Showing posts with label design. Show all posts
Showing posts with label design. Show all posts
29 March 2012
01 July 2011
SSC in galley
We are now awaiting the printer, as the go-ahead has been given. We hope to see the game soon.
22 October 2010
Mein Panzer MMG-style
My gaming group in Los Angeles is working on making the game simpler and quicker to play. We are taking out a number of the modifiers that exist in the game and simplifying other areas. Although we play pretty quickly, MP is still a complicated system. Look for our version in the registered users section of the Download Library. MMG=Miracle Mile Gamers.
15 October 2010
Sudden Storm news
Our first estimate for printing has come in, so we are getting closer to production with each passing day. We will have news soon, I hope. This will be a large scale campaign, combining sea, aerial , and land combat in one package. We are very excited about this new campaign, one which has dominated our playtesting for the past several months. It is very engrossing and has led to some very good and interesting battles.
18 June 2010
Drum Beats on the Battleline pt.19
I was too naive. The most central change to my version of American Battlelines has been questioned by the person in charge of the project. It was my great step forward, and instead we are going backwards. AmBl is easily converted to an element-based system, but nobody could handle the change. All this despite the fact it is our worst selling title, and gets absolutely no press at all in the miniatures world. It is due to more than simply not merchandising. The game needs a serious face lift after all these years. And as gut-wrenching as these changes seem, they have produced a very playable and realistic game.
15 June 2010
new release
ODGW's latest release for General Quarters III is nearing typesetting completion. It is turning out as a work of art, with absolutely magnificent graphics. We are very pleased with its layout, yet we are still awaiting blind playtesting results of the game to see if changes need to be made for play balance or perfect strategies. As a scenario generator, it is quite sophisticated, and we hope that it will reach a broad audience. More on this title later.
05 June 2010
Drum Beats on the Battleline pt.17
Today the latest version of American Battlelines was playtested and the rules gone over thoroughly by the OGDW partners. Bob Benge got me on the phone, and said that it was "not a slaughter," though he did indicate that there was some head-shaking going on. Pointed up a number of areas that I did not update from the original to the new edition. So there were some dropouts. Also there was some question of my reasons behind some of the changes, and why I had dropped one possible action from the list. All in all, it was productive, and I hope that the changes are adopted by the folks whose ultimate vote I would need. I can attest that the new game is less fiddly than the old, and seems to have an intuitive feel. There are fewer die rolls overall. I also cleaned up a lot of the areas that were not clear from the original. Just not all of them.
03 June 2010
Gaming accessories
The Dial Dude makes great gaming accessories. I use them for all my American Battlelines games, and will probably adapt them to the Mein Panzer family soon.
Recently, the best maker of paper terrain, Scott Washburn of Paper Terrain, has updated his offerings for 6mm. That is my WWII scale, so these new bridges along with all his other terrain makes for a very impressive table at a fraction of the cost of resin or metal terrain.
Recently, the best maker of paper terrain, Scott Washburn of Paper Terrain, has updated his offerings for 6mm. That is my WWII scale, so these new bridges along with all his other terrain makes for a very impressive table at a fraction of the cost of resin or metal terrain.
Drum Beats on the Battleline pt.16
My good gaming buddy Sacha has designed all of the new covers for Mein Panzer. He also has a new design for American Battlelines, which would replace the fifty star flag on the cover with a more atmospheric set of pictures. I can only see this as an improvement.
23 February 2010
Artillery and other unwanted effects
Artillery was a potent force in WWII, supposedly the #1 source of casualties. I have never been able to track down the source of that statistic, but it is repeated so often it has become commonly accepted knowledge. In wargames, however, no one really wants fire from the sky in anything like historical terms. Looking at historical OoB's, AT guns, mortars, and artillery assets were very common. Why is it then that players so resent mortars and off-board artillery in their games. Maybe because it is out of the player's control as they maneuver their infantry and armor around the board. For the U.S. forces it makes up for untrained infantry and deficient armor. One U.S. army officer in Europe said once that he moved about five to ten miles each bound. Then he would call down the artillery on the enemy position, and advance another five to ten miles. So you can see playing without the artillery for any of the western Allies hamstrings them unfairly.
The new playtest rules have significant changes to the artillery, which make it quite a force to be reckoned with.
The new playtest rules have significant changes to the artillery, which make it quite a force to be reckoned with.
04 February 2010
Beta test results are in — Ouch!
The first beta test results for our planned GQIII module has arrived, and it is rather tough on us. Some of the basic premises have been questioned, and there is concern over play balance. The first game was a failure, due to some last minute changes I introduced as suggestions from local players. Turns out they had implications well beyond what I originally foresaw, proof positive of the law of unintended consequences. Fortunately, the system is sound enough that the problem could be fixed easily. Now the group can get on with take two of trying out the intricate system we have designed. We like to think it is simple, but complex in operation. Lots of decision points for the players in this campaign.
26 January 2010
Drum Beats on the Battleline pt.10
I have just recently revised the process- or mechanic-driven system of American Battlelines for an experiment. I am trying element-based, or stand-based, determination for combat, morale, etc. The Kill Value number on the table, normally associated with the number of figures on stands, will instead equal the number of stands firing. No figure counting, which means the number of figures per stand is truly irrelevant. All infantry stands take four hits to remove, cavalry take three, and artillery take two (two guns per stand). Artillery is using the newly revised method which has gun factors assigned for each type of artillery gun. This makes for a much simpler and smoother resolution of combat, with approximately the same effect as before. It will be interesting to playtest this experimental way of playing the game.
16 January 2010
Skewed views
One has to be careful about where one looks for information. Long ago a poll was taken on The Miniatures Page about the most popular WWII rules, and Mein Panzer came out on top. Today, it might barely merit a mention. Has it stopped being played? No, not according to our forum and to our sales figures. We have recently updated it and that has been well-received. It does mean that newer games have come out and that there are very vocal factions that frequent certain forums, while other gamers do not, or are not as prone to comment. If you believe what you read on TMP, everyone plays either I Ain't Been Shot Mum, from Too Fat Lardies, or Flames of War from Battlefront Games. Now I, of course, have my opinions of these games, and I have played them, but they are well-supported by their respective companies and worthy choices for gaming. However, they are not the only WWII games out there, and many others should be considered that do not enjoy as much press. Panzertruppe from LMW Works is a little gem of a game that should be better received than it has been. Schwere Kompanie from Troy Ritter is another fine game few people seem to know about. Panzer, from StrikeNet Games, is a revision by the original author of the old Yaquinto game of the same name, but now for miniatures without hexes. The first two are inexpensive and comprehensive, especially SK, and Panzer can be had as a download relatively cheaply. For battalion level games, where a stand equals a platoon, Kampfgruppe Commander is an excellent choice, though few have chosen it. There are others I have not mentioned.
Now I am not advocating these over Mein Panzer — that would not be very bright. I am simply pointing out how the flavor of the moment and where one gets one's information determines how well a rules set does.
Now I am not advocating these over Mein Panzer — that would not be very bright. I am simply pointing out how the flavor of the moment and where one gets one's information determines how well a rules set does.
22 November 2009
An Idea that isn't quite working
Meine Truppen may end up as a stand alone game. Whether it can make it in the very crowded skirmish game field is debatable, but limiting it to just Mein Panzer owners may not work, due to the numerous concepts that are to be changed. Either way has its pros and cons, and it is a hard call to make. One thing that has yet to be considered is the Databook conversion. MT has a current scale of 1"=25yds, which essentially means doubling all ranges. But it also does not have the telescoping scale, so some close range weapons need adjustment. Kind of a big deal. So a decision has to be made, and at least one playtest group has made their vote, very strongly. I wish others would weigh in, as well.
16 November 2009
Drum Beats on the Battleline pt.9
Dissection of the game last night, by two gamers. One is an experienced reenactor of the Civil War; the other is a designer and a chart maven. Between those two Battlelines was fairly well raked over the coals, regarding all its myriad modifiers, of which there are a lot even after substantial trimming. The Quick Reference Sheet presentation was critiqued, and I had to determine certain parts of the game model as unchangeable, possibly changeable, and something worth fighting for. All that is part of the design process — what to take out as much as what to leave in. Much of what is left in is modified considerably, but in each case I endeavored to make it simpler and more consistent with the other rules in place already. Battlelines relies heavily on the TQ check, and that is used in more places in the rules than previously. Still, I found myself having to defend each position I took, which is difficult, but is as it should be.
So where do we stand with this game? No where, actually. I have yet to receive an independent playtest report. That bodes ill for the game's success, and confirms my cynical view that most people who volunteer for playtesting really just want a free set of the rules.
So where do we stand with this game? No where, actually. I have yet to receive an independent playtest report. That bodes ill for the game's success, and confirms my cynical view that most people who volunteer for playtesting really just want a free set of the rules.
12 November 2009
Drum beats on the Battleline pt.8
At the last business meeting, which I missed because I was under the weather and not near my phone, my changes to the American Battlelines system were discussed. Seems like the new rules have stirred up some reactions amongst the party faithful. Well, all to the good. Healthy discussion is called for, especially when a system has lain moribund for as long as this one has, despite its obvious strengths. The interactive sequence, brigading, and the disordering method are very useful for depicting the maneuver aspect of the horse and musket era. Its problems arise in its handling of firepower, where there is room for improvement. I think I have come up with just that solution, without throwing out the basic rules. More playtesting is called for, but I think Am Bl has come a long way.
One of the topics about which there will undoubtedly be discussion will be the decision to make the products stand alone games or modules. I have my own opinion on this subject, but will keep quiet on the issue for the present.
One of the topics about which there will undoubtedly be discussion will be the decision to make the products stand alone games or modules. I have my own opinion on this subject, but will keep quiet on the issue for the present.
07 November 2009
Drum beats on the Battleline pt.6
One positive thing that came out of our last test was that a new QRS will be formatted and will be simpler than the current one. This will help the game no matter what changes are made to it. A good QRS is absolutely essential to any successful game, as it is the text from which the game is actually played. The rulebook is nothing but backup. Also, people felt that the game played smoothly and believably. And they told me the artillery rules are totally screwed up.
18 October 2009
Drum beats on the Battleline pt.4
The first round of comments from the ODGW staff has been received and answered, and it was not as negative as I expected. In a post to me, "lively discussion" was the operative term for their first game using the modified rules. This first staff playtest of the revised American Battlelines generated a predictable wave of questions. Some were omissions; others were clarifications and explanations. Overall the game plays cleaner, but this means making changes, which are rarely welcome. Battlelines had some kludgey rules to it that detracted from its forthright play. Taking those out meant making the game simpler, and more concentrated on the tactics rather than dealing with special one-off rules. I have reduced the number of lookup items, to make finding the correct modifiers (of which there are still too many) easier. I have yet to post a Command chapter, so that area is still unresolved. Otherwise, the comments did seem to be somewhat supportive, rather than wholly dismissive. Playtests on this set of rules have not been forthcoming, so I will have to wait longer for neutral results. I am an inpatient man by nature, so that is a hard thing for me to do.

In terms of controversy, wait until they find out I want to change the cover. Currently a game for the AWI, Mexican-American War, and ACW has a 50-star U.S. flag on the cover. Bit jarring, that.

In terms of controversy, wait until they find out I want to change the cover. Currently a game for the AWI, Mexican-American War, and ACW has a 50-star U.S. flag on the cover. Bit jarring, that.
14 October 2009
Formations
I am currently doing some research on the variety of attack formations used in the horse & musket era, specifically from the ACW back through the Wilderness, or French & Indian (native American) War. Though few were used in North America until the large formations of our conflagration in 1861-65, they require study for the usage to which they were put for understanding all the conflicts, including the Napoleonic era. While slogging through Steven Ross's book, From Flintlock to Rifle: Infantry Tactics, 1740-1866, which I can only read in short sections due to its dry-as-dust presentation, I have just about finished my current read on the politics of the secession during the ACW. Then I will launch into With Zeal & Bayonet Only: The British Army on Campaign in North America, 1775-1783, which comes highly recommended as a tactical study of the British army in its war against the rebellious colonists. The all-important maneuver aspect is requiring a great deal of study, so that we can get its effects fine-tuned, and decide what to include and how to include them.
09 September 2009
playtesters & playtesting
I have been receiving good response from at least some of the playtesters who have our two rules sets in current revision and new design right now. Playtesting results are not back yet, but rules suggestions have come in, and they are reasoned and reasonable. They include suggestions I intended to make, but have not gotten to yet. Dealing with two or three items at once is a fine juggling act, but I think I can pull it off, given that two of three are not in my hands right now. I have more work on the GQIII module to do, but that will come together soon, I hope. Right now I am experiencing a bit of writer's block on that one, but it is mainly because outside events overtook me this summer. Now that I can feel them moving a bit back from the foreground, I will try for some progress on the naval game.
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