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wargame combat simulatio: what factors are most important?

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CIDIC
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I've worked on many different wargame projects, and in atempting to create as realistic a game as possible while not making it too complicated i've realized i have to pick what factors are most important and stick with em. so, when deturmining combat results in a modern warzone, what factors are most important in modifying chances to locate, hit, capture, eliminate, or assault enemys.

basicly instead of coming up with a list of modifiers a mile long, I want to have just a few, but i want them to be the most important factors.

so lets say for example, to hit a target you have already spotted what factors will impact your chances to hit the most?

range
concealed target
incoming fire
equipment (of target or firer)
hard cover
training (of target or firer)
morale
firepower
ect.

so wich factors are most important?

Nandalf
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wargame combat simulatio: what factors are most important?

Weapon, Sights etc, Cover, Range + Training; these should all combine together for a to hit roll.
it seems a lot, but the weapon would be for checking the range, and then maybe a chart, or a simple modifier to hit for range.
the training would provide the basis for a roll, higher trained more likely you are to hit, added to this would be any bonuses for sights [telescopic etc], and penalties from the above range and if the target is behind cover.

i see where our coming from on the ''incoming fire'' bit, but as oposed to making someone less accurate, would probably be more likely to just keep their heads down, or be behind cover?
same goes for morale; if a unit is Gung-Ho they'll do whatever, whenever, but if they're de-moralised, theyre more likely to flee, or just cower in a ditch somewhere...

hope i was of some hope!

Nandalf
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wargame combat simulatio: what factors are most important?

oh! and the Weapon's power [possibley range too] and enemy's armour [if your taking this into account] would go towards a damage section too?
Maybe you'll want to include cover into armour save, but i think thats a bit stupid really [and too new-40k *spits*]

what about a chart system? for weapon ranges/power?
so a powerful gun would have more effect at a closer range...

Hedge-o-Matic
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wargame combat simulatio: what factors are most important?

I think you may want to be more specific about what sort of combat you're talking about here. Is this modern, and trying to be an accurate simulation of 2005/6 tactical engagements?

If so, drop the armor part of the equation. A soldier hit with a modern weapon is out of the battle. Living, maybe, but almost certainly injured, and injured soldiers are very rarely in fighting condition.

Also, the "toughness" of soldiers isn't a factor once hit. Any modern battle rifle will take out a soldier with a single hit, almost without regard to location or severity. A "glancing" hit with an AK-47, for instance, typically gouges out baseball sized holes, according to an aquaintance of mine who tended gang members in LA as a paramed.

Training is best reflected in resisting the degrading effects of combat on morale, awareness, and ability to coordinate and maintain cohesion. Most weapons fire should be a matter of massed exchanges, and once entered, a firefight should be very difficult to disengage from.

I've got lots more thinking on the subject, but I'll save it until I know if it's relevant or not.

Johan
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wargame combat simulatio: what factors are most important?

Hi

I think that there are areas that are neglected in war-game. They are discipline and chain of command.

Discipline is related to moral but in this case the units will not follow your orders. Example: Instead of holding the bridge they attack.
DBM is one war-games that dealing with this in a simple way. You have PIP:s (a number on a 6-sided dice) and if some of the units (not all types) donĀ“t get an order, then it will start to attack (move towards the enemy).

Chain of command is another thing. Should you always get your orders threw. How about sending curriers (or radio or other ways to communicate) and the enemy can both remove the curriers and send other orders to your units.
Warmaster has a simple way to dealing with this by letting the commanders just be leaders outside the units. They send an order and roll a pair of dice (success if the have equal or under there leadership). If they succeed they can continue with the same or another unit. If they fails they cannot do anything more for that turn.

Otherwise, all depends on what type of war-game you are doing. You can simplify it as in Hannibal Rome vs. Carthage, where your units have the number of 1 each and you get 1 card for each of the units.
You can also go for realism as in ASL where there are a lot of values for each unit.

// Johan

larienna
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wargame combat simulatio: what factors are most important?

I suggest you to read "the art of war" from Sun Tsu especially if you want to go in the details. Even if you are making a modern warfare game, some laws of Sun Tsu are still applicable.

CIDIC
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wargame combat simulatio: what factors are most important?

thanks for all the input, i did mean a modern a battle, and I thought for sure i mensioned that

Quote:
when deturmining combat results in a modern warzone, what factors are most important...

i'm basically looking at an asl scale battle, i'm also trying to find a game to play that is ASL scale but easyer to learn and play, without sacrificing some realism.

ok, lets talk about range, a what points with what weapons do you think range effect chances to hit?

Hedge-o-Matic
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wargame combat simulatio: what factors are most important?

May I suggest "How to Make War", by James F. Dunnigan? I've got the second or third edition, from 1988. It's dated now, in that it references Russia as an adversary, and mentions West Germany, but the facts obout the equipment and tactics haven't changed much, even if "new army" rhetoric has.

Edit: Ah, the fourth edition is out!

http://www.amazon.com/gp/product/006009012X/qid=1133657393/sr=2-1/ref=pd_bbs_b_2_1/102-6957221-0269700?s=books&v=glance&n=283155

Infernal
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wargame combat simulatio: what factors are most important?

Another good piece of infomation that can help is Lancaster's Law (check out this wikipedia entry: http://en.wikipedia.org/wiki/Lancaster%27s_Law

Also you can think about combined arms: Wikipedia: http://en.wikipedia.org/wiki/Combined_arms

Lancaster's Law deals with determining the relative strengths of forces and how they influence the number of casulaties (and who will win and who will loose an engagement)

Combined Arms theory deals with how different types of weapons (or troops) work together and can suport one another (eg in medieval combat - simplified - archers generally beat pikeman, pikemen beat cavalry and cavalry beat archers).

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