Combat HQ Designer’s Notes – Part 2

CS CHQ coverI started to look through my World War Two rule sets. Many seemed to scale up vehicle movement from infantry crawling on their stomachs in the Normandy bocage. For the desert setting to work, it needed vehicles whizzing around the table.

I like games that offer plenty of player involvement with little or no downtime. Many years ago, I stopped playing games where one player has time to wander off and make the tea while his opponent moves, shoots, fights, and rallies. Games should be interactive. If I’m playing a video game, I don’t expect to spend half of my time doing nothing. Opposed dice rolls are a great way to keep both players involved, as are short turn sequences. But if the turn sequence is too short, it becomes meaningless. In games where I move one unit and then you move one unit, it’s very difficult to plan ahead. Even with a good draw of dice or cards, I’m still not really planning my moves. Sure, I’m reacting to what I get, but I like to coordinate attacks between units.

I also like rules that are easy to remember and don’t require any table cross-referencing. My ideal is one game mechanic that is applied consistently to every occasion. I don’t want to learn different rules mechanics for infantry combat, armour combat, infantry versus armour, and artillery. I’d rather spend time playing than with my head stuck in a rulebook.

To feel like a World War Two game, weapons need to have realistic ranges. Hand-held anti-tank weapons have to be scaled appropriately – they don’t fire as far as rifles! Opportunity fire has to be part of the game. Units don’t just move across the battlefield without being fired at. I don’t like games where I have to order my troops to use opportunity fire or where I have to put them on overwatch first.

With huge numbers of World War Two games available, you’d think I’d find one to suit. I tried. I looked at lots, but nothing gave me what I was after. It was time to start designing “yet another World War Two game” – one that could handle the whole epic sweep of the war. Rules that felt realistic, were relatively simple, and had lots of command and control decisions.

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Manstein on Recon

manstein-on-recon

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Combat HQ Designer’s Notes – Part 1 – Origins of Combat HQ

pitt-01I was reading Barrie Pitt’s trilogy on the Desert War with a view to putting together some games between the 8th Army and the Afrika Korps. The more I read, the more interested I became in General O’Connor’s five day raid against the Italians in December 1940, which ended with the capture of 138,000 Italian and Libyan troops. As is often the case, I started to think about how to reproduce this in a wargame.

It struck me how decisive the desert engagements were. Here was a theatre with lots of movement and rapid combat. Commonwealth infantry frequently deployed straight from their carriers into combat. This wasn’t a case of placing all units on the table at the start of a game and      going for it.pitt-02

Another feature of the war was the importance of reconnaissance. The desert was an unforgiving environment. A distant dust cloud could be a herd of goats or a unit of enemy armour. Until identified, it’s a threat. Hidden anti-tank guns firing at close range could ruin a tanker’s day.

The desert was also a tank fitter’s nightmare. Large tracts of desert meant many miles of rough travel: thrown tracks, blocked air intakes, seized engines, and the ever-present risk of getting stuck in soft sand. Vehicle breakdowns had to be part of the rules.

pitt-03

As I wanted to command a brigade consisting of an infantry battalion supported by armoured cars, tanks and artillery, some level of abstraction was essential. It clearly wasn’t going to work as a skirmish game. One unit equalling a platoon is a tried and tested way of scaling forces. It allows for machine gun and mortar teams to be present on the table, and not rolled up into company-size units.

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Tukhachevskiy on Attacking

tukhachevskiy-on-tactics

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Patton on Recon

patton-on-recon

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