GZG List archives -- January 2006

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Re: Re: [GZG] John's Shipbuilding




----- Original Message ----- From: "John Atkinson" <johnmatkinson@xxxxxxxxx>


What I would prefer would be victory conditions that value withdrawal
of damaged units, to give the players a motive to act like historical
admirals.

My Full Thrust games usually encouraged this sort of thing although we never put a real point value on it. Total shipping destroyed and/or captured and surrendered was as big a factor in the process of who wins as whether or not you've got control of the table when the game's over. There were a few games where I'd trade my fighter complement for most of the opposing force but had to withdraw after losing a smaller fraction of mine and, although he'd control the board, I could still claim a certain amount of victory in the fact that I'd inflicted a far more expensive rate of exchange than I'd eaten. Certainly I preferred these sorts of questionable victories over controlling the table when I've only got a single destroyer that's spaceworthy out of an entire task force.


And this lent itself to things that happen in real battles: what constitutes an actual victory? Jutland saw the Germans inflict more damage and yet they withdrew. Same with the Coral Sea for the Japanese for the most part. Pearl Harbor was militarily a complete success on the level of tactical planning and damage inflicted but strategically it is easily one of the greatest blunders of all time for bringing the US into the war without crippling the USN's effectiveness nearly as badly as it could have. And so on. Not all naval battles are as obvious in their outcome as Midway.

E


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