How about rethinking reinforcements...
Posted: Wed Jan 18, 2006 7:31 am
Look...I like reinforcements just as much as the next guy...but...
I have NEVER liked the way they have been implemented. Not since I was a prepubescent teen playing Panzerleader in 1980.
Norm and Talonsoft got this kind of figured out for "The Operational Art of War" with a two page nudge from me several years back and if I recall, it became known as "Strategic Options". But how about this...
You never know in advance exactly WHEN your reinforcements are going to arrive.
You may not know exactly WHERE they will arrive.
Some units may never arrive.
Others may, but only if you beg and plead with your commander for access to his reserves.
When playing the old wargames which represented tactical or operational action, I was always disappointed to think that THE SAME REINFORCEMENTS ALWAYS SHOWED UP AT THE SAME TIME NO MATTER WHAT HAPPENED ON THE DAMNED MAP. That is to say, that the people who made decisions as to where extremely limited forces should go didn't pay attention to what was happening in that 10 by 10 km area (or 100km by 100km area) to make the decisions. That is...crazy. That's like saying you, as the German commander of the East front, wouldn't consider sending additional reinforcements to Stalingrad if it were worth "25 VP" and was about to fall with a whole corps in it and the Fuhrer was ready to execute you if you lost it.
In my opinion, as a rule of thumb, the following aspects should be taken into account...
1. The more reserves your boss has to commit to YOUR sector, the less happy he will be with you.
2. The worse you are doing in holding your critical objectives from the enemy advance, the more likely you are to either get more units from your commander's reserves...OR be relieved.
3. In spite of these other two rules of thumb, no matter how badly or well you are doing, there are simply units which were planned to be sent to your sector before the fighting began...but you can almost never predict exactly when they will arrive. This is, in my opinion also VERY interesting problem in warfare...
Concerning Number 3. For instance...when Market Garden began, I am assuming most of the British general staff of the 1st airborne in Arnhem was hoping that XXX Corps was actually going to arrive in the first three days of the battle. They probably acted in a manner that reflected that. However, by day three it was obvious that it might not be by day 5 and by day 5...well, you know the story...
WAIT!!! THAT'S RIGHT!!! You do KNOW the story. Which is why you WON'T fight the way the British would have fought who believed in the early arrival of the reinforcements!
When I sat down to play my first Arnhem campaign battle in HTTR, I did KNOW with 100% certainty that XXX Corps wouldn't even arrive on the map for several days. And I completely changed my style of play to suit this fact.
Which is why, in my dasy as a Beta Tester for The Operational Art of War, I pushed for:
1. The ability to slightly randomize unit entries.
2. The ability for players (commanders) to BEG their superiors for additional reinforcements...AT A PRICE...usually, the cost of additional VPs. So, it would be like, "well, I know that I could possibly get that bridge if I had the 3rd SS Panzer Division at my disposal. The bridge is worth 50 VP...do I dare release the 3RD SS Panzer division for 20 VP (Or better yet, randomization...20 to 35 VP)? Are they even available to be released yet? How long will it take them to get here once I get them released (gee, I can't predict this with certainty!)
3. Of course, the ability to deliver reinforcements the old standard way...on a perfect time schedule.
The ability to call for additional units like this allows for all of the "what if" situations to be taken care of with simple rules. Most what if situations involve things like, "what if these reserves had been committed?" and what if this battalion, sitting on the airstrip at such and such an airport had been sent here? And, at Dien Bien Phu, what if the US had employed the Atom Bomb? Well, the answer to the last question is...tactical victory but strategic defeat. So...sure you could have used an A bomb and gotten your hills around the airstrip...but you would have suffered so much political fallout, that you would have "lost" in the world's eyes for having stooped to that level. Allowing players to "push" for unit release that costs them VPs is great in that it puts them on the horns of a dilemma every turn.
Perfectly timed reinforcements from one game to the next make things rather boring. And the above system adds ridiculous amounts of interest and re-playability.
Players who do more with less are rewarded for this ability. And things which are impossible to know...can stay impossible to know. I HATE replaying scenarios knowing exactly when I will meet the same damned enemy corps on the same damned road.
(By the way, in case you hadn't guessed I am also a fan of alternate setups) [;)]
-Chris
I have NEVER liked the way they have been implemented. Not since I was a prepubescent teen playing Panzerleader in 1980.
Norm and Talonsoft got this kind of figured out for "The Operational Art of War" with a two page nudge from me several years back and if I recall, it became known as "Strategic Options". But how about this...
You never know in advance exactly WHEN your reinforcements are going to arrive.
You may not know exactly WHERE they will arrive.
Some units may never arrive.
Others may, but only if you beg and plead with your commander for access to his reserves.
When playing the old wargames which represented tactical or operational action, I was always disappointed to think that THE SAME REINFORCEMENTS ALWAYS SHOWED UP AT THE SAME TIME NO MATTER WHAT HAPPENED ON THE DAMNED MAP. That is to say, that the people who made decisions as to where extremely limited forces should go didn't pay attention to what was happening in that 10 by 10 km area (or 100km by 100km area) to make the decisions. That is...crazy. That's like saying you, as the German commander of the East front, wouldn't consider sending additional reinforcements to Stalingrad if it were worth "25 VP" and was about to fall with a whole corps in it and the Fuhrer was ready to execute you if you lost it.
In my opinion, as a rule of thumb, the following aspects should be taken into account...
1. The more reserves your boss has to commit to YOUR sector, the less happy he will be with you.
2. The worse you are doing in holding your critical objectives from the enemy advance, the more likely you are to either get more units from your commander's reserves...OR be relieved.
3. In spite of these other two rules of thumb, no matter how badly or well you are doing, there are simply units which were planned to be sent to your sector before the fighting began...but you can almost never predict exactly when they will arrive. This is, in my opinion also VERY interesting problem in warfare...
Concerning Number 3. For instance...when Market Garden began, I am assuming most of the British general staff of the 1st airborne in Arnhem was hoping that XXX Corps was actually going to arrive in the first three days of the battle. They probably acted in a manner that reflected that. However, by day three it was obvious that it might not be by day 5 and by day 5...well, you know the story...
WAIT!!! THAT'S RIGHT!!! You do KNOW the story. Which is why you WON'T fight the way the British would have fought who believed in the early arrival of the reinforcements!
When I sat down to play my first Arnhem campaign battle in HTTR, I did KNOW with 100% certainty that XXX Corps wouldn't even arrive on the map for several days. And I completely changed my style of play to suit this fact.
Which is why, in my dasy as a Beta Tester for The Operational Art of War, I pushed for:
1. The ability to slightly randomize unit entries.
2. The ability for players (commanders) to BEG their superiors for additional reinforcements...AT A PRICE...usually, the cost of additional VPs. So, it would be like, "well, I know that I could possibly get that bridge if I had the 3rd SS Panzer Division at my disposal. The bridge is worth 50 VP...do I dare release the 3RD SS Panzer division for 20 VP (Or better yet, randomization...20 to 35 VP)? Are they even available to be released yet? How long will it take them to get here once I get them released (gee, I can't predict this with certainty!)
3. Of course, the ability to deliver reinforcements the old standard way...on a perfect time schedule.
The ability to call for additional units like this allows for all of the "what if" situations to be taken care of with simple rules. Most what if situations involve things like, "what if these reserves had been committed?" and what if this battalion, sitting on the airstrip at such and such an airport had been sent here? And, at Dien Bien Phu, what if the US had employed the Atom Bomb? Well, the answer to the last question is...tactical victory but strategic defeat. So...sure you could have used an A bomb and gotten your hills around the airstrip...but you would have suffered so much political fallout, that you would have "lost" in the world's eyes for having stooped to that level. Allowing players to "push" for unit release that costs them VPs is great in that it puts them on the horns of a dilemma every turn.
Perfectly timed reinforcements from one game to the next make things rather boring. And the above system adds ridiculous amounts of interest and re-playability.
Players who do more with less are rewarded for this ability. And things which are impossible to know...can stay impossible to know. I HATE replaying scenarios knowing exactly when I will meet the same damned enemy corps on the same damned road.
(By the way, in case you hadn't guessed I am also a fan of alternate setups) [;)]
-Chris