@rohr94:
Upon seeing this original post I’ve also been trying to create a one month turn, but I have one question and one request. My question is how do you deal with purchasing units when a turn is one month and most of my military buddies say combat training now a days is about 4 months. My solution was to buy four turns in advance and each nation would get pre determined units for the first three turns. Did you do something similar. My request which also comes with a question is, could you post your setup charts you’ve created, because I’ve found nations like German and France very easy to find but Britain given the size of its empire very difficult to find the exact dispositions of units. The question that goes along with that is what scale are you using. For me it seemed most logical to use divisions for tanks and infantry and such, wings for airplanes, and groups of 500 or so for artillery. I also favor a 12 sided die combat system to allow more variation within units, because its fair to say that in the beginning of the war German infantry would be better than Russian infantry due to more experience and stalin’s great purge. Also with regards to strategic combat I had the idea to add counter battery fire so artillery can fire to destroy other artillery pieces in current combats or future combat zone. Sorry for the disorganization and rambling nature of this post, I’m replying on my phone so it’s hard to format this into paragraphs.
Rohr, I’ve thought about that. Taking turns to mobilize units… It would be more realistic - you are absolutely right. For Infantry, you can assume that the training has already been done and when you ‘purchase’ new units they are then mobilized. However, you’re correct about the timeline. So, we’re going to work on this. Making a battleship takes time. All of this depends upon a country’s infrastructure too. Great question and point!
For set up - funny - we were just having this conversation… We used number of troops as a baseline - but a unit on the board includes more than just numbers (1 Infantry = 30,000-50,000 troops): training, equipment, communications, leadership, and combat power. All those factors go into set-up. So, for example, in 1939 Germany had I believe about 2000-3000 tanks maybe - 6 panzer divisions entered Poland in 1939 out of 63 divisions. The Russians had about 19,000 tanks. Russian tanks in 1939 were not very good - the German tanks weren’t much better, but: they had communications equipment in their lead tanks, better tank officers who understood tank warfare (although the Russians had just as good tank theorists as the Germans - i.e. Tuchachevsky - but he was killed by Stalin). So, we give the Russians 5 tanks in 1939. They have more tanks but probably the same amount of combat power… Set-up is difficult.
The French boasted that they had 5,000,000 reservists and fielded about 900,000 men in the field in 1939. But, essentially, this was a World War I army. It was ‘larger’ than the German army at the time - but on the game board the French won’t have more troops than the Germans because the Germans were a better army.
The other reason why we shy away from a strict ‘numbers of troops’ ratio to game board pieces is because the Russians later in the war were moving around 400 divisions. We can’t have 400 infantry on the board - or anything close to it. So, we decided to make infantry represent more and added other factors.
I have set-up charts but they’re not quite right. We tried to stick to the set-up charts of other versions and make adjustments, but we did have to change. For example, the Russians may have had a battleship in 1939, but was it the equivalent to a German or American battleship? No. In terms of combat power it was a cruiser - so that’s what we gave to them…
The counter-battery idea is interesting. I’ll talk to the other game designer. It certainly happened in WW2 but the question is how effective was it on the strategic level. Could an artillery battery really take out another artillery battery during a battle - with pin-point precision? In a large territory - hundreds of square miles? Maybe. Aircraft can certainly select artillery units - we do have that in the game… Maybe the Weapons development ‘Advanced Artillery’ can do something like that - or at least select targets they want to fire at in a battle. That might work… Thank you for your post. You bring up some good ideas. This is precisely the reason why we posted this thread.