Well, I'm revamping the game and introducing some streamlining and improved data handling, in particular regarding "tank fire". The infantry aspect is radically changing to allow statically accurate results of fire-fight combat, but dispensing with the minutia to allow larger scale engagements. Command & Control is introduced along with optional logistics supply constraints and vehicle battlefield recovery to be used for campaign scenarios. I'm particularly pleased with introducing firing prioritization which will allow for a much more fair and balanced initial engagements between foes resulting in immediate application of damage and casualties.
Artillery is, also, being handled in a different way which will be congruent to actual and procedurally correct call for and employment of fire, with rounds landing in requested sheafs. One of the more important introductions is that reconnaissance will play a very significant role in seeking out the opponent by giving those units special and enhanced capabilities!
Play tests have shown thus far some very positive responses by players. The key difference with the TRACTICS of old is that this adaptation of the game will be greatly helped by the use of "play aids", i.e. cheat sheets and pre-calculated metrics for vehicles/units. This should help in the speeding up of the game. A current theme throughout game mechanics, especially regarding the firing prioritization will be manifest in the context of the "Risk vs. Reward" concept. The players will always be challenged with having to make a dire decision throughout each combat action or the actions leading up to combat.
This approach and the exhaustive research that has gone into enhancing the authenticity of combat fire will be a much needed return to "Honesty in Gaming". All actions are fully congruent to real-world data and research, and will return control and tactical decision-making in an un-obscure process to the player, being intuitive, natural, seat-of-the-pants play action, with realistic results, and no bogus "Fog of War" ambiguities that are so prevalent in the current popular crop of historic wargaming. The Fog of War will be entertainingly and plausibly provided by simple use of Fog of War cards.
I hope this post elicits interest in this project which is well under way and hope to publish in 2016.
I welcome your comments.
- Tibor