GZG List archives -- November 2006

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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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