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"Sidi Rezegh using BKC 4 leads to questions of scale" Topic


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936 hits since 18 Aug 2020
©1994-2024 Bill Armintrout
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Tango0118 Aug 2020 10:24 p.m. PST

…and spectacle.


Very nice!

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Main page
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Amicalement
Armand

Personal logo Legion 4 Supporting Member of TMP20 Aug 2020 5:41 p.m. PST

WOW !!!!!!

Tango0124 Aug 2020 3:14 p.m. PST

Happy you like it my good friend! (smile)

Amicalement
Armand

Long Valley Gamer Supporting Member of TMP25 Aug 2020 7:51 a.m. PST

Beautiful painting and terraining.

Mark 1 Supporting Member of TMP27 Aug 2020 11:12 p.m. PST

We are currently playing that scenario using Blitzkrieg Commander 4 rules and the game looks great but, so far, we have played just 5 turns in about 5 hours. My scenario has 112 Blitzkrieg Commander combat units fighting it out, and that is a lot of units for a one player a side game.

From the depths of the story, this is the question of scale mentioned in the title.

It is a phenom I know all too well.

I too have set up many (maybe a majority?) of my games with too much ambition for how much stuff to put on a table. 5 turns in 5 hours? That's not at all unusual to my experience.

Doesn't mean it is to be sought, or even accepted. But it is not unusual.

I can recall back in the day when I did moderns (then modern, not so modern anymore) using Challenger and Challenger II rules, at 1-to-1 unit scales I would often run a two or three company battle group for each player in a 2-player game.

I have abandoned such schemes now. I have almost finally learned my lesson. I now have found a set of rules (Mein Panzer) which does a good job of balancing between details and quick-play, and works equally well for infantry and armored actions. I keep my games to 20 – 25 playing pieces per player. The rules integrate multiple players quite well, so if I want battalion-sized battle groups I just have to find enough players.

But still … maybe I can add one or two more platoons to this force? Hmmm? It's only 22 pieces, and if I take it up to 28 who's to say. And arty, he will definitely need some arty. Maybe I'll add air support too. And minefields? Hmm, better get out some engineers too.

It's hard to keep to the discipline of 20-25 playing pieces per player. I mean, I do try, but …

-Mark
(aka: Mk 1)

FlyXwire28 Aug 2020 5:55 a.m. PST

Mark, excellent recounting.

You're actually, and probably at your sweet spot now, just shifting weight around on the head of that tiny pin, but you're there.

I'm there too, mostly. Had a conversation with a friend, where I expressed arriving at a confidence level in gaming and rules design, to the level I knew what I could dispense with, which wouldn't change my presentations in the least. Confidence in scenario or game design is as much knowing what you don't need, as knowing what's important to have left, and then that best recognized by players, and this being better and easier to reinforce in their minds, and be well utilized by them (I want participants to being able to play well, and not be lost in an array of unfamiliar mechanisms or obscure detailing).

Gaming a period should make knowing the tactics most important for players, but being unfamiliar with the rules not as critical.

On scenarios and figure counts, it's important that scenarios might reinforce unit structures (this is right down your alley of course), so that players recognize they're operating combat components – this helps convey an organized approach to game play.

"These days", after arriving at the core forces to be involved in a scenario, it's fun to consider what sub-unit (section/detachment-size) element – SP AT, recce section, FO team, etc. might be thrown in to enhance the gameplay opportunity, without shifting the action's perceived balance.

This is sort of my design and presentation philosophy – reinforce what players should be familiar with already (organized unit/weapons structures), and mix in a lesser known combat component(s), to see how well players or each side might best utilize these "auxiliary" elements.

This presentation method gets players into the game quickly, by taking command of those common-known, organized combat units, and then explores how they'll use the less-common sub-units they've been provided (and maybe for then – something new and fun to experience).

Tango0129 Aug 2020 10:41 p.m. PST

Excellent indeed….


Amicalement
Armand

wargamingUSA04 Oct 2020 8:04 a.m. PST

WOW. I'm not a big fan of BKC but am a huge fan of your scenario and layout!

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