An interesting idea. This would go far to support a "linked-scenario campaign".ORIGINAL: MrClock
A database of units and a summary of their history.
We'll see.
An interesting idea. This would go far to support a "linked-scenario campaign".ORIGINAL: MrClock
A database of units and a summary of their history.
+1000, plus mega bonus points if exportable/importable.ORIGINAL: MrClock
A database of units and a summary of their history.
Hmmm...now I'm not sure what I'm signing up for with this hearty-ho. When I hear "database of units", I think, "these are the units of 1st Guards Army during period x..." or similar TO&E exploration. A "summary of their history"...actually means a summary of their historical combat record. What I envision for a connected set of scenarios only includes an historical summary of the targeted set of units in the game. More than that is way outside the scope of the next game.ORIGINAL: 76mm
+1000, plus mega bonus points if exportable/importable.ORIGINAL: MrClock
A database of units and a summary of their history.
The way ahead:
* Half the Desert War hex scale from 2-miles to one mile per hex (1600 meters).
* "Double" the time scale from three to five turns per day (4 day, 1 night).
* Retain the company/battalion scale and all the unique, unit type capabilities found in Desert War.
* Add new unit types (bridging engineers, partisans, security, ski units).
* Scenarios should consist of no more than two corps per side.
* Average scenario length should be on average two to three days time (10-15 turns)...some shorter (a day--5 turns), some longer (6 days--30 turns). None longer.
* Bottom Line (My Read): Many like/want smaller, shorter scenarios. Some want larger, longer scenarios. The Priority goes to what The Many want and what we can do.
ORIGINAL: mannerheim4
Clearly, too many pieces. An Eastern Front game would be worse.
I would suggest removing the many separate AT sections and other such units and add "them" to the divisional HQ to dole out as needed. The receiving unit would have a bump up in combat strength, perhaps a small AT capability, etc. that can be added to the individual infantry battalion. You could do the same with Artillery. They could be either added to an individual battalion as support (say, a 25 pounder used as AT) or the artillery added to the infantry division and provide simple support points per combat.
Even engineers could be "eliminated" and made into a support capability that is doled out to the maneuver unit.
This would get rid of A LOT of clicking.
I think that this kind of delay is fully adequate, I would really not want to see units going off to do some random thing. Maybe some things like a unit ignoring firing range or sector assignments would be OK, especially for less-well-trained troops.ORIGINAL: Saint Ruth
Hi, well there is a Command And Control penalty. Units may be delayed before they move (so they might not even move). This depends on the side's CCV (Commmand Control Value).
Units won't however go off on their own for example.
I just recently concluded two BCS game-plays (Brazen Chariots [Battleaxe] & Last Blitzkrieg [The Goose Egg] via VASSAL) with two Desert War 1940-42 playtesters & BCS fans. Conclusion? They still like BCS but also agree--BCS isn't the same as the Desert War game experience--which they thought was more enjoyable. Desert War knows all the rules--and enforces them all by itself. BCS? This rule cross-referenced with this rule on page five de-conflicted with the errata found here, equals--ENJOYMENT! Legally speaking.ORIGINAL: mannerheim4
...I would like to see an optional rule (since some players don't like the idea of not having control) where the computer does not allow the player to use his units as he expected. A variety of modifiers could be used to adjust that check. The model I am thinking of is from the Battalion Combat System (BCS) from MMP - a board game. It is called a "SNAFU" roll You roll per HQ to see whether the units of the HQ can move normally, half or zero. Since it is randomly determined, it does add in some interesting situations that are more realistic. For example, planning a concentric attack and then one of your HQ fails its roll and cannot move up to support the combat that you had planned - resulting in a partial, ineffective attack, MUCH more realistic in keeping with operational command. In the game, the WEGO is nice, but it would be interesting to see (as in real life) if a unit doesn't react to your orders whatsoever...
...Thoughts?