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

Saturday, 14 July 2018

Data Driven Lives of Wargaming Miniatures (Video)

I am getting more like my kids and this is a good thing. I am learning to use YouTube more. True hours can be whiled away doing nothing particular, but every now and then amongst the "cats" videos something interesting turns up. If I said "The Data Driven Lives of Wargaming Miniatures"; pull up a chair, have a cup of tea/coffee, click on the link and trade 16 minutes of your life for something I found quite mind blowing - but I do have a 'tiny mind' (see link below):

https://www.youtube.com/watch?v=eCGQrs3aX8A

My Pondering Thoughts: 
True it makes references the life and times of GW miniatures but "abstracting out" I think it is generic. Where it is going? That I don't know but the research [and research is often an open ended journey] is ultimately looking at generating better User Experience (UX). I found the first couple of slides new, so highly interesting and the "narrative of the object" again an interesting concept. However talking about the miniature without the specific reference to the game [why it is played] lessened the understanding of what [miniature-tabletop] wargaming actually is and that in turn weakened the understanding of the miniature's purpose [IMHO]. If you understand the game [or gaming] better then you understand the purpose of the miniature better; then surely you will be able to design [or evaluate] future 'things' much better. However if can you explain that to a mainly academic and non-wargaming audience in a few slides, then you are a better man than me.

Footnote: Climbing off my virtual soapbox I actually enjoyed the video and was genuinely excited about academics [daring to] create a video/research like this.

The chap who put the video together can be found at:
https://cdt.horizon.ac.uk/dimtri-darzentas-mixed-reality-storytelling/
https://www.nottingham.ac.uk/research/groups/mixedrealitylab/people/dimitrios.darzentas2

The "Paper" can be found at:
https://www.nottingham.ac.uk/~psxdpda/Ddarz_Papers/Paper_2015_CHI15_Data_Driven_Lives.pdf

I wonder if he could be brought into the "historical fold" or venture into Connections UK or Wargames Development/Conference of Wargamers? I would have thought John Curry's History of Wargames web-site may be of interest or 'blow his mind' ;)