G. K. Zhukov -> SPWAW and its limits (LOOOOONG POST) (11/26/2000 4:39:00 AM)
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I know this thread is going to make things stir a little bit, but anyway here I go.
First of all, let me say that SPWAW is a great tactical game, far better than the original SP, and I have no doubts that it will grow better with the support of this wonderful community. I love SPAW and will keep on playing it - inside its limits.
Let's face it - SPWAW has its limitations. Due to its concept and MOB structure, it only allows a three-tier command ladder: unit in overall command (A0; a battalion battlegroup headquarters unit), maneuvre units (companies) and lesser units (platoons, with the occasional section or even individual unit). You could perhaps add a second, off-board battalion of artillery, in a non-subordinate but cooperative support role.
These assets allow you to play wonderful small tactical battles. We all love the flavour of engagements where an oblique shot bounces off the turret of your No. 4 tank, which in turn blows its opponent to bits by a hair's breadth. Makes you sit on the edge of your chair on the verge of heart collapse.
However, I think many of us are overstretching the capabilities of this wonderful game. We are seeing increasing numbers of huge scenarios played on very large maps, using several battalions per side, with an enormous number of units per side. The game sure turns into a crawling series of very loooong turns moving scores of tanks and squads, with terrible artillery barrages and unending strafing runs by mighty air squadrons.
Back in the old days of board- and tabletop wargaming, people often used very tactical games (one model tank or counter = 1 real tank) to portray brigade-sized actions and above. Usually those evening- and night-long sessions degenerated in massive firefights (representing only a few real minutes) in which both forces became irreparably wrecked. Not a very realistic result...
The answer, some thought, was in the way other periods of history were wargamed. Whether you represented an Ancient or a Napoleonic battle on the tabletop, you didn't use legions of 5,000 model legionnaires nor battalions of 500 model fusiliers. You scaled things down to 1 model soldier=30, 50, 60 or 100 real soldiers. That way you were able to refight Cannae or even Leipzig.
Why should it be different for 20th wargaming? If I want to fight Operation Battleaxe, Market Garden or even the Crossing of the Suez Canal by IDF, and want to use the real force levels (not just to portray a "representative engagement"), I should be able to avoid the pain of moving hundreds of tanks and squads every turn and going down to a detail level absolutely improper of the scale. I am a corps/division/brigade commander, and, honestly, I don't care if tank #3 in 2nd Battalion's Third Company has thrown a track... I want to know that 2nd battalion has now 49 instead of 50 battleworthy tanks.
Some people say "go to the operative level". But that is going up too much. For me, an operative game (like TOAW) usually uses battalion-sized individual units and above, and combat is decided when units from different sides are in physical contact (in adjacent hexes, so to speak). At this scale, the tactical flavor of a game is no longer there. Operation Battleaxe, for instance, becomes a very very small scenario hardly worth playing.
There must be something in the middle. A game using platoon-sized (perhaps even company-sized) units. At this scale the tactical flavor is still retained: you can tell the difference between a platoon of Panthers and a platoon of PzKpfw IVF-2s in terms of armor, firepower and mobility. You can also direct fire at a distance of several hexes (thus giving those 88's the ability of destroying Matildas at long range before the Brits can bring their MG's to bear).
SSI had just the game that did the job: Steel Panthers 3 Brigade Command. Interestingly enough, the people at Matrix based SPWAW on the SP3 engine, what makes me think that the engine wasn't that bad (especially about the command control issue, off-board artillery, and - of course - the higher scale enabling you to field a brigade force with little in the way of headaches). SP3 is still played by a good number of people, but it needs refurbishing to take it to the next generation (make it a Windows program, allow a better representation of infantry, updated artillery, perhaps a little more detail on vehicle units - but not so much).
Besides, SP3 could benefit from a realistic multi-player campaign generation system (to be created from scratch or based on existing operational games). Let's see: a group of players set up a strategic scenario with several brigades per side. Command of those sub-units is assigned to several players, who report to a player in overall command of that side. The overall commanders from both sides issue orders and move the units across the strategic/operational map. The game engine takes care of any contacts made (as well of any engineering, supply, etc.) and identifies the battles that happen... and have to be fought in SP3. This engine then allows players in command of the brigades engaged to set up their forces on a randomly generated or predesigned SP3 (tactical) map and designates which additional forces will arrive and in which turn they will do it.
Note that this strategic/operational engine could be appealing to those of you who despise SP3 and stick to SPWAW even for brigade-sized actions. Just downscale it one level (brigades become battalions) and presto!
I know this thread should perhaps have been posted under the "General Discussion" forum (I already gave some hints there some weeks ago), but, as I told you at the beginning of this message, I feel the wonderful SPWAW should be used properly within its bounds and wanted to make my voice heard amongst the community of tactical wargamers.
OK, start firing, comrades!
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