Sunday, June 28, 2020

Game 1 Points

Having completed the first game there are a number of points that need changing:

* Too big a differentiation between German and American troops. Will change to equal dice but different modifiers.

* Too easy to remove pin markers. Consider harder to roll, limit fall backs to only action.

Facebook

For those who use Facebook I now have a page on there. 
https://www.facebook.com/britishofficersdontduck/

First thoughts on infantry v infantry

To best model the individual squad's abilities, I plan to give each type of stand two ratings at a variety of ranges, number of dice and to hit modifier. So a unit may have 3/+2 meaning that at that range they roll 3D10 adding 2 to each. So what do they roll against? Well each unit has three defence values, in the open, in concealment and in cover e.g. 3/6/8. Each roll that equals or exceeds inflicts a morale token (which once a specified number is reached eliminates the stand). 

As for modifiers to hit well there is only one, the number of morale tokens on the first (simulating pinning). A little bit of looking up values but after that simple.

Melee combat will be factored in with a 2" range and use the same procedure.

Wednesday, June 24, 2020

initial thoughts on turn sequence

I want to try and emulate Seven Days to the River Rhine with its alternating sequence of initiative. This keeps both players involved. 

To activate a unit the player must roll higher than the total of morale and command tokens on the unit. This lovely simple mechanism simulates pinning by fire really well.

I want to strip it down to single activations however as I find the double action sequence with interuptions a little clunky. It will also greatly reduce the moving and firing as tanks of the earlier era would halt to fire. 

I plan to introduce an overwatch system instead (but no guarantee it will work when you need it as you roll to activate as normal). This will stop units being immune to being shot by moving from cover to cover. Placing a unit on overwatch will require a command point and will continue from turn to turn. The marker is removed on any attempted action (including firing).

The active player can pass after using at least one action. The reactive player can spend a command point to force a roll to try and win it back after each action. 

Number of command points is 1 per non transport. Each platoon commander generates an extra 1. Each company commander generates an extra 2. Dice to reduce for reluctant (per 3 units roll 1D6 and remove 1 command for each 4+?). High initiative the reverse?

I may have a modifier for the start of turn roll off by nationality  - highest can choose to start active or reactive.

Design Philosophy

So what do I want to include as the design parameters?

Space
I want the set to be playable in a small space on a small scale (down to 3' by 2' for a platoon attack) but capable of upscaling to normal table sizes.

Scale
1 vehicle is one vehicle, 1 stand is one section or similar.

Playability
Fast play to allow a game to be over in an evening (platoon games in about an hour to two hours).

Detail
I want players to be company commanders or equivalent. You don't need to know that Pre Jones has taken a wound to the leg, just that No2 section has gone to ground and is currently ineffective.

Style of play
Non competition based. Generals don't agree a points value. Ideally the player chooses a core force and then gets random attachments (bearing in mind I want to limit the number of units people but).

Time and Geography
As I have ordered the "Hit the Beach" set, initially I will look at Western Europe 1944-45. Once this is worked out I will look at other areas. To initially keep my rules manageable I will add unit types as I buy them. 

Realism
This is a game but I want the tactics that were used to be the ones players use on the table, mechanisms should encourage this. Primary sources should be used over secondary sources.

Mechanisms
Use universal mechanisms where possible instead of hundreds of specific rules.

Rewriting
If it doesn't work, rewrite it and rewrite it and rewrite it.... Don't hold onto something just because I like it.

This should give a view of what I want to achieve.

Welcome

Welcome to my blog which will follow me as I try and write a simple set of rules for 15mm World War Two wargaming.

Like most gamers I buy lots of rules (I think the "oooh, shiny" syndrome is at work here), tinker with them, tinker with them some more and then eventually give up and try a new set. This goes on and on and even when we find a set we like, a new edition or supplement comes out that changes things.

We will all have our own views and opinions of what is important with rules. A rule set that I love will be hated by someone else.

Many of us start writing a set of rules, tinker with it, write cryptic annotations we can't understand later and eventually give up. This blog hopefully will achieve a number of things:

1. Encourage me to actually finish the set!

2. Give you a set of rules you can use (edit, amend, rant at, etc).

3. Give an insight into how rules develop over time.

4. Let me argue that my rule writing time could be classed as research for what I am writing not "playing with toy soldiers" as my fiancee phrases it.

Hope you enjoy the journey.

Holding objectives

I'm musing about objectives for scenarios and something has crossed my mind. Should it be the case that only infantry can hold objective...