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Now that we have
chosen and researched a battle, the next step for designing a scenario is developing an
order of battle.
An order of battle is basically the
roster for each side or nationality involved in the battle. Armies are comprised of men
and weapons and since the time of the Greeks and Romans, have been arranged into combat
sections easier to maneuver. For modern armies, the most basic unit is the squad. Modern
armies are also organized roughly the same: several squads making up a platoon, 3 to 5
platoons a company, 2 to 5 companies a battalion, 2 to 3 battalions a regiment, 2 to 4
regiments a division, 2 to 4 divisions a corps, and several corps an army, and several
armies an army group. There are also sections, batteries (for artillery), and brigades.
Each nationality has variations along these lines. For instance the Soviets in WWII called
their army groups fronts. In addition during combat often a task force (kampfgruppe), an
ad hoc collection of units, is assigned to accomplish a mission.
The first step in making an order
of battle is determining the scale of the game you will be using to design the scenario.
Steel Panthers I uses the squad as its base element, with the max number of units being 49
for a side safely and up to 90 using tricks. This allows ideally a battalion for each side
involved, but more likely you would want to look for small task forces or company level
engagements to model. East Front and Steel Panthers III use a platoon as the smallest
unit, while allowing you to operate from battalion up to corps level.
Now go back to your research and
determine the units involved according to the scale you will be using. Most references to
a battle detail the action from regiment level upwards. In order to narrow an engagement
to the scale you wish to use you may need histories of the unit during the battle (e.g.
for an Steel Panthers I Huertgen Forest scenario an excellent source would be Currey's
Death of a Division).
Also, be aware that you may find
discrepancies in reference material in regards to which units participated in a particular
battle. Therefore, if you want to obtain a high level of accuracy you should use more than
one source. Skimming the books or looking at other titles or other reviews of the books
will give you a general idea of who is the greater authority when there is a conflict.
For example, in a scenario Rory was
designing of Kursk, 2 sources (Carell's Scorched Earth and Cross' Citadel) mention the
Soviet 1032nd Regiment at Ponyri, but a better source (Glantz) stated that it was the
1023rd. Checking with a friend who owned several books on the Russian OOB, he found out
that the 1032nd wasn't even at Kursk while the 1023rd was part of the 307th Division which
was at Ponyri.
It is highly recommended that you
try and grab a set of order of battles for the armies involved.
When a question does arise that
your unable to find the answer don't be afraid to email other designers with similar
interest or post on a discussion group where people who either own the required reference
or are very knowledgeable in the subject can help out.
Usually you won't have to hard of a
time finding out which military units were involved, but determining the quantity of
specific tanks or other equipment that actually participated in the engagement can be
tricky. Possible sources of this kind of highly detailed information are order of battle
books with tables of organization and equipment (TO&E), research papers, the military
unit's historical records or memoirs (be careful, as memory is a tricky ability).
You can also run into discrepancies
in reference material with regards to what equipment participated in a particular battle.
For instance errors in battle reports from front line units are also not unusual. Allied
units so feared the German 88mm that they commonly misidentified any tank as Tigers.
If you are set on portraying a
battle that involved more units than your game can handle, let me suggest one option in
overcoming this obstacle. Scale back the order of battle to fit the game. You should try
to maintain the same ratio of units on each side. For instance if the attacker had twice
the number of tanks than the defender then the final order of battle ratio of tanks should
reflect this.
The second step is to purchase your
units within the game's scenario editor. When setting up the scenario some games have you
pick between a type of force like infantry or armor and the date of the engagement. These
settings should be chosen carefully since they will often times limit you to the force
pool that you will be able to pick from. Steel Panthers also makes you choose the skill
level of the units, based on Green, Average, and Veteran. Your sources should give you a
general idea of the opposing forces skill level. There is, according to historian Stephen
Ambrose, a rough correlation between skill, morale, and experience. Green troops are
generally less skilled but with higher morale than veteran troops. While veteran troops
are more experienced but are less likely to risk their lives in suicidal charges.
If the game doesn't have the exact
version of the hardware that you know participated in the engagement you will either have
to substitute to the closest available model or as with the case of Steel Panthers the
editor allows you to modify a unit's characteristics. This is a very power full tool in
that new units can be brought into the game without having to modify any of the actual
game files. This approach also assures that all players of the scenario will be able to
enjoy the scenario as you intended without having to install some kind of a home brew
patch.
You will find that all scenario
editors have some kind of limitation. For instance while units can be easily added to East
Front after the order of battle has been finalized Steel Panthers is another story. Adding
units to Steel Panthers either has to be done via replacing an existing unit or else
repurchasing the order of battle with the additional units included. For this reason it's
suggested that you should purchase a few low value units when working with Steel Panthers
to allow for replacing them if the need arises during play balancing. This will give you a
little added flexibility.
If the battle that you picked was
unbalanced due to the forces involved all hope is not lost. We will discuss ways of play
balancing a slaughter in the scenario play balancing article.
If you are designing a scenario
that isn't going to be strictly modeled after an engagement then here are some guidelines
to keep in mind when purchasing units. Typically a game assigns points to all the units
for victory purposes. Usually the higher the point value the better the unit.
- Try to maintain some kind of ratio of purchase points between the two units depending
upon the type of engagement.
Meeting: Both sides are equal.
Advance: 1.5 to 2:1 Ration with the
defenders have a lightly prepared defence.
Assault: 2 to 3:1 Ratio with the
defenders having a well prepared defence.
Note that these are rough values and adjustments will have to be made during play
balancing.
- When purchasing the units you will still want to maintain accurate force allocations for
squads/platoons/companies/battalion/regiment/etc... depending on the scale of the game
that you are playing and force nationality.
- Units that are more experienced should cost more points. If your game doesn't take this
into account and increase the cost for elite units then you will have to allocate less
points for a more experienced force. Note that in East Front experience is rolled up into
morale.
Of course you will have more
flexibility with non-historically based scenarios but it is still a good idea to try and
maintain the correct force allocations for the nations involved.
Suggested sources for orders of
battle and tables of organizations and equipment are in the Wargamer Library. Books and Online Sources
Now that we have our force picked
its time to create the map and deploy the units which we will deal with in our next
article.
I would like to thank Greg Allen
for correcting an oversite that I initially made in this article regarding unbalanced
scenarios. Thanks Greg.
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