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Started by Leon, 30 September 2015, 11:17:59 PM

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Last Hussar

Ian - The 5 tank may have broken down from the platoon commander or company commander's point of view, but it was, from Battalion level, fighting as a platoon.  Its like a British infantry platoon on the assault.  Often the Brens would be grouped under the Sgt to 'shoot the platoon in', while the Lieutenant would lead the rifles in, but we don't model that, we just, as O/C, say "that platoon will close assault that platoon".  Of course, if it was the case that 5 US Shermans had the same results as 4 UK ones then the distinction doesn't have to be made.

When we do H&M the normal unit size is the Battalion or Regiment, even though it is made up of companies and platoons, because of the linear nature, we don't worry about those, and you manoeuvre the battalions - Until you play F&F, where those 8 stands represent an entire Brigade, and you don't worry about the location of the 4 constituent regiments, even though in BP, RF&F or TCHAE you are moving them separately

Ithoriel - agreed: Wargames should be top down - FOR THE PLAYERS.  This is the purpose of a games designer.  He should understand what he is modelling, and, in my view, "Black Box" it. ie once he is clear what result he wants design the simplest but plausible method to represent that.

This seems to be a AT combat blind spot: We will happily roll d10 to represent 100's of muskets firing, but when it comes to a Sherman we want to know each stage of the shot- a too hit number, penetration, effect.  the extreme is Yaquinto's Panzer, an Eastern Front Tank to tank game, where every shot is plotted- as its simultaneous movement- then the To Hit number is calculated using the data card which defines each gun on a 20 (TWENTY) range band table (2 hexes per band).  This is cross referenced with the base chance, which starts at 20 and is what the mods are applied to.  Cross ref the Hit number with the Base chance on a table, to get the % chance to hit.

If you hit, Roll hit location, which will depend on if the shot is rising, falling or flat, as well as angle of attack.  Once you've found the location- on a % table (where Turret Front and Mantle are 2 separate locations) you find the armour thickness.  Oh this depends on the angle of shot - 0', 30, 45' or 60. (90 is 0' from the side if you think about it) and compare it with the penetration value for that range band.  If the penetration is higher you roll for damage - KO, compartment hit (lose tracks or turret basically) or no effect.

I prefer it if when you do the calculations you find tank type A kills Type B 40% of the time, design a system in which the dice roll(s) kill if you roll the equivalent of 40%. BUT THE DESIGNER NEEDS TO UNDERSTAND THAT.

Peter - can you tell Sunjester that? (One word - Irishkernsinthewarsoftheroses. Yes I'm still bitter.)
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Lord Kermit of Birkenhead

Quote from: Last Hussar on 04 October 2015, 04:00:19 PM
Ian - The 5 tank may have broken down from the platoon commander or company commander's point of view, but it was, from Battalion level, fighting as a platoon.  Its like a British infantry platoon on the assault.  Often the Brens would be grouped under the Sgt to 'shoot the platoon in', while the Lieutenant would lead the rifles in, but we don't model that, we just, as O/C, say "that platoon will close assault that platoon".  Of course, if it was the case that 5 US Shermans had the same results as 4 UK ones then the distinction doesn't have to be made.


Point I was try to make is that the platoon strengths are irrelevant - a troop of 3-5 vehicles would be given the same job. The tactical usage would be the same. In a platoon level game you manoeuvre by Btn/Rgt. Platoon size is NOT an issue. Neither is mixed weaponry, detach it out. Remember by July 44 most US medium tank Btn had a proportion of 76's, which gradually increased. It was roughly 1/3rd, so a Btn would have 3 of those and 6 of the standard Shermans.  I suspect the best way to differentiate between unit sizes give it an extra hit, BUT NOT EXTRA SHOOTING DICE. I refer you to the article in S&T "Combined Arms" by DAve Isbby about platoon sizes.

IanS
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Last Hussar

I have neither the time nor the crayons to explain why you are wrong.

"The test of our progress is not whether we add more to the abundance of those who have much; it is whether we provide enough for those who have too little."
Franklin D. Roosevelt

GNU PTerry

Ithoriel

Quote from: Last Hussar on 04 October 2015, 04:00:19 PM
Ithoriel - agreed: Wargames should be top down - FOR THE PLAYERS.  This is the purpose of a games designer.  He should understand what he is modelling, and, in my view, "Black Box" it. ie once he is clear what result he wants design the simplest but plausible method to represent that.

I think it needs to be top down for the designer too. Start with the end result and work down to the highest level that models that.

It doesn't matter if an infantry platoon is 24 men or 36 because if even half-a-dozen are actively firing at the enemy you are doing well. similarly, if a tank troop is 3 or 5 strong the chances of more than one having a chance at an effective shot is pretty small.

I have tinkered with charts cross referencing chance to hit with saving throw in BKC to reduce it to one roll. I was voted down by the other 3 I was playing against at the time and we kept to hit and saving die rolls.

There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

paulr

Quote from: Ithoriel on 04 October 2015, 07:16:00 PM
I have tinkered with charts cross referencing chance to hit with saving throw in BKC to reduce it to one roll. I was voted down by the other 3 I was playing against at the time and we kept to hit and saving die rolls.

I suspect this is about keeping both players involved in the game and having a hand in the fate of your troops ;)
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bigjackmac

I'd imagine to get the fire/save down to one roll you'd have to use D10 or D12s, wouldn't you?

I've got another suggestion, though admittedly it's kind of silly and just a personal preference: I hate wanting to roll little numbers.  I mean, more is better right?  And rolling boxcars beats the hell out of rolling snakeyes.  So we actually reversed the roll process.  That is, our CO/HQs have a CV that we try to beat, and it goes up each roll, not down.  Of course double 6s is two moves, and double 1s is a blunder.

Just me.

V/R,
Jack

toxicpixie

Keeps it consistent with the to hit mechanisms, I guess :D

The buckets of dice approach does have a major advantage - it reduces single, swingy dice rolls unduly effecting the game at crucial points. Rolling one six is no more likely than rolling a one; rolling consistently above or below average is harder work thus meaning you get a more normalised result curve over even a single set of firing, let alone a turn or game.

I think I'm done until the CWC rewrite tbh - BKC II (IMO) doesn't actually require much just a rebrand and tidy up.

1/ explicit rules for flank marching FAO/FAC - after a discussion on this on the old forum Pete came down on "I didn't explicitly write this into the rules so yeah, sorry, there's no mechanism for it so you can't". I suspect that was shortly before the rules went elsewhere ;) We just allow a FAC/FAO to accompany a HQ which is flank marching. Easy, reflects reality, simple.

2/ Infantry anti-tank - I'd like to see the upgrades as "free" or at least much cheaper. Currently they end up making a late war infantry stand very expensive but are not much use (if you don't play points, that's not an issue I know).

3/ Tidy up the wording and effects on "dug in" (which is buried a bit)/trenches/pill boxes. ATM trenches are awesome (and very much needed for a defender) but heavier defences are very lack lustre and "dug in" just disappears from sight (ho-ho) and memory.

4/ An OPTIONAL side bar bit re:hit staying on. I see three options but favour the last two two here. Infantry recovering hits is driven by experience of them being very fragile even with six hits, it's easy to rack that up with no save and they just become arty and tank practise targets by mid war -
        4a/ All hits stay on everyone. It's simple, but doesn't offer an advantage to infantry and keeps the "monsters" with big hits & saves in the same relative position.
        4b/ AFVs keep hits on, Infantry & support weapons don't. Makes tanks have some of LH's desire for detailed damage tracking. You don't need the specifics, but it does give you an idea that Troop X is not going to keep in the fight much longer, or that that Tiger platoon is badly hammered and needs one more push...
        4c/ AFV stands never lose the last hit suffered in a turn, thus slowly accumulating hits to represent the damage you can't fix wiby cracking track/with a lump hammer/getting the combat shocked crew back in the armoured death box and pointing the right way.

Other than that, I'm done. Peace, out yo.  8)
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pbeccas

Hi all, Beccas here.  Long time BKCII fanboy signing in.  BKCII is in my top two favourite and most played miniatures games ever.

I just want to say, please don't mess with the Command and Control system.  Please don't give formations one free movement.  Please don't get rid of blunders.  I love the randomness of play.  Please don't ruin this game I love.

The little parts I would like to see cleaned up are:
1, Recce.  Currently an optional rule that is a wee bit confusing.  Every time we play we have to refresh our memories re-reading the rules on page 10.
2, Army list unit limits. Get rid of them.  I understand they are there to stop FOW players bringing 100 Tigers to North Africa but let players sort that out with their mates.  No-ones playing tournaments with this rule set that I know of.
3, Army lists.  Lets make them better.  There are some super smart people on the forum.  Most would be willing to help out.  I get sad when my Aussies invading Borneo cant take Maltida II's and Matilda Frogs in 1945.
4, Hits staying on units.  Yeah, I am open to try that.  I have never killed a King Tiger in this game.

Finally with all this talk of CWC and FWC.  Bring on "Great War Commander"  That's what I am talking about. That's what I need.  Pendraken have the minis ready to rock and roll.  Give it to me.

Cheers
Paul 






   

fsn

If I haven't said it before, welcome Mr Beccas.

All this BKC and COC and BLT sounds very complicated and detailed, but I'm sure it makes sense to those who indulge.

I'm sure you'll find a number of equally ... ... enthused people here.
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Ithoriel

Quote from: fsn on 05 October 2015, 10:17:10 AM
All this BKC and COC and BLT sounds very complicated and detailed, but I'm sure it makes sense to those who indulge.

Firstly, hello and welcome to the madhouse ... forum from me too!

As to the quote .... this from a man who's forum handle is a "fsn"? :)

I'm pleased to see the passion in the debate about the *KC rules but also pleased with the politeness with which it is being delivered.

There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

Kiwidave

I agree that the recce needs an overhaul.

My 2p: have the recce assigned/attached to HQs or COs prior to the game (and exclude FAOs/FACs from receiving recce benefits), and the recce can only report to the command element they are assigned to, rather then "the closest" as this always seems a but daft to me.
I'm in favour of the FWC approach to moving them about as well, as I find that unless recce units start a game quite a way ahead of the main force, they end up milling about next to (or even behind!) the forces they are supposed to be recce'ing for.

Command: a limit on the number of successful command rolls might be OK, but this has rarely come up in games that I have played.

sane max

Quote from: pbeccas on 05 October 2015, 09:38:37 AM

I just want to say, please don't mess with the Command and Control system.  Please don't give formations one free movement.  Please don't get rid of blunders.  I love the randomness of play.  Please don't ruin this game I love.

The little parts I would like to see cleaned up are:
1, Recce.  Currently an optional rule that is a wee bit confusing.  Every time we play we have to refresh our memories re-reading the rules on page 10.
2, Army list unit limits. Get rid of them.  I understand they are there to stop FOW players bringing 100 Tigers to North Africa but let players sort that out with their mates.  No-ones playing tournaments with this rule set that I know of.
3, Army lists.  Lets make them better.  There are some super smart people on the forum.  Most would be willing to help out.  I get sad when my Aussies invading Borneo cant take Maltida II's and Matilda Frogs in 1945.
4, Hits staying on units.  Yeah, I am open to try that.  I have never killed a King Tiger in this game.
Cheers
Paul

1- we seem to have the same problem with a lot of the rules - there is a game of BKC at our club almost every week, and almost every week someone is going 'what happens when?' to the room in general. I think the rules themselves are just fine, but they need a better lay-out and clearer wording.

2 - oh my no! We play what are in effect tournament games a lot - by that I mean we choose a period and turn up the following week with forces to play it. I have a few army lists for each army and period I have and just drag one out, but some people spend time after each game tinkering with thier forces to make them 'better' . let people have the option.

3 -  yes, there are things missing I agree.

4 - I was blessed to be at the table when a pair of Stuarts hit, supressed and then hit and drove back a Jagdtiger with succesive rolls knocking it out - an event which led to howls of horror and outrage from the treadheads. and anything that makes a Tread-Head howl is fine by me!
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Ithoriel

05 October 2015, 01:25:36 PM #117 Last Edit: 05 October 2015, 01:42:00 PM by Ithoriel
Quote from: sane max on 05 October 2015, 11:53:08 AM
4 - I was blessed to be at the table when a pair of Stuarts hit, supressed and then hit and drove back a Jagdtiger with succesive rolls knocking it out - an event which led to howls of horror and outrage from the treadheads. and anything that makes a Tread-Head howl is fine by me!

Depends what the tread-heads see as having happened, I think. Are the Jagdtigers piles of burning wreckage? Very, very unlikely. Or, on the other hand, did a pair of Jagdtigers (probably what a stand represents at one stand to a platoon level) come under sustained fire from 8 to 10 Stuarts and decide that, with an optic or two damaged by lucky hits and a couple of crew injured by spalling, that discretion was the better part of valour and proceeded to "advance on Berlin" - they're out of action for the duration of the game either way.

I'm as guilty as any of assuming stands removed equals landscape littered with bodies or with shattered vehicles but "It Ain't Necessarily So" :)
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

sane max

oh I agree of course (although I think the only way a Stuart could inflict spalling on a Jagtiger would be if it fell on one from the top of a cliff)
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