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Scenario design musings
04-09-2008, 04:59 PM,
#2
RE: Scenario design musings
JonS1 Wrote:Hi Folks,
One of the persistent issues with N'44, and longer campaigns in particular, seems to be the apparent inability of the German player to set up defense lines comparable to those acheived in 1944. This is borne out by results in the Scen Database: of 44 games recorded where the scen had more than 100 turns, the Allies won 27 to the Axis 14 (3 draws). In a scen with over 100 turns the Allies averaged 108 points, while the Axis only averaged 70.

Be careful how you are using these statistics. In my experience, long games are dropped when the defender "thinks" they are at a disadvantage and no longer continue. Defense in PzC is a matter of great patience. Campaign games require even more patience. Very few CGs are played out long enough to draw the conclusions your drawing.

JonS1 Wrote:In part this is due to an endemic problem with wargames, namely that both sides know what the other is doing, what they have, and what their goals are. This means that, for example, the US player can drive hell for leather S from OMAHA and SW from GOLD in the certain knowledge that the German players has nothing - or not much - in that area. This is compounded by the lack of restrictions on how units organise themselves for battle.

Are you referring to the recent changes of being a "detached" unit? Detached units are out of command range and thus restricted. Artillery support for such units is less. These units can be isolated by good defensive play. If not killed before help arrives, they can be severely mauled. Set the right optional rules. Such units will take days to recover if at all.


JonS1 Wrote:Players can race motorised AT units all over the place, using them to lead the charge and seize terrain, when in practice platoon commanders would tend to tell COs who tried to order that as a matter of course to "have sex and travel". however, in the longer scenarios it seems to be made much worse due to the sheer length of the game, and the Allied ability to crush the Germans in the inital landing battles, speed inland, and prevent an effective defence later on.

AT rules were changed about a year ago so this type of behavior will have the commander writing many letters to the familys of AT unit soldiers. I regret to inform you that your son speed way out ahead of the advance was never seen again.....
AT units do not have a ZOC, so they are easily surrounded. Unsupported by infantry, they are pretty easy to kill now by infantry assault. This is as it should be.
BTW, I have seen some pretty good defenses in N44 making it really hard to get off some beaches. As I said above, good defense takes time, lots of it against a good attacker. It is rare to have the defensive player win early in the game.


JonS1 Wrote:It's also due in part to relative unit strengths, but that's easy enough to adjust.
This is complicated. More often than not adjustments have brought unintended consequences. There are the stock values and the McNamara DB values in VM ALT scenarios. What more could you want?


JonS1 Wrote:Simplistic supply models also have an effect, though that, too, can be mitigated by using explicit supply.

Good gosh man! There are already enough counters in N44. Explicit supply would make playing a turn take forever....historically supply was not a big factor in that campaign. The storm had an effect of stopping the Allied offensive for a while, simulated in many war games by lowering supply. Currently storm rules that came with R42 will affect this CG quite well.

JonS1 Wrote:It is also, I think, due in large part to the fact that things in wargames simply happen so fast. Units have a movement factor based on what is essentially their best speed, but in practice this becomes their average speed and it means they can get far more done in a day than any real-world military unit could dream of.

Having pondered this for some time, I'm coming around to the idea that instead of 8 x 2hr day turns and 2 x 4hr night turns, N44 might play better with 6 x 3hr day turns (with the dusk/dawn flag ON) and 1 x 6hr night turn. This would be accompanied by slight changes to, for example staking limits (making it higher), but otherwise everything - notably unit speeds - stays the same.

This would have the immediate effect of cutting some 30% of the turns, dropping the campaign from 750 to some 525 turns, making the campiagn somewhat more tractable. In any given day it would similarly reduce the distance a unit can move by some 30%.

It'd also reduce the number of moves the allies get before German reinforcements show up. However it would reduce the night from 20% of turns to 14% of turns, although that would be somewaht mitigated by the dusk/dawn turns.

The time of the turns is part of the engine in the game system. It would require...well a new game engine to change this. I think the editor does allow one to tinker with MP's. It has been stated many times here by Glenn that the MP's are NOT the top speed but a speed determined by deployment at which a full unit can move.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
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Messages In This Thread
Scenario design musings - by JonS1 - 04-09-2008, 03:28 PM
RE: Scenario design musings - by Dog Soldier - 04-09-2008, 04:59 PM
RE: Scenario design musings - by JonS1 - 04-09-2008, 06:35 PM
RE: Scenario design musings - by CptCav - 04-09-2008, 05:57 PM
RE: Scenario design musings - by FLG - 04-10-2008, 05:30 AM
RE: Scenario design musings - by JonS1 - 04-10-2008, 05:38 AM
RE: Scenario design musings - by Glenn Saunders - 04-10-2008, 12:23 PM
RE: Scenario design musings - by JonS1 - 04-10-2008, 01:07 PM
RE: Scenario design musings - by Glenn Saunders - 04-10-2008, 07:09 PM
RE: Scenario design musings - by Dog Soldier - 04-11-2008, 04:56 PM
RE: Scenario design musings - by JonS1 - 04-15-2008, 10:37 AM
RE: Scenario design musings - by JonS1 - 04-19-2008, 05:26 PM

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