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SUDDEN DEATH! - 7/25/2011 11:12:39 PM   
neuromancer


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I was reading the designer notes for a new (to me) War in the East board game called "No Retreat" and found this little thought in the notes.

"Here is how it works: every three Game Turns, this victory condition is checked against a sum of
VPs that the Initiative Player (the Axis during the first half of the game, the Soviets during the latter half; and both sides on Game Turn 12) has. If the Initiative Player has sufficient VPs at that moment, the game is over and that player wins outright.

"A sufficient sum of VPs are not that easy to get, but not impossibly hard to obtain either. This fact will stop your opponent from becoming complacent (i.e., from “knowing” in advance what the historical outcome of the war was; e.g., “Bah, I can just withdraw and lose Kiev without a fight! The Axis never got farther than Stalingrad anyway and I’ll get tons of new units in 1944.”). Also, because only the side with the Initiative can win by Sudden Death, neither side can afford do lose too much ground too quickly, even if this is tactically a good idea on the map, hence the game title: No Retreat!"
Carl Paradis designer for No Retreat!

As there had been complaints about the ability of the Soviet player to game the play (instead of the other way around) because of a great deal of knowledge of the future (winter effects, German limitations, increases in Soviet ability, etc.) I thought this was a particularly interesting comment for a developer to make in regards to his own game.

While Pelton has demonstrated - repeatedly - that a full out open retreat to the East is a foolish tactic, it is still to the benefit of the Soviet player to retreat east quickly with no concern for holding ground or counter-attack (as long as the industry has been evacuated from a city, he can feel free to abandon it). This strikes me as extremely inappropriate for any army to do, so I had previously suggested a mechanic similar to this, and again suggest it along with the thoughts of Carl Paradis.
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RE: SUDDEN DEATH! - 7/25/2011 11:25:43 PM   
Michael T


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There should definately be sudden death victory conditions. Also many games offer 'bonus' VP's for capturing certain objectives fast. I don't think a real lot of thought has gone in to the VC in WITE. They could use some work.

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RE: SUDDEN DEATH! - 7/26/2011 1:03:03 AM   
larryfulkerson


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quote:

ORIGINAL: Michael T
There should definately be sudden death victory conditions.

+1

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RE: SUDDEN DEATH! - 7/26/2011 1:05:22 AM   
heliodorus04


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quote:

ORIGINAL: Michael T

There should definately be sudden death victory conditions. Also many games offer 'bonus' VP's for capturing certain objectives fast. I don't think a real lot of thought has gone in to the VC in WITE. They could use some work.

+1
(especially the part about little thought going into VC)

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RE: SUDDEN DEATH! - 7/26/2011 1:55:09 AM   
jomni


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quote:

ORIGINAL: Michael T
I don't think a real lot of thought has gone in to the VC in WITE.


-1

That's not fair to the devs. I think they thought through it. If not then why are the victory condition mechanics different between single scenario and campaign? They could have just used the same mechanics as single scenario right? But they didn't.

quote:

They could use some work


+1

Why not use the point system of stand alone scenarios which rewards causing casualties and capture of important cities in the Grand Campaign?

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RE: SUDDEN DEATH! - 7/26/2011 8:25:30 AM   
Tarhunnas


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I agree, I have suggested different victory conditions on the sudden death variety several times on this forum.

No Retreat is a gem of a game BTW. The most realistic East Front boardgame I have played, and playable in an afternoon! My only problem with it is that the Germans seem to win most of the time.


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41Ger
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42Sov

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RE: SUDDEN DEATH! - 7/26/2011 8:46:19 AM   
saintsup

 

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quote:

ORIGINAL: larryfulkerson

quote:

ORIGINAL: Michael T
There should definately be sudden death victory conditions.

+1


+1

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RE: SUDDEN DEATH! - 7/26/2011 5:09:18 PM   
Joel Billings


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I'm wondering if there are simple auto victory rules that players could agree to and use as house rules. Do they need to be so complex that players can't track them for themselves? For example would some players say taking Leningrad, Moscow and Rostov in 1941 would constitute an auto-victory? What about the Soviets having to hold a certain number of key cities each turn during 1941? Could a table be devised that allowed players to check for themselves? I realize that many want an official solution coded into the game, but why not start out with some user created house rules? It sounds like several of you have ideas in mind already, why not flesh out some and try them out?

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RE: SUDDEN DEATH! - 7/26/2011 8:06:29 PM   
larryfulkerson


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House rules for "Sudden Victory" is a good solution for those of us who frequent the forum but......and I'm guessing here........there may be the stray one or two who have purchased the game and feel no need to visit us here and so there would possibly be a few who might be displeased by the lack of "sudden Victory" rules and drop out of a really good game.  Although, I have to say I can't imagine anybody who would purchase a Matrix game who wouldn't also at least lurk in the Matrix Forums for news about the game they purchased.  

Never mind ignore this post.


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RE: SUDDEN DEATH! - 7/26/2011 10:33:29 PM   
Michael T


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Joel,
I use house rules a lot with people I know in the real world all the time. But when playing someone new here at Matrix it would be good to have some better 'official' VC.

Even some semi offical 'suggested' Sudden Death VC could be an option.

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RE: SUDDEN DEATH! - 7/26/2011 10:43:51 PM   
Joel Billings


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Well if someone suggested some really good house rules, perhaps we'd get behind them and give them the official stamp of approval, at least as optional rules. Some day they might even get coded, although maybe not until WitE 2.0.

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All understanding comes after the fact.
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RE: SUDDEN DEATH! - 7/26/2011 10:58:28 PM   
neuromancer


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quote:

ORIGINAL: Tarhunnas
No Retreat is a gem of a game BTW. The most realistic East Front boardgame I have played, and playable in an afternoon! My only problem with it is that the Germans seem to win most of the time.


Interesting, thanks for the info. Might think about picking it up then.

I assume (hope) that is a Sudden Death victory and not total victory, in which case I would merely suggest that the Sudden Death victory conditions probably need a tweak.

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RE: SUDDEN DEATH! - 7/26/2011 11:11:41 PM   
Krec


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Real good thread here. I think you might be on to something. Exactly what the game needs without messing with the mech too much. I like it.

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RE: SUDDEN DEATH! - 7/26/2011 11:44:25 PM   
neuromancer


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quote:

ORIGINAL: Joel Billings

I'm wondering if there are simple auto victory rules that players could agree to and use as house rules. Do they need to be so complex that players can't track them for themselves? For example would some players say taking Leningrad, Moscow and Rostov in 1941 would constitute an auto-victory? What about the Soviets having to hold a certain number of key cities each turn during 1941? Could a table be devised that allowed players to check for themselves? I realize that many want an official solution coded into the game, but why not start out with some user created house rules? It sounds like several of you have ideas in mind already, why not flesh out some and try them out?


That's not a bad idea.

The second part about holding a certain number of key cities at different points of 1941 makes sense.

Perhaps a start point would be to look at the historical performance of the Wehrmacht, identifying important cities within the Soviet Union that fell at certain points (a nice map I found has it broken up into various periods). If the Germans are doing significantly better than this, the Soviets lose.

Its primarily a game thing to prevent completely unrealistic strategies (see my original post here), but its also not unreasonable to assume a poor showing at defence of the motherland would have had political repercussions. The Soviets were a bit stressed when they realized how fast the Germans actually were advancing, if they had advanced significantly better its not too hard to imagine there being severe political fallout. The war wouldn't have ended, the USSR wouldn't have surrendered (although the upheaval would have been a serious distraction at an important time), but the top people who had been responsible for the current state of affairs would have - if they were lucky - spent the next few years in a Siberian Gulag (if Stalin had lost the faith of his top aides they would have attempted to assassinate him, much as there were attempts on Hitler, even if he survived several top people would end up taking the fall for the entire thing).

This is mostly about winning or losing the game, not the war. We all know that it is extrememly unlikely the Germans could have won the war, so this is about the game.

Here is a good map, I think its in French, but its not hard to figure out. There are four periods, to 9th July, to 1st September, to 9th September (big advance in the South during this period) and to 9th December. It also includes the primarily lines of advance, and where the major encirclements occurred (for informational purposes).

East Front 1941

So we could figure out how many key cities fell in each period (and what a key city is also needs to be defined). Then we determine periods (I think monthly is good July 9, Aug. 9, Sept. 9, Oct. 9, Nov. 9, and Dec. 9 - tied to the actual game turns of course) and say if the Soviets have lost X cities at the end of their July 9 turn, Y at the end of their Aug. 9 turn, etc. then they have lost.

Using the labelled cities on the map for illustrative purposes (probably not the best choice for the House Rule, but I think adequate for the example), by July 9 the Germans had actually taken 8 of the cities. By September 9 the Germans had taken 32.

So, as a number off the top of my head, lets say if the Soviets have lost 16 by July 9, 23 by Aug. 9, or 40 by Sept. 9 - they LOSE! Those numbers are simply doubling the original number, then determining the rough half way point between the July and September numbers and adding 8, and adding 8 to the September number. So they may need tweaking, if they don't force the Soviets to actually make an attempt at defending any more than is already typically the case, then they need to be tweaked downwards, if however it proves impossible to defend, then the numbers need to be tweaked upwards.

And as stated, those numbers are also based on the reference map I used. The important locations in the game would likely be different.

Option A would be to identify certain important cities (Riga, Tallinn, Minsk, Kiev, Smolensk, Odessa, etc., etc.) and list them, then determine a reasonable number for the periods in question.

Option B would be to identify every urban hex of a certain size or larger, and simply state that losing Y number of these urban hexes would be fatal (thus losing half of Kiev could still be fatal). The advantage of this is that it could be checked with a sorted Commander's Report, although it could sneak up on you too "What? I didn't realize... Dammit!". I'd still recommend making a list for reference purposes.

I think this would help in many ways, not the least of which is forcing the Soviet player into a forward defence.

Of course the problem with it being a house rule is having to make the effort to identify them manually. But if you only have to do it every 4 turns or so, and you have a print out with the cities and you when the VP checks are to be made, it shouldn't be too difficult.

Also note, I specifically state that the Soviets LOSE, not that the Axis win. My view of the current game is that it is the Sovet's to lose and that as long as they don't do anything too dumb they shouldn't lose. Which is part of the idea here, to put a bit more pressure on the Soviet player.


Discuss.


< Message edited by neuromancer -- 7/26/2011 11:48:26 PM >

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RE: SUDDEN DEATH! - 7/27/2011 12:38:23 AM   
Michael T


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Conversely some pressure should also apply to the German player. Hitler sacked Generals who did not acheive what he wanted. So if certain objectives are not taken by say Dec 41 then for Germany game over.

I really dislike the way German players stop and dig in during mud. Readying for the severe blizzard that ye old crystal ball has revealed. No operation Typhoon. To me this is just as bad as the Soviet run away strategy. So the Germans should be proded in to attacking right up to the blizzard. There is no way Stalin would have ordered the runaway strategy in 41 or Hitler order a halt to dig in in October 41. He wanted/needed to win the war in the east in one summer campaign. He had no inkling of what was going to happen in the winter of 41/42. The 'sudden death' rules need to encourage German aggression right up to the Blizzard and encourage a forward Soviet defence as well.

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RE: SUDDEN DEATH! - 7/27/2011 1:22:10 AM   
neuromancer


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quote:

ORIGINAL: Michael T

Conversely some pressure should also apply to the German player. Hitler sacked Generals who did not acheive what he wanted. So if certain objectives are not taken by say Dec 41 then for Germany game over.


That's fair.

quote:


I really dislike the way German players stop and dig in during mud. Readying for the severe blizzard that ye old crystal ball has revealed.


That is unfortunately a result of the game design. A too powerful Soviet army that can attack along the entire front from December straight through to March means the German player must dig in from October forward because his army is not just taking heavy casualties in the Blizzard but is also crippled and has almost no ability to resist unless heavily dug in. The German player has to dig in from that point forward or be effectively destroyed in the winter.

Heck, the manual even recommends Axis players start digging in from turn 18 on.

quote:


No operation Typhoon. To me this is just as bad as the Soviet run away strategy. So the Germans should be proded in to attacking right up to the blizzard.


Agreed, but with the blizzard rules as severe as they are (and despite being downgraded since release, the Germans still have almost no ability to defend without heavy fortifications in the blizzard) this is not practical.

The Germans should be able to put up at least a credible defence in the blizzard without needing to be in a level 2 or 3 fort (sure, the Germans didn't do well when faced by General Winter, but they weren't as hopeless as the game depicts them). This would make it more possible for the German player to keep up an offensive right until the blizzard hits - as historical - and thus requiring the Germans to be at least close to the historical December 9 advance points would be viable.

quote:


There is no way Stalin would have ordered the runaway strategy in 41 or Hitler order a halt to dig in in October 41. He wanted/needed to win the war in the east in one summer campaign. He had no inkling of what was going to happen in the winter of 41/42. The 'sudden death' rules need to encourage German aggression right up to the Blizzard and encourage a forward Soviet defence as well.


I agree completely. Unfortunately as I said, this may not be viable.

It could certainly be experimented with, but I expect that under the current rules it will end with the premature destruction of the German army.


< Message edited by neuromancer -- 7/27/2011 1:31:49 AM >

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RE: SUDDEN DEATH! - 7/27/2011 1:31:19 AM   
neuromancer


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Oops, double post.

< Message edited by neuromancer -- 7/27/2011 1:32:29 AM >

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RE: SUDDEN DEATH! - 7/27/2011 1:52:19 AM   
jomni


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The problem with sudden death house rules is that you don't see the victory screen.
People want to see that victory screen. :)

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RE: SUDDEN DEATH! - 7/27/2011 3:30:29 AM   
Lieste

 

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quote:

ORIGINAL: Joel Billings

I'm wondering if there are simple auto victory rules that players could agree to and use as house rules. Do they need to be so complex that players can't track them for themselves? For example would some players say taking Leningrad, Moscow and Rostov in 1941 would constitute an auto-victory? What about the Soviets having to hold a certain number of key cities each turn during 1941? Could a table be devised that allowed players to check for themselves? I realize that many want an official solution coded into the game, but why not start out with some user created house rules? It sounds like several of you have ideas in mind already, why not flesh out some and try them out?


Joel, AIUI the short campaigns already have 'reduced' values for decisive German victory, even if you just follow these (not step-wise, but gradually over 1942-1945) it could encourage more aggressive play as the Germans are going back, but still have a chance to 'win' if they aren't moving for too long a period, while the Russians must avoid allowing the 'static front' too far East, otherwise they have a harder time in the middle years.

Rather than 'sudden death' though, I might use these to cumulatively count down victory - so say 20 turns are required 'ahead' of the game - If the Germans can stay east of the 'smoothed' mini-campaign decisive line for the required cumulative time, then they win.

Simple, consistent with what is already 'there' and rewards actions made during the fluid early portion (getting east in strength, and damaging the Russian army/Preserving forces and Industry), and also risk-taking and aggressiveness in the 'dull' static period - a local attack at Kursk could be critical, and it might be worth trying to counter-attack or hold that defensive line a few too many turns/storm it before you are ready..

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RE: SUDDEN DEATH! - 7/27/2011 9:39:30 AM   
Tarhunnas


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I think that the best compromise between what would be desirable and what could be implemented easily in the game would be a system where the same VP system as in the smaller scenarios is used in the GCs. The players get points for holding certain locations every turn. That in itself would be a big improvement in that players could easily compare their progress to others and to history. All it would take is some editing of the GCs.

I think just this small step would add tremendously to the game. It would give players something tangible to fight for, it would motivate players to launch offensives for geographical goals, and take risks in trying to hold locations for longer than militarily sensible, in other words, it would motivate players to think and act more like the historical decision makers.

All that would then have to be added if one would want real sudden death is a condition that if side X does not have Y VPs at turn Z they lose. If used as a house rule, it would be easy to check, and it shouldn't be very complicated to code if you wanted to add it to the game.

Edit:
In fact, it is probably a good idea to implement this in two steps, first the VPs, and then later the sudden death thing, if desirable. That way data could be collected from a number of games to see what the usual VP levels are, and that would make it easier to find reasonable and balanced VP levels for sudden death.

< Message edited by Tarhunnas -- 7/27/2011 9:42:56 AM >


_____________________________

Read my AAR:s ye mighty, and despair!
41Ger
41Sov
41Ger
42Ger
42Sov

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RE: SUDDEN DEATH! - 7/27/2011 12:37:51 PM   
Tarhunnas


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quote:

ORIGINAL: Joel Billings
Could a table be devised that allowed players to check for themselves? I realize that many want an official solution coded into the game, but why not start out with some user created house rules? It sounds like several of you have ideas in mind already, why not flesh out some and try them out?


If cities in the GC generated VPs per turn as in the smaller scenarios, as I suggest above, then a table of VP cities might look like this. I tried to select important locations but not have too many of them, and I tried to spread them out over the map to give objectives during all phases of the war. I then calculated the VPs each side would gain on some sample dates of the war, just to get a feel for what the values would be using the historical capture dates of the locations. Please do not start a debate about what cities should be used, I was just doing an example to show the principle and see how that came out. A "1" in the cell means the city is held by the Axis on that date.





Attachment (1)

< Message edited by Tarhunnas -- 7/27/2011 12:42:28 PM >

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RE: SUDDEN DEATH! - 7/27/2011 12:48:55 PM   
Harovan


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quote:

For example would some players say taking Leningrad, Moscow and Rostov in 1941 would constitute an auto-victory?


I don't think this would be a good idea for 2 reasons. First, having lost all these cities, the Soviets still can recover, and second, it would mean to deny the Soviet player, who endured the ordeal of 1941, his share of the fun. I'm all for sudden death (house) rules, but not before mid-1942.

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RE: SUDDEN DEATH! - 7/27/2011 1:21:37 PM   
timmyab

 

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quote:

ORIGINAL: Tarhunnas

I think that the best compromise between what would be desirable and what could be implemented easily in the game would be a system where the same VP system as in the smaller scenarios is used in the GCs. The players get points for holding certain locations every turn.

Yes, I think that this is the way forward.It would be a fantastic device with lots of applications.It would involve a lot of playtesting though I think, especially into 43-45, which is perhaps why it wasn't done in the first place.
I'd be happy for them just to make a stab at it though, they could make adjustments as and when anomalies crop up.

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