Showing posts with label Wargame Design. Show all posts
Showing posts with label Wargame Design. Show all posts

Thursday, 12 March 2020

Avalon Hill: Panzer Blitz Combat Rules

The Power of Three: What am I attacking, what am I hitting it with and how is it affected by terrain and/or range modifiers?
Panzer Blitz is a classic game from the early Avalon Hill era best recognised from hexes, symbolic terrain, movement points, attack points, defence points and the ratios between them in a Combat Results Table (CRT). A statisticians heaven. Importantly it also brought in the concept of how you breakdown an attack on a hex containing multiple targets (see below, selective attack on one target [the weakest] - multiple targets but not all attack [working from the weakest up] and finally combined attack [everything attacked as if were one big unit]):


There were plenty of opportunities for "wargaming cheese" here (or unrealisms) that exploited the mathematics of certain situations however the purity of the design principles is clear. In fact the Spearhead rules by Arty Conliffe seems to draw indirect inspiration from it in its target assignment and prioritisation of targets depending on weapon type. Another consideration apart from the power (as in attack points a counter has) is the weapons inherent capability aka purpose: Infantry Weapons, Anti-Infantry Guns (HE: High Explosive) and Anti-Armour Guns (AP: Armour Piercing), plus if it has indirect "Mortar and Howitzer" characteristic (see below, nicely summed up in a little chart):


There then follows range and target type considerations (see below, the rows read Infantry Weapons, AP Weapons and then HE Weapons):


The terrain of the target hex counts too (see below, +2 DRM with cover from Woods, Swamps and Towns, with slopes and hills significantly affected the AF because of good cover):


The above consolidated into an odds-based Combat Resolution Table (CRT) as seen below, where "X "X" is a KIA, "-" is 'No Effect', D equals Dispersed (with no action other than to rally at the end of the next player's turn, so effectively missing a go) and DD is a special chance to kill units already Dispersed this turn (see below, a special tactic in Panzer Blitz seemed to be suppress with long range fire and close assault to kill - that was one unit can be attacked twice in the same turn):


The above formula seems to have stood the test of time!

Thursday, 2 January 2020

Tuesday, 12 December 2017

Another Winter Warmer Wargaming Project #2: The Portable Wargame - Thoughts and Scenarios

This is very much on my radar, I've read it, now need to play it (which always is fun trying to remember the rules once read but now faded from memory). The good thing is that it can be done solo! (see below, several other bloggers have already "boldly gone before" where I hope to follow):


Roll of Honour (of blogged battles, note: by no means exhaustive):
The last one is the first one I want to replay from the Portable Wargame book!
Also a link to Rob Cordery's Pre-Dreadnought Rules:
The follow-on book takes the concept into other periods (see below):


So yes, I need to first do a few replays from "the book" and other peoples blogs (see blog list above) then explore my "own battles" across a range of periods (Note: Fantasy and Sci-Fi are not excluded).

GOAL: To get a portable game played through before Xmas.

Wednesday, 11 December 2013

Notes to self: Musings on WWI Naval rules (North Sea) Part #1


Recent sources of Inspiration: Dreadnought Gunnery Book
Michael Brooks


Though please note, my version was the good old fashioned paper edition.

And a long standing favorite:


What I want from a set of naval rules?
  • Fast Play
  • Historical Accuracy
  • No "fiddle and widdle, billimeter twaddle"
Rules that come the closest?
  • GQ I and GQ II Rules (over thirty five years old now)
    • (Best bit) Gunnery abstraction is excellent
    • (Worst) Movement and Command & Control
Thoughts of my own, time to devise "Battle Cruiser Fleet" (BCF) Battles, my Great War Naval Rules for "Battle-cruiser clashes in the North Sea"

BCF Actions in the North Sea (Version 1)
Context of Rules
Mainstay of the naval actions in the North Sea was between the Battle Cruiser Fleet (BCF) and the High Seas Fleet (HSF) Scouting Groups (SG), as running engagements rarely got to the point of battle squadrons of the Grand Fleet (GF) engaging the battle squadrons of the High Seas Fleet (HSF).
Miniatures/Counters: 
Each ship will be represented 1-to-1 on the ‘table-top’, therefore there is a high element count to the game.
(Note: This could mean quite a lot of counters)

Formations:
However the counters are not moved individually (bar ‘exceptional  circumstances’ – i.e. ships being damages and sunk) but moved in squadrons relative to one another. Counters/Ships are held in a fixed position within the formation.

Movement:
Absolute movement is not measured, rather relative movements (sea areas) between squadrons.  The umpire may have to have a form of master map (to be confirmed).

Movement ‘orders’ are maintained as: Close (decrease distance), Maintain and Open (increase distance) and issued to squadrons. The success of the intention is based on simultaneous order declarations.  

Gunnery:
Gunnery is handled as per General Quarters (GQI and GQII) is abstracted into fire-power factors and ‘quartered’ reductions (I like the way the traditional GQ does it) rather than counting turrets and shells.

Command:
Command and Control is based on the relative position to the Flagship. Command “PiPs” are used/spent by the Admiral to control his formations (signalling), messaging (intelligence to GF and HSF admirals and ‘over the horizon’ scouting formations) and gunnery (target priority).  

Individual battle squadrons or formations have their own initiative and morale levels.

Design Goal:
German and British doctrines are different and will be reflected in the orders allowed to be played by the admirals. Note: This is a form of constraint propagation to make the rules specific to North Sea actions (1914-1918 WWI period). The personal and national characteristics of the commanders (Beatty, Jellicoe, Hipper and Scheer) also will effect the 'freedom of movement' to perform certain actions.

I hope the "festive period" turns out to be a fertile period of naval wargaming experimentation. Note I an trying to keep the context of the game scope quite tight to re-fight historical scenarios and the "what-if" permutations.