Saturday, November 9, 2019

Opening post

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
  • 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.