I am spinning this off from my main blog to track progress and maintain information on this specific project.
This was entirely inspired by my experience at Southern Front 2019.
Summary
This was entirely inspired by my experience at Southern Front 2019.
Summary
- Double-Blind or Semi-Blind wargame rules for Brigade / Division / Corps (per side) level combat on the Eastern Front
- 1 Base = 1 maneuver company or artillery battalion
- On a big 80mm x 40mm base (Because I like the look!)
- But... basing agnostic as long as basing is consistent and 2 units can fit in a hex (if you are using hexes)
- 1 small base = ~1 recon platoon
- Uses a hex grid, to facilitate laying out identical terrain and speed up play
- 1 hex = roughly 500 meters, with max 2 units in the same hex
- Can easily convert to non-hex play
- Or.. (gasp) can be played on paper hex maps with counters!
- The rules will be very fast and are inspired by 5Core Brigade Commander and Tank on Tank: East Front
- Command friction and uncertainty will be the focus and will be provided by:
- Multiple players per side (this by itself adds a lot)
- Players will not know where the enemy is until spotted, recon is critical!
- Players will not necessarily know when they have been spotted, so they will not know what the other guy knows about them!
- Players will not know the exact results of their firing on the enemy
- Must play fast, fast, fast
- Some Logistics will be included as in an abstract manner, mobility is as important as firepower
Designer’s Intent and Assumptions(In no particular order)
Designed for multiplayer, double-blind games, but can be easily used for face to face or solo
- Multiple players and double-blind bring command friction, no need to add extra rules to model
- Rules must be streamlined for speed of play, but still, focus on the factors I consider important
- The higher level the combat the more attritional in nature it is.
- Before the advent of modern digital systems, commanders would only know if their un
- Wargames are not war, they can but give us a glimpse, although an instructive glimpse, into some of the complexity. The complexity I was to focus on are:
- Need for reconnaissance on the battlefield
- Command friction arises naturally when you have multiple players
- Uncertainty leads to more realistic command problems.