witchbottles
Forum Guru
In many wargames, card-driven randomness is used to (in earlier versions) to replace the random chance of dice rolling. In later iterations, it enhances some of that randomness, as the dice rolls remain, along with their modifiers, but a narrative of sorts can emerge as the card-driven component both randomizes what cards are dealt and/or drawn and/or discarded, but also allows a control level to emerge in the player with another component, this time the probabilities within the card deck, to consider, along with d6 probabilities.
Given the in work ASL based ideas such as ASLItalia's "Operation Brevity" HASL. Has anyone ever considered the option of inserting a card-driven mechanic into the operational (ie above the ASL level) portion of such a system? The operational level is one that excels when one considers VASSAL and VASL's capability of "linking" formations in the ASL gaming and map portions, while also is one that requires a more distant overall battlefield portion/view and game play as entire units are maneuvered into possible ASL battle areas on a much larger scale.
Most importantly, there still exists some voiced interest (not nearly a majority, but it is there), in devising a method to incorporate "Command and Control" into ASL gaming. This is often expressed by those of us who typically enjoy the SASL system and recognize that C&C level adds entirely new dimensions to the ASL game.
Breaking it down- "Command & Control" mechanics really are another layer of incorporating what ASL projects well as a game, the "chaos theory". We can order that squad to move that bazooka over there and watch for the enemy halftracks, but whether or not he gets there (failed MC from a DFF shot), whether or not those halftracks manage to so completely occupy that squad they can't watch for any other approaching enemy (VBM Freeze), whether or not they can hold that position long enough to screen the units from those halftracks (failed MC/TCs from IFT shots after they have moved to that flank position), is a matter of random chance. Command & Control adds another layer to that.
I have seen quite a few ideas to adding C&C into the ASL meta- but one I have NOT seen is the typical way that chaos theory gaming is added into a wargame. That is via card-driven mechanics. a deck of cards to randomize what the players should not have ultimate complete control over, (ie, will that squad leader get lost on the way? Will they decide upon arrival that that foxhole looks like better cover than the high grass for their lookout position and drift off course a bit? etc.)
Those cards are in many wargames, dealt in an initial hand to the players, and can be drawn from an un-dealt draw pile to replace the cards when used.
Where does that fit into the ASL game? For my admittedly narrow viewpoint, perhaps it may fit best in the operational-level portion of the products under development out there similar to "Operation Brevity". Certainly, an entire battalion or gun battery on the move has far more capacity to drift off course or off-mission than a 8-10 man squad.
JMHO, YMMV of course, but it is an interesting thought to explore.
Opinions?
Given the in work ASL based ideas such as ASLItalia's "Operation Brevity" HASL. Has anyone ever considered the option of inserting a card-driven mechanic into the operational (ie above the ASL level) portion of such a system? The operational level is one that excels when one considers VASSAL and VASL's capability of "linking" formations in the ASL gaming and map portions, while also is one that requires a more distant overall battlefield portion/view and game play as entire units are maneuvered into possible ASL battle areas on a much larger scale.
Most importantly, there still exists some voiced interest (not nearly a majority, but it is there), in devising a method to incorporate "Command and Control" into ASL gaming. This is often expressed by those of us who typically enjoy the SASL system and recognize that C&C level adds entirely new dimensions to the ASL game.
Breaking it down- "Command & Control" mechanics really are another layer of incorporating what ASL projects well as a game, the "chaos theory". We can order that squad to move that bazooka over there and watch for the enemy halftracks, but whether or not he gets there (failed MC from a DFF shot), whether or not those halftracks manage to so completely occupy that squad they can't watch for any other approaching enemy (VBM Freeze), whether or not they can hold that position long enough to screen the units from those halftracks (failed MC/TCs from IFT shots after they have moved to that flank position), is a matter of random chance. Command & Control adds another layer to that.
I have seen quite a few ideas to adding C&C into the ASL meta- but one I have NOT seen is the typical way that chaos theory gaming is added into a wargame. That is via card-driven mechanics. a deck of cards to randomize what the players should not have ultimate complete control over, (ie, will that squad leader get lost on the way? Will they decide upon arrival that that foxhole looks like better cover than the high grass for their lookout position and drift off course a bit? etc.)
Those cards are in many wargames, dealt in an initial hand to the players, and can be drawn from an un-dealt draw pile to replace the cards when used.
Where does that fit into the ASL game? For my admittedly narrow viewpoint, perhaps it may fit best in the operational-level portion of the products under development out there similar to "Operation Brevity". Certainly, an entire battalion or gun battery on the move has far more capacity to drift off course or off-mission than a 8-10 man squad.
JMHO, YMMV of course, but it is an interesting thought to explore.
Opinions?