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tomdidiot
Apr 23, 2014

Stupid Grognard

Count Thrashula posted:

Ugh, okay well I'm not surprised at least. Compass and Decision are two publishers I will rarely touch for those reasons.

I do love that MMP is so free with their rulebooks and such online, I'll have to go peruse the other GTS games since I'm also keen on Bastogne and maybe the Market Garden one that's up for reprint.

Mercury looks fun too. UGH.

I really wouldn't do Mercury as a first GTS. The Greeks add too much chrome, and the two sides are too asymmetrical. I'd go through the non-landing SJG missions and Saar first.

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Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord

tomdidiot posted:

I really wouldn't do Mercury as a first GTS. The Greeks add too much chrome, and the two sides are too asymmetrical. I'd go through the non-landing SJG missions and Saar first.

Oh sure, I'm talking way in the future. SJG is my only GTS for the near future, until my preorder for Utah comes, which I know will be a while.

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord
Just saw on Facebook that Dean Essig passed away.

For those that don't know, he was the founder of The Gamers and had a hand in designing SCS, TCS, OCS, BCS... heck, name a Multiman Publishing game system and he probably helped design it.

Thankful to him for many, MANY hours of enjoyment.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Well that sucks, he really was a great designer and shaped the industry

Obfuscation
Jan 1, 2008
Good luck to you, I know you believe in hell
Yeah that’s sad, I’m a big fan of his stuff also. Besides coming up with the series rules and having either designer or co-designer credit on tons of those games, I think Dean also did most of the graphics for The Gamers line of games. I know all the maps are done by him at least.

PoontifexMacksimus
Feb 14, 2012

Catching up on the thread and reading about the different possibilities grand strategic WW2 games offer in building your force mix put me to mind a kind of combat resolution based on chit pulls, and you can design your chit pool over the course of the game using some kind of doctrine resource. You would add in stuff like Infiltration Tactics or Close Air Support and remove bad chits your pool started with like Command Indecision. The drawn chits would not all be returned after each combat, so you would need to consider the full chit mix, not just adding one of each of the "best" ones. Adding a new chit should probably get cheaper the more of the same type were already in your pool, essentially designing your doctrine chit pool as your army's "default" way of waging war.

Is there any strategic game that represents doctrine that way?

Edit: what a moment to catch up... very sad to hear.

Count Thrashula posted:

Just saw on Facebook that Dean Essig passed away.

PoontifexMacksimus fucked around with this message at 11:06 on Mar 26, 2024

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord
What's your favorite meaty, complex Eastern front operational game or series that I can play single map or less-than-single map scenarios from solo?

Is OCS still the king of that? How is it compared to EFS from GMT?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
World in Flames

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord

Jobbo_Fett posted:

World in Flames

Don't tempt me...!!!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Count Thrashula posted:

Don't tempt me...!!!

I did a solo thread not too long ago, you can be tempted.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




I may be in the process of creating a new wargamer! One of my neighbors is a retired fellow, and we chat a lot. He's got some interest in military history, had a CO when he was in the Army do tourns around Petersburg, Chancellorsville and similar places when he was in the army, and generally a voracious interest in why things happened the way he did.

Well, he came by today and I showed him around a hex and counter game. He left to read rules and background for Across Five Aprils and a couple of Against The Odds magazine games on the ACW. We'll see if we get to roll some dice in... April.

Panzeh
Nov 27, 2006

"..The high ground"

mllaneza posted:

I may be in the process of creating a new wargamer! One of my neighbors is a retired fellow, and we chat a lot. He's got some interest in military history, had a CO when he was in the Army do tourns around Petersburg, Chancellorsville and similar places when he was in the army, and generally a voracious interest in why things happened the way he did.

Well, he came by today and I showed him around a hex and counter game. He left to read rules and background for Across Five Aprils and a couple of Against The Odds magazine games on the ACW. We'll see if we get to roll some dice in... April.

Nice, have fun! If he likes that stuff he'd probably like Great Campaigns of the American Civil War.

tomdidiot
Apr 23, 2014

Stupid Grognard

Count Thrashula posted:

What's your favorite meaty, complex Eastern front operational game or series that I can play single map or less-than-single map scenarios from solo?

Is OCS still the king of that? How is it compared to EFS from GMT?

I like OCS (and own and have played Hungarian Rhapsody, and own but have not palyed Baltic Gap, Guderian's blitzkrieg 2 and Third Winter). I own Barbarossa Kiev to Rostov but have never played it properly.

The best thing about OCS, and probably the strongest reason to get it over the East Front System, is scope: you have 1941 games (Smolensk - about Army Group Centre in Summer 41, Guderian's Blitzkrieg - about Typhoon, Crimea), 1942 games (Case Blue), 1943-44 games (Third Winter - about Army Group South vs the Ukranian Fronts, Crimea Part 2, and the soon to be released Forgotten Battles - about Army Group Centre vs the Belorussian Fronts), and 1944 games (Baltic Gap - northern half of Bagration - Army Group North vs the Baltic Fronts , Hungarian Rhapsody - Army Group South vs the Ukranian fronts including the siege of Budapest) whereas all the EFS games only cover Barbarossa/Typhoon and AFAIK there are no plans to extned the game deeper into the war at this time. Notably, there are a lot of 43-45 OCS Eastern Front games in development: Hero City (Army Group North vs the Baltic Fronts in the Siege of Leningrad), Season in Hell (Kursk), and two different Bagration games (one by Anthony Birkett, one by someone else).

Smolensk is commonly recommended as a good intro OCS game, but I haven't played it myself. - one map, limited chrome, and you can skip all the naval/port rules (Compulsory for all the Wallies games except BTR). The one downside of Smolensk is counter density - you have 2 countersheets worth of units on a single map. There's also a dedicated intro scenario (Vitebsk). The caveat about Smolensk is it has recently gone out of print.
Other games worth considering include (Incidentally these are the ones currently in print)
- Crimea, which is the smallest eastern front OCS Game, though it lacks the armoured manuevers and is more of a slogging match (OCS still does this reasonably well, but it's much less exciting a topic). Again I haven't palyed this.
- Hungarian Rhapsody: Debrecen is a nice meaty one-map scenario which I played vs Tek and we both enjoyed this. It has a lot of chrome, however, which probably makes it less suitable as a first OCS.
- Third Winter has the tiny Scorpions in a Bottle scenario - but this is super-high density and probably not a great starter scenario. It also has several one map scenarios that last about 6 turns, so is worth looking at for variety reasons.

Would not recommend:
Case Blue, not only is the game expensive - like, $500 expensive, but the smallest scenario is bigger than Reluctant Enemies (The 2nd smallest OCS game after Luzon)
Guderian's Blitzkrieg: I've heard reasonable things about Drive on Bryansk as an intro, but the rest of the scenarios are just big
Baltic Gap: No small scenarios in the box, though there are a few extra ones in the scenario pack on ocsdepot.com


TL;DR Buy Smolensk if you can find it at a reasonable price.
Of the ones in print, I'd say Crimea > Hungarian Rhapsody > Third Winter.

Avoid CB/GBII and BG until you're more experienced with the system - they all go for pretty big premiums these days.

tomdidiot fucked around with this message at 21:42 on Mar 27, 2024

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord
Good advice - one of the draws of the system is the linkability, I know that Crimea and Third Winter are eventually going to be part of the huge combined 1943 East Front campaign game (after like 3-4 more releases). I'm tempted by those for that reason alone. I think I might go with Crimea and see where that lands with me.

Thanks!

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

PoontifexMacksimus posted:

Catching up on the thread and reading about the different possibilities grand strategic WW2 games offer in building your force mix put me to mind a kind of combat resolution based on chit pulls, and you can design your chit pool over the course of the game using some kind of doctrine resource. You would add in stuff like Infiltration Tactics or Close Air Support and remove bad chits your pool started with like Command Indecision. The drawn chits would not all be returned after each combat, so you would need to consider the full chit mix, not just adding one of each of the "best" ones. Adding a new chit should probably get cheaper the more of the same type were already in your pool, essentially designing your doctrine chit pool as your army's "default" way of waging war.

Is there any strategic game that represents doctrine that way?

Edit: what a moment to catch up... very sad to hear.

I am fascinated by this idea, I've never heard of a system like that but I would absolutely jump on a game that implemented something like that - I find the idea of building a doctrine way more interesting than the idea of using resource points to build units. I'd especially love it if it meant that you could have a relatively abstract combat system but with significant skill elements still - I think a grand strategy game should have relatively more abstract combat instead of lots of operational details but it seems like that tends to always boil down to "move all your units into an area and roll dice"

Panzeh
Nov 27, 2006

"..The high ground"

blackmongoose posted:

I am fascinated by this idea, I've never heard of a system like that but I would absolutely jump on a game that implemented something like that - I find the idea of building a doctrine way more interesting than the idea of using resource points to build units. I'd especially love it if it meant that you could have a relatively abstract combat system but with significant skill elements still - I think a grand strategy game should have relatively more abstract combat instead of lots of operational details but it seems like that tends to always boil down to "move all your units into an area and roll dice"

I think, yeah, something like this would probably be a start of something that has a lot of potential to be interesting. The Enemy Action games use a chit pull system for their combat, where instead of having a bunch of modifiers in every combat, the chits will have modifiers themselves, so like >=4:1 D:3 would mean if there's a 4:1 odds on the attack or more, the defender takes 3 hits, but you may not draw a chit where any of the odds matter.

I still really think there'd need to be some granularity in the ability to allocate units to tasks, but there's something to that.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
I'll get to it after I devise a system like World in Flames (and after I document all the possible docks/ports for an appropriate timeframe)

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord
Ha! I forgot I helped Chas with some proofing stuff on Croix de Guerre, and I just discovered that there's a 9-1 Free French leader with my (very uncommon) last name on. :cool:

PoontifexMacksimus
Feb 14, 2012

Jobbo_Fett posted:

I'll get to it after I devise a system like World in Flames (and after I document all the possible docks/ports for an appropriate timeframe)

Don't forget to account for each port's tons/day offloading capacity and the maximum hull size each shipyard can fit!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

PoontifexMacksimus posted:

Don't forget to account for each port's tons/day offloading capacity and the maximum hull size each shipyard can fit!

I literally have those stats ready to go

Reveilled
Apr 19, 2007

Take up your rifles
Crossposting from the chat thread:

Reveilled posted:

I inherited a copy of a wargame called The Longest Day from a relative some years ago, and last week my dad and I finally sat down to play it.

Does anyone who's played old-timey wargames like this have any advice on how you're supposed to physically deal with counters like this? We had fun playing it but we kept running into the issue where actually picking up the counters in play was functionally impossible without disturbing every counter around it, and this game allows units to stack in hexes so any time you need to resolve combat you've got to pick up all the stacked units in the hexes in question to check what's underneath.

Each counter is about 1cm² so they're too large for normal tweezers. We're going to get some forceps from my dad's lab for next time which should hopefully work better but I thought I'd check with others to see if there's some ancient boardgaming technique we're unaware of.

I've already had the suggestion in the chat thread of "wargame-grade tweezers" which we'll chase up, but if experienced folks have any advice for playing a game like this I'm all ears! Aside from the fiddlyness of the counters we also had some trouble in keeping track of which units had actually moved. We settled on a "just go south to north along the line and do a division at a time" system, but I gradually found that my units could end up so spread out that it was hard to remember if I'd moved that battalion yet this turn. I considered some sort of checklist system but while that would alleviate the necessity to go down the line in order since you could move divisions in varying orders it wouldn't be practical to do a checklist at the battalion/counter level, only divisional level, and even going division by division ran into problems when I needed to rotate units out of the front line, because I frequently had to pause moving one division to move another so I could pull them back from the line to rotate the new ones from the division I was moving before in.

(I am aware that choosing to make our first wargame this one was probably insane)

Unrelated to the question, but some other pictures from the ordeal of actually breaking up the counters since I thought perhaps you'll identify with the feelings:

Knowing my dad it's unlikely we'll get to the point of playing the full campaign with the whole board before he retires, but when he does hopefully he has a bigger table than mine


I figured trawling through one giant bag of counters to find the 79th armoured division's ARVE's or whatever would be an exercise in misery, so I bought 100 little plastic bags and decided to bag each division in this game separately. I did not quite anticipate how arduous that task would be, especially when I made the foolish decision to ensure that every bag was labelled with the correct name. It wasn't too bad for the British and American divisions but gently caress me I had no idea I was going to have to spend loving hours trying to puzzle out the loving difference between the 101st SS Werfer Abteilung and the 101st Stellungs-Werfer Regiment just so I could satisfy myself that the label I was writing on this bag was correct.


One hundred bags later and...oh, there's still a goddamn sheet and a half to go. gently caress. Also, it looks like some of the counters have been misprinted, some really bad misalignment makes the bottoms of the counters almost impossible to read as they're cut off. Luckily there's a leaflet in the box for ordering replacement counters so I just send that off to avalon hill, right?

...Right?

Erghh
Sep 24, 2007

"Let him speak!"
That's some solid grognarding right there. Heck yeah.

Boardgame geek has some printables that might help with the bookeeping/counters. Surprised there wasn't some kind of unit log in there.

https://boardgamegeek.com/boardgame/5651/the-longest-day/files

e: image gallery has countersheets in there for reference as well

Erghh fucked around with this message at 02:38 on May 19, 2024

Cessna
Feb 20, 2013

KHABAHBLOOOM

Reveilled posted:

Aside from the fiddlyness of the counters we also had some trouble in keeping track of which units had actually moved.

Turn the counters of units that have moved 90 degrees.

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mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Good news, GMT's Coast Watchers made the P500 cut.

https://www.gmtgames.com/p-1102-coast-watchers.aspx

And a pretty neat video explaining the game,

https://www.youtube.com/watch?v=7GkmfT2Oc6Y

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