>What Makes A Good WWII Scenario?
I would rather address what I think makes a scenario that I find enjoyable.
To be clear, not everyone likes my style of gaming. So what I enjoy might well not be a "good" scenario if you want to please all the people, all the time.
For me:
- Play balance: Matters very little. Some of the games I have enjoyed most over the years were quite unbalanced. If the victory conditions are adjusted to reflect the imbalance in forces it can be quite fun trying to do enough with what you have. Or if the information available to the players is limited, you can often manage your forces well enough to do well, even if the enemy could have run right over you if he'd only known.
- Playability: Yes please. Had too many games fail for trying to stuff a 10 pound scenario into a 5 pound game. It is a constant challenge -- I always want more of the cool stuff, but cool stuff in an unplayable traffic jam of a game is just not the right way to go.
- Clear and concise directions: I guess maybe. Not sure. Can't think of a game I've played where I felt the game suffered because the scenario was unclear. Rules unclear? Yep, that's a game killer. Players unclear on the concept? Yep. But not the scenario. I don't think.
- Historical OBs or point: I lean towards historical OBs. But … variability is OK by me. Give me a choice of units, or a core with a choice of attachments, or a random generation of some portion of my force … all of those are just fine. It won't end up being strictly per the history of the battle, but it will be historical-ish. But I do not favor points-based armies. Unless it's greatly simplified -- as in "1 point per infantry squad, 2 points per support weapon, 1 point per transport vehicle, 2 points per armored/armed transport or scouting vehicle, 4 points per light tank, 6 points per medium, 6 points per off-board artillery gun, 10 points per heavy tank. Here is your list of available stuff to chose from." Yeah,that can work. But the whole "6 men with 2 SMGs and 4 rifles, with a radio, two AT launchers, a glow stick and a book of enchantments is 24 + 14 + 20 + 10 + 22 + 4 + 15 points …" just leads to rules lawyering in my experience. I'd rather focus on the tactical challenges of the game than the tactics of getting the most I can out of the rules or the scenario.
So what would I like to see?
I like Tunisia in 1942/43. I like Torch in 1942. I like Sicily in 1943. I like France in 1940. I like Romanians in the Crimea, and Finns in Karelia, and Italians in the Donbass.
I like things that are slightly off the beaten path, but maybe not too far. Not so enthused about Eritrea in 1938 or Somalia in 1941 … mostly because it's hard to get the right models.
But I also like mainstream, right down the center, core stuff. Kursk in 1943. Normandie or the Ardennes in 1944.
But regardless of where and when, I'm not a big fan of two sides with a bucket of dice and perfectly balanced forces simultaneously advancing on a village / crossroads in the middle of the table.
I like a bit of context for the scenario, and maybe some character -- odd quirks that make scenarios just a bit different. Like discovering an additional victory condition (look at that -- a supply dump!) mid-battle, or having to protect some resource (an aid station?) in addition to whatever else I'm given as objectives.
And I'm a BIG fan of hidden units and hidden movement. On both sides (attackers and defenders). But I don't want a big administrative burden layed on top of the game for it.
Kinda demanding? Oh well, you asked.
-Mark
(aka: Mk 1)