COMMAND OPS : LEGENDS OF THE BLITZKRIEG - An Introduction
Posted: Sun Jun 03, 2012 6:34 pm
Legends of the Blitzkrieg
A while back I got to thinking that the Command Ops engine would be the ideal vehicle to use to experiment with tactical combat. The Command Ops engine has been used exclusively for Operational sized battles in the past with line units at the company scale. I did a few experiments with units at platoon scale and was very happy with the initial results, the game feels very different. So myself and Warren “TheCapt” Miron approached Dave O’Conner with the idea of creating the content for a tactical scale game with his engine.
We are doing the France 1940 battles of Fall Gelb (first stage of the battle for France) ... the battles from Fall Rot we are currently planning on doing as an eventual expansion pack then adding the Italians to the mix. This is planned on being only the first of many games from Warren and me.
We are going to platoons with specialist teams... and in my initial play testing I really like the feel of this scale. I personally prefer smaller scenarios and most of our battles will be at the Battalion(+) to Regiment scale.
We are also moving to 50m movement grids to take advantage of the finer fidelity that smaller grid will give us. The initial results with maps at this movement grid size are encouraging. Map textures will be all new, and maps will have more detail than ever before, more contour levels, more varied terrain, more accurately rendered road networks, etc. All of this is possible because of the smaller movement grid. See the attached image from a map (work in progress) to see where we are going with this... at this tactical scale things like fields, hedgerows, etc will be important.
Warren and I are overhauling all of the armor, accuracy, and penetration values as we go. In fact our data will be all new for this game, more detailed and more accurate, in keeping with the tactical scale. Warren (a combat engineer) is doing some stellar work on the formulas and insuring the values align with real world numbers.
Challenges that we are working on are how to represent different reaction times based on differences in communications and tactics... how to give the Germans a fighting chance against the very tough French tanks, etc. we have some answers to those questions... but a lot of testing is still required.
Small arms rates of fire (ROF) and effective ranges are being adjusted to more accurately reflect reality, this incudes increasing the ROF for rifles, MGs, etc. over the BFTB numbers. We are adjusting the HMG data to better reflect the differences between HMGs and LMGs In the game, this is a bigger deal than you might realize and HMGs definitely have different capabilities than LMGs do in Legends of the Blitzkrieg.
Artillery blast radii, ROF, effectiveness, etc. are all being reinvestigated to insure they are as accurate as possible.
Logistics modeling will also be represented as accurately as possible, this includes fuel loads, available supply transport, echelon of supply delivery, basics consumption, etc.
We are very excited to be working on this complicated project and hope to be bringing Legends of the Blitzkrieg to you within the next year. Watch this space for more details as this new Command Ops game is developed.
Bil

A while back I got to thinking that the Command Ops engine would be the ideal vehicle to use to experiment with tactical combat. The Command Ops engine has been used exclusively for Operational sized battles in the past with line units at the company scale. I did a few experiments with units at platoon scale and was very happy with the initial results, the game feels very different. So myself and Warren “TheCapt” Miron approached Dave O’Conner with the idea of creating the content for a tactical scale game with his engine.
We are doing the France 1940 battles of Fall Gelb (first stage of the battle for France) ... the battles from Fall Rot we are currently planning on doing as an eventual expansion pack then adding the Italians to the mix. This is planned on being only the first of many games from Warren and me.
We are going to platoons with specialist teams... and in my initial play testing I really like the feel of this scale. I personally prefer smaller scenarios and most of our battles will be at the Battalion(+) to Regiment scale.
We are also moving to 50m movement grids to take advantage of the finer fidelity that smaller grid will give us. The initial results with maps at this movement grid size are encouraging. Map textures will be all new, and maps will have more detail than ever before, more contour levels, more varied terrain, more accurately rendered road networks, etc. All of this is possible because of the smaller movement grid. See the attached image from a map (work in progress) to see where we are going with this... at this tactical scale things like fields, hedgerows, etc will be important.
Warren and I are overhauling all of the armor, accuracy, and penetration values as we go. In fact our data will be all new for this game, more detailed and more accurate, in keeping with the tactical scale. Warren (a combat engineer) is doing some stellar work on the formulas and insuring the values align with real world numbers.
Challenges that we are working on are how to represent different reaction times based on differences in communications and tactics... how to give the Germans a fighting chance against the very tough French tanks, etc. we have some answers to those questions... but a lot of testing is still required.
Small arms rates of fire (ROF) and effective ranges are being adjusted to more accurately reflect reality, this incudes increasing the ROF for rifles, MGs, etc. over the BFTB numbers. We are adjusting the HMG data to better reflect the differences between HMGs and LMGs In the game, this is a bigger deal than you might realize and HMGs definitely have different capabilities than LMGs do in Legends of the Blitzkrieg.
Artillery blast radii, ROF, effectiveness, etc. are all being reinvestigated to insure they are as accurate as possible.
Logistics modeling will also be represented as accurately as possible, this includes fuel loads, available supply transport, echelon of supply delivery, basics consumption, etc.
We are very excited to be working on this complicated project and hope to be bringing Legends of the Blitzkrieg to you within the next year. Watch this space for more details as this new Command Ops game is developed.
Bil
