus. Each TO has a 75% chance of appearing. Use of a TO extracts a permanent loss of supply. Also, the 5th columnists, theater recon and biological warfare options are designed with a delay and range, therefore, it may take a few turns for the option to take effect.

7. Winning
Scoring a victory depends on solid game play and a bit of luck with the randomized placement of units, objectives and Theater Options. The equality of the opposing forces and short time span usually ensures a draw unless either force is able to destroy one or more objective. Extra points earned from destroying an objective should be enough to earn a minor; a major if both objectives are destroyed.

8. Miscellaneous
At the beginning of turn 2 supply points are deployed by events.
Weather is randomized for temperate to extremely cold conditions.
No units reconstitute.
Provolone (Force 2) receives a very small number of rifle replacements designed to balance casualties absorbed from the first turn. Otherwise, all replacements are received from the wounded and damaged equipment pools.

9. Games Against OwPI
All three Objective Tracks have been used in an effort to make OwPI a bit less predictable. But even with this, OwPI is a sucker for envelopment.
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Post by broccolini » Sun Nov 06, 2022
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PoorOldSpike
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Re: Scenario Complexity

Post by PoorOldSpike »

rhinobones wrote: Wed Apr 03, 2024 6:05 pm..Lots of luck finding a war game with only 20 maneuver units per side...
Check out 'The Troop' which is blowing people's socks off (including mine) over at Steam, it typically has only about 16 to 22 units per side but is single-player only, so we have to play against the AI, which incidentally is one of the toughest AI's i've seen in 41 years of computer wargaming, it never gives us an inch and we have to be at the very top of our game to whup it..:)
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Zovs
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Re: Scenario Complexity

Post by Zovs »

PoorOldSpike wrote: Thu Apr 04, 2024 8:20 pm
rhinobones wrote: Wed Apr 03, 2024 6:05 pm..Lots of luck finding a war game with only 20 maneuver units per side...
Check out 'The Troop' which is blowing people's socks off (including mine) over at Steam, it typically has only about 16 to 22 units per side but is single-player only, so we have to play against the AI, which incidentally is one of the toughest AI's i've seen in 41 years of computer wargaming, it never gives us an inch and we have to be at the very top of our game to whup it..:)
I think The Troop is a FPS type of game similar to CM, so it’s not knocking try he socks off of a lot of folks that don’t like first person shooter type of games.
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PoorOldSpike
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Re: Scenario Complexity

Post by PoorOldSpike »

Zovs wrote: Fri Apr 05, 2024 9:42 am I think The Troop is a FPS type of game similar to CM, so it’s not knocking try he socks off of a lot of folks that don’t like first person shooter type of games.
I don't like 1st-person shooters myself, but Troop (and CM) are THIRD-person games..:)
Correct me if i'm wrong, but 1st person means you're restricted to looking through your characters eyeballs or a narrow tank crewmans vision port all the time, but 3rd-person places you behind and slightly above your character or tank so you get a much better sense of situational awareness.
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Zovs
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Re: Scenario Complexity

Post by Zovs »

PoorOldSpike wrote: Sat Apr 06, 2024 3:53 am
Zovs wrote: Fri Apr 05, 2024 9:42 am I think The Troop is a FPS type of game similar to CM, so it’s not knocking try he socks off of a lot of folks that don’t like first person shooter type of games.
I don't like 1st-person shooters myself, but Troop (and CM) are THIRD-person games..:)
Correct me if i'm wrong, but 1st person means you're restricted to looking through your characters eyeballs or a narrow tank crewmans vision port all the time, but 3rd-person places you behind and slightly above your character or tank so you get a much better sense of situational awareness.
I think technically your correct here.

But I tend to lump these types of games (Combat Mission, The Troop, and others like them) as 3D FPS, probably not the best way to classify them but they are still similar to FPS i that while not peering out a vision block on a take or the eyes of some soldier, your playing a game in third person way (as you pointed out) on a 3D landscape.

I am not really into these types of games (either FPS or 3PV) and more of a top down map (read that as hex and counter) wargamer.
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