Dave:
Thanks for checking in. Your post left me no clue how you'd weigh in on the actual questions. Got an opinion on these?
Jason: Thanks for the clarification. More thoughts below.
Kevin:
Thanks for responding, especially for relaying the designer's view, which is always helpful.
Thoughts:
Kevin: Jason has since weighed in on "God eye", so later on this one.
Lethality: Not sure I buy into the increasing scale makes things more deadly, especially since the vehicle ranges are unchanged in the conversion. If there is no change in ranges or shooting mechanics, then exactly what is making the game more deadly? Platoon-level morale for everyone tends to break the units faster, but doesn't increase lethality per se.
I agree with Jason that the mechanics are brutal. But the only difference I can immediately see between the lethality of micro and HO scale is that the smaller scale gives you more troops on the table so it takes longer to lose them.
One way to decrease lethality effects is to base morale on the company instead of the platoon. By making morale checks less frequent, you can extend the combat "life" of the morale unit. Problem is, we usually don't give players more than a company in any scale, so when that goes, it all goes for the player. In the last Afrika Campaign game, as I recall, we ran platoon morale for armor, and company morale for infantry. Is it more fun to lose successive waves of small units, or to have the whole force collapse somewhere between halfway and two-thirds of the way through the game?
The main advantages of micro-scale are board space for maneuver and ease of transporting the models to the game site. While theoretically I like maneuver, in practice, with the short move distances and long ranges, maneuver is discouraged. Also lots of maneuver room often means no conclusion is reached in the time available. These days, I favor reaching and resolving a battle crisis point. That's one reason why, in my scenarios, I try to go with at least some infantry closing to assault by turn 2 at the latest. (This was frustrated in in the Saturday game by the village just happening to be 2-1/2 moves from the US infantry start line--it was about 9" behind the German start line. Only one US squad attempted an assault, and it failed its morale check. An opportunity for 3-4 squads to check, occurred, but passed quickly.)
It may be JPII discourages player aggressiveness in general. ((Advance, the hammer falls. Stop, you get parity if you can find cover. Advance, the hammer falls again. In the battalion-level 1944 rules, the turn sequence gave the attacker two shots, followed by the defender's two shots. This, combined with short ranges (1"/100m vs JPII 1"/25m) and long movements (10 minute turns vs 1 minute) created a dynamic in which an aggressive attacker might destroy a defender but would get hammered if the attack wasn't successful. It also created a tendency for tanks to go in waves, with advantage to having the last reserves. There other reasons those rules fail, but they used to draw me back yearly with their elegance.))
I ran JPII in Europe '44 in HO because that's the theater and time I have troops for. There's a laundry list of things I want to try going forward:
1) Platoon support mortars using direct observation.
2) Smoke mission support for the attacker.
3) Platoon fire for tanks
4) Non-record-keeping infantry AT capability
5) Company-based morale (if a lot of people want to see it)
(this last will stretch the limits of my HO collection--I can probably field 4 US commands and 2 German ones with a few more infantry
(I probably could field a small 3rd German command of heaviest tanks for a Battle of the Bulge game--but I'd like to run a few more scenarios before doing something that ambitious.)
Jason: Ammo Limits: Thanks for clarifying. I agree and would further include Infantry AT in the "no record-keeping" column if possible. I prefer ammo depletion by die roll as a scenario condition, maybe a two-stage effect where first you go low, then you go out.
Recon:
I'm a fan of recon systems generally to open an action, but you don't want players sitting around for this type of pre-game action. Maybe as a sub-game for CiCs or CiC-designates when we break early in an earlier week? In the demo HO game, I had Recon commands set up, but too few players to get them in (I went with a combined infantry/tank force for the Germans, and an infantry command and an armor command for the US).
One thing that hinders pre-game planning is the difficulty of producing electronic maps pregame that match what the board will have. A lot of my scenarios have scratch-drawn maps--I still haven't converted Saturday's scenario to an electronic record--that needs doing yet.
"God's Eye"/Dummy Markers: I like markers also. I do think 1/2-inch markers are too small. I would prefer, especially for micro, dummy markers with the same "footprint" as a platoon. (That gets a little unwieldy for HO, but cardboard is cheap--if the next HO game goes better, I might introduce dummy markers in a third game.) One downside is markers tend to slow the game down. It might be better to develop player aggressiveness on offense in general as a group before introducing elements that encourage more caution.
I
am attaching a WWII scenario design article I've found interesting.
Kevin: By all means, please post the Afrika house rules when you find them.
I am attaching a scenario generator for a Polish campaign you might adapt to a Russian campaign.
As long as I am attaching, here is the current platoon morale sheet. Haven't done the notes on filling it out yet.