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RE: Desert War: A Paradigm Shift

Posted: Mon Feb 18, 2019 9:18 pm
by Deathtreader
ORIGINAL: Okayrun3254

ORIGINAL: bcgames

What about multiple scales within a single game?

What do you think about Operational Art of War's (TOAW) approach to scenarios and game scale? In TOAW, there is a cornucopia of scenarios on different eras, different theaters of war--with different unit sizes, time scales, and ground scales--all in one happy package (Note: I own 100% of the multitude of publications of this title--love, love, love the game system--GET TOAWIV!!!).

So...with that thought in mind, how about a "TOAW-like" treatment of the Eastern Front 1942 (Stalingrad area of operations and time period) that uses different scale of time, ground scale and units to convey the topic properly (dramatically/historically/topically)? Or must it all be one scale set? What say you?


I am in favor of this idea. I think the East Front Theatre is a great candidate for multiple scales to represent the different levels of operations. There could be 3km/hex or smaller for large scale, 1km/hex for specific battles like the relief of Stalingrad, and even 400km per hex for fighting in the city of Stalingrad.


Great idea!!

Rob.

RE: Desert War: A Paradigm Shift

Posted: Mon Feb 18, 2019 10:59 pm
by canuckgamer
I have played a number of the HPSSIMS titles and before that Talonsoft operational games on WWII. As an example, one of the HPPSIMS games that I have had for years but have never played is Stalingrad and that is because with hundreds of units on each side and campaign scenarios with turns numbering upwards of 250 they are not only click fests but impractical to play given how many turns there are.

Keeping a game playable should be a prime consideration so I don't think having 3 turns per day and 1 km hexes is a good idea. If you look at the Soviet offensive that surrounded the 6th army, the attack began November 19th 1942 with the remnants of the trapped Germans surrendering the first week of February 1943 so approximately 10 weeks or 70 days. With 3 turns a day that would be 210 turns! With a scale of 1km per hex your mention of companies would mean that the number of units is also going to be huge.

My group of friends have played board wargames for over 40 years and computer wargames from the days of Panzer General to the Strategic Command series, Operational Art of War and so on. Playability and a good PBEM system are features that we look for.

RE: Desert War: A Paradigm Shift

Posted: Thu Feb 21, 2019 5:04 am
by bcgames
There's no intent here to replicate the scales found in HPSSIMS or Talonsoft. They do what they do best. I celebrate their achievements and the stable of their titles I have in my library.

RE: Desert War: A Paradigm Shift

Posted: Sat Jun 08, 2019 10:10 am
by wodin
ORIGINAL: bcgames

What about multiple scales within a single game?

What do you think about Operational Art of War's (TOAW) approach to scenarios and game scale? In TOAW, there is a cornucopia of scenarios on different eras, different theaters of war--with different unit sizes, time scales, and ground scales--all in one happy package (Note: I own 100% of the multitude of publications of this title--love, love, love the game system--GET TOAWIV!!!).

So...with that thought in mind, how about a "TOAW-like" treatment of the Eastern Front 1942 (Stalingrad area of operations and time period) that uses different scale of time, ground scale and units to convey the topic properly (dramatically/historically/topically)? Or must it all be one scale set? What say you?


I like this. As I think they city fighting should be 200m hex Coy scale to do it any justice. No city fighting war game at this scale has really been done and it should be done properly with specific city fighting features.

You can then do higher scale operational\grand tactical either as a higher part of the dog level scenarios or two totally different scenario types with no relation.

The company scale should have different turn length to say a regiment scale game. Coy I'd say needs a morning, mid day, evening turn and 1 night turn. So say regiment is a turn every three days a player moves investment and then has a 12 turn company scenario to fight, outcome of which is then passed to regiment.

RE: Desert War: A Paradigm Shift

Posted: Mon Jun 10, 2019 7:43 pm
by bcgames
ORIGINAL: wodin
ORIGINAL: bcgames

What about multiple scales within a single game?...

I like this...

Who else likes this idea?

RE: Desert War: A Paradigm Shift

Posted: Mon Jun 10, 2019 8:08 pm
by Deathtreader
ORIGINAL: bcgames

ORIGINAL: wodin
ORIGINAL: bcgames

What about multiple scales within a single game?...

I like this...

Who else likes this idea?


I do!