MindSpy -> (12/13/2000 7:58:00 AM)
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converting Squad Leader or ASL scenarios over to SPWaW. how could we post these? Any help would or ideas would appreciated.
Mike the FNG
"Klotzen, nicht Kleckern"
MindSpy:
Copying Squad Leader and any gamettes is fun
and worthwhile since it does not involve
too much dice rolling.
However there are certain characteristics of
the game's scenarios and all the subsequent
gamettes which make the effort while still
fun, not very rewarding.
Individual loses of men and reduced fire power as well as suppression are not in the
SL and subsequent games' mechanics just
right side up or broken side up!
As well many possibilities exist within the
game of SL et future Gamettes that are not
possible within the WAW\WW2 and SP123 games
so the progressive play\scenario's and rule
introductions cannot be very easily adapted to WAW/WW2 SP123's!
Also, the rarity factor which affects buy points for vehicles is a significant good point for the game SL-ASL that is hard (tedious) to incorporate into WAW.
That is, starting a gaem of WAW using SL-ASL
buy points is slightly superior historically
and gives greater freedom to represent individual battles and potential battles but is very hard to accomplish using just the Battle Generator in WAW.
A slightly better approach would be to decide
to mimic the SL-ASL game's approach to increase complexity as scenario # increases
but with the abilities of the WAW engine
highlighted.
For instance, progressive scenario's that include the factors of and highlight the uses of things like CC, FO vs no FO,
offboard arty vs mortars and onboard howitzers. APCR TD units vs infantry support tanks in tank vs tank combat, reduced intel on or off to show the difference of methodical but slow well hidden troop movements vs a Russian Penal Battalion's
Human Wave Assault without arty smoke or
armour ...
For even greater complexity and game playing
fun, using the scenario editor to setup games in which the units are not clearly in a line
or are instead committed to a melee start.
As well the abilities of the mg can be highlighted by creating scenario's that
ensure they are a significant factor in the win or lose final analysis.
Even removing weapons from squads and allowing their appearance only as crew
operated weapons to reflect different periods
of the war in WW2 and by Nation also.
By designing only a set number of maps
play could then be played on these well established maps.
Larger squads to reflect platoon fire/movement vs individual squads ...
This is not a reinvention of the SL-ASL wheel just an adaptation of an already venerable
game system that has many excellent qualities
that WAW cannot approach. Of course the same is true of WAW afterall I am on the WAW forum not SL-ASL.
Lastly, terrain could be the basis of a
batch of scenario's in the SL-ASL mode.
Close in terrain plays to the Russians since they have limited ammo and experience. Instead of losing consistently as was the case vs reverse slope HD tanks and ATG's,
the Russians can now come within range
and using superior numbers in defined and
indivisible units win more often vs armored
German units that lack an infantry screen
of sufficient strength to keep them at bay!
Both Army Group South and Center have to
deal with open country and close terrain
on the Eastern front so there is no loss
of battles to represent, but with game play in mind not the historical so much.
I would also direct you to games by SPI which can still be found in large cities in second hand game stores. Things like Red Star/White Star: NATO vs WARPAC.
SP2 is still very good by WAW/WW2 standards.
At least until WAWmodern comes out!!!
Also, there are many other games that have individual snipers with eyesight and other factors rolled in and a supression system!
These games can be adapted as well although
Morale and Rally would need to be weighed to
allow for the differences in humans of good vs bad reflexes and being loosey goosey vs
high strung or fanatical even.
Not having to dice roll or guess LOS will win you an enormous following to start, the rest will be your history.
So in conclusion I would emphasize that you
provide an adaption of SL-ASL using the progressive play introduction of SL-ASL scenarios to highlight WAW. In this way players will feel the power of the WAW engine and not suffer too much the limitations involved in duplicating the varying nature's of the different game systems and the things that cannot be duplicated will thus not be noticed so much.
Afterall, there is enough complexity in
WAW that a short series of scenarios
produced by players for players at virtually no cost (web) completed regularly and
expanded upon and thus discussed by players
playing them ... Well, play and fun play would only increase especially for the newcomers who can easily be weighed down by the broad expanse of WAW without a focus!!!
Good luck in your efforts and of course
good gaming.
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