You're treading pretty much the same path I did several years ago, Joep. Let me share some thoughts about my observations with you.
I came to the realisation that simulating racing comes down to two strategies, in terms of game design:
– Circuit mapping (A scale representation of a racing circuit, gridded to regulate and track the movement of competitors)
– Tail chase (In which the cars don't 'move' as such, except to track their relative positions in relation to each other.
Obviously, most of the racing boardgames listed on Boardgamegeek subscribe to the former model; a (usually big!) map of a circuit, a bunch of counters to mark the cars, and off you go.
A good example of the Tail Chase model is Machinas from Two Hour Wargames. Rather than reproducing an entire circuit, you only need a part of one, gridded up into lanes and 'places' in those lanes.
This pic from the creator's blog gives an idea of how Machinas looks in play:
The beauty of this style of game is that it doesn't need a huge play-surface. Even in a large-ish scale like 1/64, a game fits into a space about 2' by 4'.
You might have caught my attempts to turn Formula D into a more miniatures-based game, using sectional tracks…
link
… which hasn't gone far, because try as I might, I keep getting HUGE tracks that need a table 8' x 6' or so!
- Try doing all the scenics for a circuit that size… How many figures do you want in those grandstands…? O_o
At the moment, I'm contemplating a Tail Chase style game set in the 40K universe, which will allow me to really go to town on the scenic side, without bankrupting me.
But, back to the question of racing through the European countryside. Assuming that the ground scale is considerably smaller than the cars, and you want to plot out the track using 15mm road sections, I don't see why one couldn't adapt Formula D to miniature gaming techniques.
Here's a possibility: FD uses a neat system whereby the gear you choose allows the roll of a certain size of die; the higher the gear, the bigger the die. The number rolled translates into the number of spaces moved.
The simple 'port' of that mechanic into miniatures is to replace move squares with inches or centimetres. But, then how to manage the turns?
Everything I've read about motor racing leads to the realisation that speed is only of equal importance to handling. FD sets limits on corners by penalising drivers for going through too fast, causing the loss of brake or tyre points. (This is the major way in which FD is a risk management game.)
Maybe some sort of turn template, a'la X-Wing, could be the answer; going faster limits you to the wider templates. Slow down, and you can use the tighter turn templates…
As you've probably guessed, I think I've just come up with a way to convert Formula D into a proper miniatures game!!! :D I'll have to do some more musing on this…
I must admit, one of the beauties of interwar racing is that so much of it took place on public roads, or tracks that wind their way through the countryside. Less need to model all the stadia and buildings of a modern GP circuit.
By the way, I'd like to recommend a book as THE definitive work on racing in the period just before WW2 – Chris Nixon's 'Racing the Silver Arrows'. It's tricky to find for under $70 USD nowadays, but it is an absorbing read, with loads of detail and information.
- Race On!