GZG List archives -- November 2006
Re: [GZG] Point Systems
From: "john tailby" <John_Tailby@xxxxxxxxxx>
In just about all the later ww2 campaigns the allies had overwhelming
numerical superiority. Normandy and Bagration for examples. All the
planned battles were about building up overwhelming force so you could
defeat the enemy without taking massive losses
Well, yes... but this is all stuff that happened in the later stages of the
war after earlier battles like the Battle of Britain crippling the
Luftwaffe, Stalingrad squandering away Germany's best window of opportunity
to bring about the Soviet Union's collapse, and Kursk's hamstringing of the
bulk of Germany's remaining ability to launch any further effective
offensives in the east. By the time Bagration and particularly Normandy
happened, Germany was already pretty much a broken nation fighting to the
bitter end in a war that had already been decided by previous battles where
most of their best fighting forces were destroyed.
Actually wargames strive for fairness to try and make it enjoyable for
both sides. Some people get enjoyment out of wargaming hopeless situations
and these can be fun for scenarios when you have removed all elements of
competition from the scenario.
If you give both player similar objectives, typically kill the enemy, then
both players need to have a chance to achieve this so points systems come
into effect.
Well, that's basically it. If you're going to fight a one-off battle, then
sure, you need to have relatively similar point totals, in order to simulate
the kinds of battles that happen in wars that are truly in contest.
However, there are examples like Dunkirk, the Bismarck sinking, and the like
where one side does indeed have a relatively limited chance to win and the
real objectives had little to do with "kill the enemy" on the part of the
losing side. If you're going to make the players play with uneven sides,
whoever's got the inferior side needs to have orders that involve something
other than "kill the enemy" that are achievable with the inferior materiel.
Wargames also tend to remove any strategic element from the games both
sides line up in a roughly linear formation within heavy weapons range
with enough models to cover the table from side to side. The choice came
down to which unit fired at which, scouting, finding weaknesses in
defences, having enough depth to form multiple lines of defence are not
things easily replicated on a typical wargames table.
I don't know. One of the more memorable FT games I've ever played was at a
con where I directed two other players against another team of opposing
players, where we were playing a scenario where our opponents had to
evacuate a secret research team that my side had discovered holed up on a
strategically vulnerable frontier planet. I had somewhat superior mobile
forces, while the opponent had a fairly powerful (but limited aim) "reflex
gun" that was on one particular point on the planet. They had to evacuate
something like three shuttles full of research scientists (which were
allowed to dock on ships that didn't have fighter bays) and get them off the
board. They took a strategy of having their heavy elements try to charge us
while the lighter ships evacuated the scientists; I took a strategy of
having a pair of cruiser squadrons (directed by each of my co-players) fly
pincer movements around the far side of the planet from our arrival point
while I took the capital ships straight up the middle. Their heavy
elements, which were a little weaker than mine in the first place, came at
us way, way too fast and wound up flying clean off the table after their
first pass and were unable to return, which left mine completely free to
neutralize the "reflex gun" and assist the cruiser pincers in annihilating
the units evacuating the scientists. Not much linear going, and all because
we had a real objective we were fighting over.
Also would've made a fairly good anime or science fiction show if somebody
had been so inclined. :P
E
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