Here is the latest summary of what we've been working on.
Game Scale: For miniatures 1" = 25m to 50m. For board games one hex = 33m.
Game System Summary: The Observe, Orient, Decide and Act Decision Loop (OODA Loop), Action Timing (amount of time to execute an order) and simultaneous movement replaces traditional IGYG shoot/move, activation, initiative, over watch, orders phase and opportunity fire game rules. The OODA Loop is the natural way players approach a problem to make a decision and does not need to be taught. Action Timing synchronizes all units to the same game turn allowing playable simultaneous movement. Customized data cards using historical performance values for timing to execute an order (speed, turret traverse. Rate of fire, etc) outline the action steps and have the information needed for the player to customize his moving and shooting orders just like a real crew would. There is more reliance on the player's knowledge and decisions and less on the dice.
Game Turns: It does not use traditional move and shoot game turns. It uses one-second game turns as a timing mechanism to determine how long it will take to execute an order and when in the future it will be executed. Immediately after executing an order the player decides his next order by starting his OODA loop over again (Observation) and how long it will take to execute and the future turn it will be executed. We call that "Playing the Loop". Some people have said it is like we reverse-engineered a video game.
Game Action: As the clock ticks off, each one-second turn is announced. All units with an Action Turn to execute their order at this time do so. Any number of units can be shooting or none at all. If no units have an Action Turn to execute then the clock advances and the next one second turn is immediately announced. The game is always moving to the next action. Interactive timing between all units determines the sequence of actions and initiative. Having an Action Turn that executes before your opponent puts you "inside his loop". By staying inside your opponent's loop with faster execution you determine the tempo and seize the initiative.
Unit Activation: Just like real combat, units are always active and can react to any enemy action (new LOS, movement, shooting, turret traverse) the second it happens but you may have blind spots. A player can cancel a unit's current order and issue a new one to respond to a new threat. Reaction is with a Situational Awareness Check which may generate an Engagement Delay before an order can be issued and executed. Delays are deadly and result from suppression, buttoned-up, poor positioning, poor situational awareness, poor crews and slow weapons systems. The player's use of Risk-Reward Tactical Decisions can help overcome them.
Executing Orders: Just like in real combat, orders are not executed the second they issued. Each order will take a certain amount of time to be carried out. This is called Action Timing. Better crews, weapons platforms, good player tactics and tactical deployment will execute their orders more quickly and seize the initiative.
Movement: The game uses movement markers showing the distance and direction a moving unit will move every 5 turns. It is divided into 5 segments and as each one-second game turn is announced the vehicle "virtually" and simultaneously moves to the next segment on the marker. On any turn this may generate a new mutual LOS to be reacted to by both sides. At the end of every 5th game turn, the unit/model is physically advanced to the end of the marker and the marker placed to show the movement and direction for the next 5 turns. This gives a more realistic portrayal of a battle as the action unfolds and flows each turn.
Fog of War: Action Turns are kept secret and opponents do not know the exact turn a unit will execute an order. This can force players to take risks to gain a timing advantage (initiative) to shoot first.
Risk-Reward Tactical Decisions: There are a number of decision points for the players when engaging, shooting and moving. Shooting sooner comes with an accuracy penalty. Moving faster can come with a mechanical breakdown and poor situational awareness. Exposing your tank commander (unbuttoned) will give you better Situational Awareness, decrease Engagement Delays and improve shooting but he can be injured. It's the player decisions that will be the determining factor for success and seizing the initiative. Players, not the dice or rules, make realistic split-second decisions to influence the outcome.
Wolfhag