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design

Counterfeit Game Money

At Chestnut Lodge Wargames Group we design and play a lot of games involving game money. We do this to the extent that we often joke that all you need for a game are CLWG members and some (play) money.  By definition none of this is real, but in game terms it is always genuine. There is never any question that some of it could be fake. For more modern games involving high value government expenditures this is definitely fine, but in some of the games we play it would make for an interesting dynamic if it turned out we couldn't rely on the value of the coins.   Game money (Photo credit: James Kemp)   So while my daughter was playing with my stack of play money (see the photo above) I was thinking that I could run a…
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design

Game Design Notes: World War One Strategic Battles

This was originally written as a game design session prompt for a session at Chestnut Lodge Wargames Group back in April 2004. A discussion thread on about this excellent blog post  lead me to dig it out and post it here. World War One Strategic Battles Turn structure Three turns per year, March – June (Spring), July to September (Summer) and October to February (Winter). Actions Small offensives can be prepared and launched within one turn. Large offensives take a turn of preparation and then take a whole turn of offensive action. Small offensives can be carried on into large offensives. Battles are fought in phases. Preparation: divisions are allocated to the line, first wave, second wave, exploitation, training and reserve tasks Bombardment Assault Counter-attack Continuation phases if appropriate Resolution Fighting is resolved at Army level, with Divisions as the…
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design

The Stress of Battle 5 – WW2 Heroism & Surprise

This is the fifth and final part of my extended review of The Stress of Battle by David Rowland. It is such a strong piece of operational research that I thought that it would be useful for wargame designers (and players) to understand what the research evidence is for what went on in WW2 battles. This part is on the effects of heroism and combat degradation. Combat Degradation Combat degradation is a measure of how less effective weapon systems and individual soldiers are in actual combat when compared to training exercises and range work. A score of is equivalent to not being degraded at all. Degradation to would mean that it was operating at 30% of its peacetime range effectiveness. the analysis by Rowland's team broadly matches that done by Wigram in 1943, that there are three classes of effectiveness. About 20% of those involved could…
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design

The Stress of Battle – Part 4 – Op Research on Anti-Tank Combat

This is the fourth part of my review of The stress of battle: quantifying human performance in combat by David Rowland, which is an essential piece of Operational Research on WW2 and Cold War combat operations. Unlike small arms, the effectiveness of anti-armour weapons has changed considerably over the course of the mid-20th century. From non-specialist gunfire in WW1, to high velocity armour piercing in WW2 and then to Anti-Tank Guided Weapons in the Cold War period. This makes the operational research harder to do because the start point needs to be battles where only one kind of AT weapon is in action. Much of the analysis starts with the 'Snipe' action during the second battle of El Alamein in North Africa where data on each of the guns individually was available. 'heroic performance' plays a large factor in the effectiveness of anti-tank guns about a quarter of guns (at…
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design

The Stress of Battle – Part 3 – Op Research on Terrain Effects

This is the third part of my extended review of The Stress of Battle by David Rowland. It is such a strong piece of operational research that I thought that it would be useful for wargame designers (and players) to understand what the research evidence is for what went on in WW2 battles. Fighting in Woods The data comes from an analysis of 120 battles that took place in woods or forests from the US Civil War to the Korean War. It also applied all the things from the previous research and tried to see how woods differed from combat in other types of terrain. Woods Open Urban Attacker casualties per defence MG (at 1:1 force ratio) Force Ratio Power Relationship Defence is less effective in woods, most likely because limited fields of view mean that the engagement ranges are…
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