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Retired Tank Vulturedoodle Sergeant
 791 Posts




 | | 08/01/2005 3:12 PM |
| | recovered topic 6791 | | Vaughan: You seem like a thinker. You seem to always be deep in thought. So what are you thinking right now? Karl: I'm thinking I could use some more o' that potted meat, if you got any extry.
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| Retired Tank Vulturedoodle Sergeant
 791 Posts




 | | 08/01/2005 3:12 PM |
| quote: Originally posted by Slapdragon
After looking at the AAM rules, it comes to my attention that they sort of suck. I am not faulting AH, they have to make the rules easy to get to for new audiences or else the things will never sell.
I am thinking about writing an alternate rules for the game and developing new cards for the minis. Anyone want to take a shot at it with me?
No me, not without having playtested them a while. Plus, there are already so many WWII miniatures rules sets out there, I'll be using some of those. Flames of War is one.
But I'd be interested in seeing what you come up with. Good luck.
Regards, Steve F. | | Vaughan: You seem like a thinker. You seem to always be deep in thought. So what are you thinking right now? Karl: I'm thinking I could use some more o' that potted meat, if you got any extry.
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| Slapdragon Warrior
 268 Posts




 | | 08/01/2005 4:00 PM |
| | Thanks. I am more thinking of how to increase realism without increasing complexity. Almost any medium tank can have people riding on it - not just the T-34 for example. The M4 should be better than the M3, but not as good as the PzKIV of the later (long barreled) marks in straight numbers, but its gyros did make its first round accuracy higher. And so forth. | | Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt. | |
| Ben Webster Warrior
 204 Posts



 Brisbane, Australia
 | | 08/01/2005 6:14 PM |
| quote: Thanks. I am more thinking of how to increase realism without increasing complexity. Almost any medium tank can have people riding on it - not just the T-34 for example.
That is true, but the Soviets were most noted for its use, especially as a defacto personnal carrier. Other armies already had a variety of armoured cars, half tracks etc for transporting personnal. Putting your troops on the outside of a tank for heading into to battle (or near to battle) was something they did because they lacked an APC for the entire war (discounting a few lend lease vehicles).
But your thoughts are echoed on the rules, long term they will just not be meaty enough.
Ben. | | Trade Ref's: http://www.maxminis.com/forums/topic.asp?TOPIC_ID=1347
Woo-hoo! Now I'm a Warrior. | |
| Slapdragon Warrior
 268 Posts




 | | 08/02/2005 2:22 AM |
| #1 Defining Terms for Units:
A- An infantry figure represents a fire team of 3-5 soldiers armed predominantly with the weapon represented by the figure, along with grenades and other personal weapons (knives, pistols, and the like).
B- A support weapon figure represents 1 weapon of the time shown, plus the appropriate soldiers trained to staff it.
C- A vehicle figure represents a single vehicle of the appropriate type and its crew.
D- A support fire counter represents off-board artillery called in by an officer unit. It is kept off board until it is used to attack the designated hex.
E- Leadership units represent a leader and possibly a few soldiers.
#2 Universal Unit Actions (each turn)
A- Infantry units may move, attack, assault, or stay stationary. Infantry may ride on any vehicle with cargo capacity, or any any tank with Infantry Carry ability.
B- Support units may move, attack with their support weapon, attack as infantry, or stay stationary. Support units may ride on any vehicle with cargo capacity. (in the case of guns, often this is a "towed" movement)
C- Vehicles (tanks) may move, attack, assault, or stay stationary.
D- Vehicles (support) may move, attack, or stay stationary.
E- Leadership units may move, attack, assault, support (leadership) or stay stationary. Leaders may ride on any vehicle with cargo capacity, or any any tank with Infantry Carry ability.
| | Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt. | |
| XAos Underboss
 2395 Posts



 London
 | | 08/02/2005 6:48 AM |
| quote: Originally posted by Slapdragon #2 Universal Unit Actions (each turn)
A- Infantry units may move, attack, assault, or stay stationary. Infantry may ride on any vehicle with cargo capacity, or any any tank with Infantry Carry ability.
B- Support units may move, attack with their support weapon, attack as infantry, or stay stationary. Support units may ride on any vehicle with cargo capacity. (in the case of guns, often this is a "towed" movement)
C- Vehicles (tanks) may move, attack, assault, or stay stationary.
D- Vehicles (support) may move, attack, or stay stationary.
E- Leadership units may move, attack, assault, support (leadership) or stay stationary. Leaders may ride on any vehicle with cargo capacity, or any any tank with Infantry Carry ability.
My guess is that considerable play-testing went into the A&Aminis turn sequence. When I look at the tactics I would play, the implications of that turn sequence looks very inticate. And it gets more intricate each time I read a new special ability/rule. e.g. Strike & Fade, since the movement is after firing. This can be used to shoot & then get out of the enemies LoS. But only if your the "1st-player" and being the first player is a liability for some other tactics. Or "transport", you can load and unload during the movement phase but not during the assault phase. So the 2 phases serve entirly different purposes in the game design/balence. Before I saw the full wording of the transport rules, I thought the movement phase was just an assault phase with attacks not allowed. A&Aminis is obviosly using the 2 types of phase to create a "simultaneous" effect in the tactics (even though each seperate part of the turn is actually sequential). Any "realistic" change to that turn sequence, risks degenerting the game sequence back to "side-A moves, then side-B moves." which is entirly sequential (and hence not at all realistic.) So you should be very careful about redefining what actions can be done in a turn. | | Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything. | |
| Sean-Khan Commander
 2720 Posts




 | | Slapdragon Warrior
 268 Posts




 | | 08/02/2005 8:34 AM |
| quote: Originally posted by XAos
quote: Originally posted by Slapdragon #2 Universal Unit Actions (each turn)
A- Infantry units may move, attack, assault, or stay stationary. Infantry may ride on any vehicle with cargo capacity, or any any tank with Infantry Carry ability.
B- Support units may move, attack with their support weapon, attack as infantry, or stay stationary. Support units may ride on any vehicle with cargo capacity. (in the case of guns, often this is a "towed" movement)
C- Vehicles (tanks) may move, attack, assault, or stay stationary.
D- Vehicles (support) may move, attack, or stay stationary.
E- Leadership units may move, attack, assault, support (leadership) or stay stationary. Leaders may ride on any vehicle with cargo capacity, or any any tank with Infantry Carry ability.
My guess is that considerable play-testing went into the A&Aminis turn sequence. When I look at the tactics I would play, the implications of that turn sequence looks very inticate. And it gets more intricate each time I read a new special ability/rule. e.g. Strike & Fade, since the movement is after firing. This can be used to shoot & then get out of the enemies LoS. But only if your the "1st-player" and being the first player is a liability for some other tactics. Or "transport", you can load and unload during the movement phase but not during the assault phase. So the 2 phases serve entirly different purposes in the game design/balence. Before I saw the full wording of the transport rules, I thought the movement phase was just an assault phase with attacks not allowed. A&Aminis is obviosly using the 2 types of phase to create a "simultaneous" effect in the tactics (even though each seperate part of the turn is actually sequential). Any "realistic" change to that turn sequence, risks degenerting the game sequence back to "side-A moves, then side-B moves." which is entirly sequential (and hence not at all realistic.) So you should be very careful about redefining what actions can be done in a turn.
I agree, but I have not even gotten there yet. I am still doing the basics of any systems design, defining what a unit can do. Likely it will have a sort of wego system rather than Igo/yougo. To keep track of things though I have to think: what is the most basic thing that any unit can do in combat in the span of a relatively short (1 hour) period of combat. Which units can do what?
So I took out the basic US WW2 infantry manual. Gelled down, an infantry unit can manuever, attack with its integral weapons (ie. rifles), assault (using grenade and close combat tactics to attack a tank or infantry position), stay stationary in the best cover available, or load up on a vehicle.
Support weapons can do all that, except they don't get involved in close assault.
And so forth.
Phase control would be the next issue.
The main goal is that, if there is anything else that most units can do, I want to be able to account for it. | | Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt. | |
| XAos Underboss
 2395 Posts



 London
 | | 08/02/2005 8:35 AM |
| quote: Originally posted by Sean-Khan That's where Halftrack might prove to be really excellent - you move, enemy moves, you shoot with carried infantry and move away with the halftrack before enemy has a chance to return fire.
Nice idea, but you should re-read the wording on the halftrack Fighting Platform: A Soldier carried by this unit can attack during your assault phase if this unit doesn't move during that phase. So the halftrack is explicitly forbidden to move if the passenger fires. The special abilities seem to be full of little details like that. Hence my guess that A/H have done a lot of play testing.
quote: Originally posted by Slapdragon ... what is the most basic thing that any unit can do in combat in the span of a relatively short (1 hour) period of combat.
I don't think the A/H rules are for an hour of combat, more like 5 minutes. I base that on the rule forbidding a 251/1 to tow a Pak:38. Something it did do historically. I conclude that the timescale in A&A minis is sufficiently short that limbering & unlimbering would use up most of the game length. And hence A/H considered it simpler to forbid it.
| | Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything. | |
| Sean-Khan Commander
 2720 Posts




 | | 08/02/2005 9:01 AM |
| quote: Originally posted by XAos
quote: Originally posted by Sean-Khan That's where Halftrack might prove to be really excellent - you move, enemy moves, you shoot with carried infantry and move away with the halftrack before enemy has a chance to return fire.
Nice idea, but you should re-read the wording on the halftrack Fighting Platform: A Soldier carried by this unit can attack during your assault phase if this unit doesn't move during that phase. So the halftrack is explicitly forbidden to move if the passenger fires. The special abilities seem to be full of little details like that. Hence my guess that A/H have done a lot of play testing.
Hm, I remember reading something like that, but I thought it said that the unit can't fire if it had moved itself during that phase... But I guess it's better this way, but that would have explained high cost of the vehicle. It might still have been broken, I guess, but I'm not sure due to victory conditions in this game. | | Vindicated AtG Called shot: 2nd Huge Red Dragon My collected trade reference links Star Wars tactical combat -project My modelling/terrain pages Suomen miniatyyrikeräilijät / Miniature collectors of Finland | |
| Retired Tank Vulturedoodle Sergeant
 791 Posts




 | | 08/02/2005 11:09 AM |
| quote: Originally posted by XAos I don't think the A/H rules are for an hour of combat, more like 5 minutes. I base that on the rule forbidding a 251/1 to tow a Pak:38. Something it did do historically. I conclude that the timescale in A&A minis is sufficiently short that limbering & unlimbering would use up most of the game length. And hence A/H considered it simpler to forbid it.
That's dead on, XAos. The rules say, as you imply, that a turn is one minute long. That gives only 7 minutes for an average game. I hadn't considered it before, but it definitely explains the lack of rules for towing. Gotta give the designers credit for trying to maintain a KISS approach. This game is all about playability.
Regards, Steve F. | | Vaughan: You seem like a thinker. You seem to always be deep in thought. So what are you thinking right now? Karl: I'm thinking I could use some more o' that potted meat, if you got any extry.
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| Slapdragon Warrior
 268 Posts




 | | 08/02/2005 11:42 AM |
| Expanding the time to an hour of combat is one of the issues (60 1 minute turns) I am trying to address.
The main issue is creating a rule set that is more or less a simulation of real combat (allowing historical simulations) without requiring the complexity of traditional mini rules. | | Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt. | |
| Retired Tank Vulturedoodle Sergeant
 791 Posts




 | | 08/02/2005 1:20 PM |
| My take on the rules as they are now is that this game is designed for an action like the scenes in "Kelly's Heroes," or an episode of the old, old television series "Combat." Or maybe a really small scenario of Squad Leader.
"We got these here squads and those two Shermans, and we wanna knock out that machine gun nest and take that little village there," rather than platoon/company level actions. Which is okay with me. There are a whole bunch of already existing rule sets for the latter. But it *is* fun to design a game, isn't it?
Regards, Steve F. | | Vaughan: You seem like a thinker. You seem to always be deep in thought. So what are you thinking right now? Karl: I'm thinking I could use some more o' that potted meat, if you got any extry.
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|  Avatar of the Tank Newtoncain Commander
 2985 Posts



 Land of 10,000 taxes
 | | 08/02/2005 1:39 PM |
| quote: Originally posted by Vulturedoodle
My take on the rules as they are now is that this game is designed for an action like the scenes in "Kelly's Heroes," or an episode of the old, old television series "Combat." Or maybe a really small scenario of Squad Leader.
"We got these here squads and those two Shermans, and we wanna knock out that machine gun nest and take that little village there," rather than platoon/company level actions. Which is okay with me. There are a whole bunch of already existing rule sets for the latter. But it *is* fun to design a game, isn't it?
Regards, Steve F.
Bingo, its a beer and peanuts game not ASL. | | They just don't know what's good in life...Conan, tell them what is good in life. To rip the boosters. To count the minis spilled out before you, and to hear the indifference of the women... | |
| Slapdragon Warrior
 268 Posts




 | | 08/02/2005 2:47 PM |
| quote: Originally posted by Vulturedoodle
My take on the rules as they are now is that this game is designed for an action like the scenes in "Kelly's Heroes," or an episode of the old, old television series "Combat." Or maybe a really small scenario of Squad Leader.
"We got these here squads and those two Shermans, and we wanna knock out that machine gun nest and take that little village there," rather than platoon/company level actions. Which is okay with me. There are a whole bunch of already existing rule sets for the latter. But it *is* fun to design a game, isn't it?
Regards, Steve F.
Actually, the goal is to create a Beer and Pretzel's game that is historically faithful (in terms of how the units operated, no reason why what ifs cannot be thrown in). Every tank with enough deck space can carry riders. The historical differences between the M3 and M4 are accurately portrayed. Historical units mixes can be tried, so that actual actions can be modelled.
The trick is, most mini games available are actually too complex and do not hide enough of the grog under the hood. AAM on reading the cards and rules, and playing a few test runs with 1/300 figures, seems to doodle up the units into barely historical charactures of themselves.
My question is: what objection do you have to a simple to play beer and pretzels mini game that is also historically faithful to the units involved? Does a mini game that is historically accurate somehow loose its pizazz? Do you have an objection to the creation of a system that is both historically accurate AND quick to play, rather than AAM, which has very much chosen to use cartoons of the historical units?
(My main objection to AAM, which I think is an excellent ideal, is that they did not need to turn a WW2 game into another version of Magic the Gathering with plastic pieces. They could have been more faithful to the historical reality. | | Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt. | |
| Slapdragon Warrior
 268 Posts




 | | 08/02/2005 5:47 PM |
| #3 Unit Status - A unit may exist in a number of states:
A- Active: The unit is intact. B- Shaken: The unit is at risk of breaking. C- Suppressed: The unit is unable to use its standard action. D- Pinned: The unit is unable to use its move action. E- Broken: The unit may use niether its move nor its standard action. F- Withdrawing: The unit will use double moves to leave LOS of the enemy. G- Destroyed: The unit is no longer a functioning combat unit. | | Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt. | |
| XAos Underboss
 2395 Posts



 London
 | | 08/03/2005 7:20 AM |
| quote: Originally posted by Slapdragon
Expanding the time to an hour of combat is one of the issues (60 1 minute turns) I am trying to address.
I think that would create a timing problem, consider; A&Aminis has simple "beer & pretzels" rules, is designed to play 7-10 game turns in an hour & with an artificial limit of only 15 units a side (about 2 platoons) You want to design a rules set that is "more accurate". Plays 60 game turns. and I presume with company level forces (say 30 units a side.?). The resulting game could need a weekend to play. While spending an entire weekend on one game is not entirly a bad thing [)] It's also not something that most gamers can do on a regular basis.
| | Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything. | |
| Retired Tank Vulturedoodle Sergeant
 791 Posts




 | | 08/03/2005 8:42 AM |
| quote: Originally posted by Slapdragon My question is: what objection do you have to a simple to play beer and pretzels mini game that is also historically faithful to the units involved? Does a mini game that is historically accurate somehow loose its pizazz? Do you have an objection to the creation of a system that is both historically accurate AND quick to play, rather than AAM, which has very much chosen to use cartoons of the historical units?
No objection. Apologies if my posts seem to imply that. I suppose it just seems a little premature to throw out the existing rules before the game is released. A good idea -- revising the rules -- might lose steam and die for lack of involvement because no one has the system experience necessary to make good improvements.
One thing I think the game could use is some means of highlighting the policy and performance differences between the various nationalities (and/or unit types, such as Rangers). This is the biggest failing, IMO, of Memoir '44. The only difference between the two sides is the shape and color of the units. They use the same cards, have the same strengths and disadvantages.
If I were going to change anything about AAM, that's probably the first place I'd look.
Regards, Steve F. | | Vaughan: You seem like a thinker. You seem to always be deep in thought. So what are you thinking right now? Karl: I'm thinking I could use some more o' that potted meat, if you got any extry.
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| Slapdragon Warrior
 268 Posts




 | | 08/03/2005 9:56 AM |
| quote: Originally posted by XAos
quote: Originally posted by Slapdragon
Expanding the time to an hour of combat is one of the issues (60 1 minute turns) I am trying to address.
I think that would create a timing problem, consider; A&Aminis has simple "beer & pretzels" rules, is designed to play 7-10 game turns in an hour & with an artificial limit of only 15 units a side (about 2 platoons) You want to design a rules set that is "more accurate". Plays 60 game turns. and I presume with company level forces (say 30 units a side.?). The resulting game could need a weekend to play. While spending an entire weekend on one game is not entirly a bad thing [)] It's also not something that most gamers can do on a regular basis.
The ability to handle 60 turns is not the same as the requirement that a game handle 60 turns. When I was on the CM:BO beta team length of game was extensively discussed, and it was a pretty universal ideal that maximum flexibility be chosen. The limit was still there.
Besides, realistically, not many actions at the platoon level spread out over 1000m x 1000m of ground took fives minutes. That is a limit to the realism of the game. | | Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt. | |
| Slapdragon Warrior
 268 Posts




 | | 08/03/2005 10:08 AM |
| quote: Originally posted by Vulturedoodle
quote: Originally posted by Slapdragon My question is: what objection do you have to a simple to play beer and pretzels mini game that is also historically faithful to the units involved? Does a mini game that is historically accurate somehow loose its pizazz? Do you have an objection to the creation of a system that is both historically accurate AND quick to play, rather than AAM, which has very much chosen to use cartoons of the historical units?
No objection. Apologies if my posts seem to imply that. I suppose it just seems a little premature to throw out the existing rules before the game is released. A good idea -- revising the rules -- might lose steam and die for lack of involvement because no one has the system experience necessary to make good improvements.
One thing I think the game could use is some means of highlighting the policy and performance differences between the various nationalities (and/or unit types, such as Rangers). This is the biggest failing, IMO, of Memoir '44. The only difference between the two sides is the shape and color of the units. They use the same cards, have the same strengths and disadvantages.
If I were going to change anything about AAM, that's probably the first place I'd look.
Regards, Steve F.
This was my main objection from Memoir. The abstraction you find in Axis and Allies is ok because at the strategic level what do you have but abstractions? Unfortunately with AAM, the use of "special abilities" in units and the unusual choices in armor and infantry strengths (probably made for game balance and not historical / realism reasons) detract, in my opinion, from the usefulness of the game and its interest to people who, like me, are both historians and gamers. It's one thing to give Ryld Argild a holy avenger. It is another to give one to Lt. Smith in a WW2 game.
Most historians of WW2 small unit action now are technological determinists. That means they see the technology that the different sides used to fight the conflict as a the main thing that caused nationalistic differences on the close tactical level (and this is a long winded way of saying I agree with you about national differences). The German use of the GPMP and in training its units to fight the machinegun rather than the rifle (turning their units upside down, the rifles supported the MG, rather than the MG supporting the rifles), the Russian use in mid war of massed SMG assaults (which lead to the common use of tanks as infantry carriers as the Russian SMG was effective only at short ranges), the requirement that the from 1944 on US tankers work in larger groups because of their inferior tanks all caused changes in how each nationality fought the war. | | Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt. | |
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