Lessons for the Next Wargame

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Ultimaratio
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Re: Lessons for the Next Wargame

Postby Ultimaratio » Sun 11 Oct 2015 07:17

Flares for helicopters and battlefields around the globe.
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Drang
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Re: Lessons for the Next Wargame

Postby Drang » Sun 11 Oct 2015 14:52

Off top of head:

1. An acknowledgement of how excellent RD is, and the outstanding work done by Eugen in creating this series, which I love.

Larger maps
More microterrain (if this necessitates fewer, but better maps, so be it).
More focus on reserves, masking and maneuver.
UNIT SMOKE! The ability to pop smoke and retreat would massively aid offensive play.
A system where units can make best use of microterrain.
Noise buildup from repeated firings from the same position.
Tanks being helpless in forests.
No more shortened range scale.
A "No prototypes" lobby and deck build option.
Standardized or near-standardized MGs.
Fewer, tougher, harder-hitting aircraft.
Slower-aiming, harder-hitting artillery.
Removal of rocket artillery, with exceptions of those which would have been employed at sub-divisional scale.
Tougher, harder to spot infantry with more focus on suppression than destruction.
No more HP for AFVs. Penetration or no penetration, with surface damage (crits) modeled.
Reduced HE for high velocity tank guns.

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Vulcan 607
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Re: Lessons for the Next Wargame

Postby Vulcan 607 » Sun 11 Oct 2015 16:37

Basic payload options for aircraft such as cap, strike, anti tank, SEAD, ect

If naval is added it needs a decent amount of ships otherwise it's udaloy and sovmerny vs anti ship fighters the French klingon bird of prey and kongo which sucked.


Random events I really liked these in alb it made the game seem bigger.

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Re: Lessons for the Next Wargame

Postby kvnrthr » Sun 11 Oct 2015 19:30

Drang wrote:Off top of head:

1. An acknowledgement of how excellent RD is, and the outstanding work done by Eugen in creating this series, which I love.

Larger maps
More microterrain (if this necessitates fewer, but better maps, so be it).
More focus on reserves, masking and maneuver.
UNIT SMOKE! The ability to pop smoke and retreat would massively aid offensive play.
A system where units can make best use of microterrain.
Noise buildup from repeated firings from the same position.
Tanks being helpless in forests.
No more shortened range scale.
A "No prototypes" lobby and deck build option.
Standardized or near-standardized MGs.
Fewer, tougher, harder-hitting aircraft.
Slower-aiming, harder-hitting artillery.
Removal of rocket artillery, with exceptions of those which would have been employed at sub-divisional scale.
Tougher, harder to spot infantry with more focus on suppression than destruction.
No more HP for AFVs. Penetration or no penetration, with surface damage (crits) modeled.
Reduced HE for high velocity tank guns.


+1 to most of this. Aircraft are far too prevalent. I wouldn't mind them cutting down aircraft only to those providing CAS.
Hoping for a better next-gen Wargame and new engine in a few years...
One can dream ;_;

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captain biggles
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Re: Lessons for the Next Wargame

Postby captain biggles » Sun 11 Oct 2015 21:44

A few things i would love to see.


Selectable Ammo:
Spoiler : :
For instance:

Say I have a Challenger 1 Mk.3 that say, costs 140 points with no ammo.

So i have the option of the L15 APDS (if it could even fire it), the L23A1 APFSDS and the L26A1 "Jericho" APFSDS.

The L15 APDS could cost 5 points for instance bringing the cost to 145 points.

The L23A1 APFSDS could cost 10 points for instance bringing the cost to 150 points.

The L26A1 APFSDS could cost 15 points for instance bringing the cost to 155 points.

So ammo could work a bit like experience, with one major difference: instead of availability, it's price.


Towed/Air-lifted equipment:
Spoiler : :
Things like the Towed Hawk or L118, It would help flesh out nations like ANZAC.


Destructible Environments:
Spoiler : :
Not all of it, just key points like bridges, maybe even buildings could block roads and stop vehicles from passing.


Engineer vehicles:
Spoiler : :
AVLBs to fix said bridges, maybe ARVs to repair vehicles under fire, being less vulnerable thanks to their armour.


Just ideas, that's all.
Britain doesn't need better SEAD - it has the Challenger 2 for that.
Spoiler : :
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Drang
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Re: Lessons for the Next Wargame

Postby Drang » Sun 11 Oct 2015 23:16

captain biggles wrote:A few things i would love to see.


Selectable Ammo:
Spoiler : :
For instance:

Say I have a Challenger 1 Mk.3 that say, costs 140 points with no ammo.

So i have the option of the L15 APDS (if it could even fire it), the L23A1 APFSDS and the L26A1 "Jericho" APFSDS.

The L15 APDS could cost 5 points for instance bringing the cost to 145 points.

The L23A1 APFSDS could cost 10 points for instance bringing the cost to 150 points.

The L26A1 APFSDS could cost 15 points for instance bringing the cost to 155 points.

So ammo could work a bit like experience, with one major difference: instead of availability, it's price.


Towed/Air-lifted equipment:
Spoiler : :
Things like the Towed Hawk or L118, It would help flesh out nations like ANZAC.


Destructible Environments:
Spoiler : :
Not all of it, just key points like bridges, maybe even buildings could block roads and stop vehicles from passing.


Engineer vehicles:
Spoiler : :
AVLBs to fix said bridges, maybe ARVs to repair vehicles under fire, being less vulnerable thanks to their armour.


Just ideas, that's all.


Tedious micro and more things to turn the game into an agonizing slog?

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orcbuster
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Re: Lessons for the Next Wargame

Postby orcbuster » Sun 11 Oct 2015 23:19

They have stated that they don't want destructible bridges and bridgelayers in wargame.
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ikalugin
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Re: Lessons for the Next Wargame

Postby ikalugin » Sun 11 Oct 2015 23:27

Imo Soviet Assault model of repairable bridges and alternative routes (ie for amphibs) is a possible way to do this.
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Spoiler : :
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Re: Lessons for the Next Wargame

Postby KattiValk » Sun 11 Oct 2015 23:29

I still think Wargame needs fording areas where non-amphibious vehicles can cross a river (slowly) on a space that is wider than a tiny two lane bridge.

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Mike
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Re: Lessons for the Next Wargame

Postby Mike » Mon 12 Oct 2015 00:34

Ultimaratio wrote:Flares for helicopters and battlefields around the globe.


The flares are just visuals. You might care more for ECM for higher end choppers.
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Courtesy of KattiValk

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