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Topic: How to plan a wargaming scenario

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All Forums : [GAMES] : Computer Gaming > How to plan a wargaming scenario
16 APR 2012 at 11:28pm

Joe-from-Ryans-

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[size= medium]

I am not referring to any specific wargame here, instead I am looking for a generic answer.

In a scenario editor, typically you create a map, set the objectives and give points values to the objectives.

Then you create units and give points values to the units.

Then you create victory levels based on points ( or what ever).

1.  Where can I get the imagination from to make a scenario?

2.  Is there a mathematical formula I can use to apply points values to units and objectives?

[/size= medium] 



Last edited by Joe-from-Ryans- : 16 APR 2012 11:30pm
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17 APR 2012 at 1:06am

Herman Hum

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Originally Posted By Joe-from-Ryans- (16 APR 2012 11:28pm)
1.  Where can I get the imagination from to make a scenario?

2.  Is there a mathematical formula I can use to apply points values to units and objectives?

 

Read books, movies, other wargame scenarios for ideas.  A little creativity and you can adapt most situations to your favourite wargame.

 

IMO, all ViConds are subjective.  Thus, there can be no way to apply mathematics to quantify them.  For example, an unarmed replenishment vessel may be less powerful or important than an aircraft carrier.  However, that UnRep ship can keep the entire battlegroup on station a month instead of just a few days, otherwise.  So, is it high or low on points? 




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17 APR 2012 at 5:16am

ArizonaTank

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I use history as the inspiration.  You don't need to have heavy research skills to put together a decent semi-historical scenario any more. 

 

Many books are available for free from google, if they were published before 1930 or so.  A lot of material on the 19th centruy. 

 

Highly recommend The Nafizer Collection for orders of battle: 

 

http://usacac.army.mil/cac2/cgsc/carl/nafziger.htm

 

Google maps is also great for puting together the game map.  Elevations really don't change, and sometimes battlefields are pretty much as they were....take Austerlitz for example...after 200 years, it hasn't changed much....(now callled Slavkov u Brna in the Czech Republic)

 

Also, plenty of historical maps available online.

 

As far as victory conditions are concerned, it may sound simple, but if a semi-historical scenario, your victory conditions should encourage actual outcomes.  If fictitious, it may help to put a "story" around why the battle is being fought; who, what , where.  Then use that information to decidel the objectives of each side.

 

Hope this helps

 


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17 APR 2012 at 9:01am

MengJiaoRedux

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Originally Posted By Joe-from-Ryans- (16 APR 2012 11:28pm)

[size= medium]

I am not referring to any specific wargame here, instead I am looking for a generic answer.

In a scenario editor, typically you create a map, set the objectives and give points values to the objectives.

Then you create units and give points values to the units.

Then you create victory levels based on points ( or what ever).

1.  Where can I get the imagination from to make a scenario?

2.  Is there a mathematical formula I can use to apply points values to units and objectives?

[/size= medium] 

 

I let the questions about reality and their representation in game systems drive the initial stages.

 

For example.  The French in the 1930s built a fast battleship class that was specifically designed to hunt down

pocket battleships.  Supposedly the German Scharnhorst bigger-than-a-pocket-battleship class was built to

counter the French fast battleships.

 

BUT there are many questions as you work up a scenario:

1) What is the closest the two classes came to fighting in reality?

2) How would a game system (in this case the miniatures rules for Command at Sea) represent this?

3) How can you set up an encounter that would be interesting to play solo (because that's the first step for me

in building a scenario

 

It turns out the French Fast battleships were hunting the Scharnhorst and Gneissenau at one point near Iceland, but the

weather turned very bad.

 

To get an encounter, you just need to make the weather better (but not too good or the S&G will very likely simply evade the French since they are about 1 or 2 knots faster).

 

So I put in a squall line with the French on a close-to-intercept course.  And there's your scenario.  Or at least an initial working version of a scenario. 

 

 



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