This really looks interesting Jeff! Good ARR, will follow this for sure.
How is the complexity with regards to unit attributes? Does it simulate stuff like ammunition consumption and different equipment or is it more high level like in WitP?
How much time do you usually spend on a turn in a scenario as this one?
Ammunition consumption is, I think, basically a chance to run out of ammo each shot (well, run low, which means reduced effect for your shooting and assaults) which is based on the scenario and range from HQ. Then a chance each turn to 'recover' if you are low, based again on scenario and distance from HQ - assuming yor HQ is active (not moved) and in command itself.
On many scenarios the chance is negligible. On others its very high, 30%+ per shot.
Every 'base' has 1-6 strength points (SP) reach representing a half-squad, heavy weapon, gun or vehicle (or aircraft). Infantry bases always start out with 6SP, thoses MMGs would be 4s, the 60mm Mtr probably a 3 I think, the greyhound a 5. Each base type, for each nation and year (and for example, Motor inf is different from footsloggers who are different from paras etc, and a 37mm gun is different from a 57mm gun etc etc), has a large range of attributes, include soft and hard attack values at various ranges. Each base has 100Action Points (AP) per turn, with varying movement costs for different terrain, loading and unloading, shooting and assaulting. AP 'saved' may be used by the AI in reaction fire during the next enemy turn, but you have no control over that. For example, those german motorised infantry would cost 30AP to move into a normal hex, and 35AP per shot, so can sometimes move 1 and shoot twice. But moving into woods costs 65, so thats move once shoot once.
When you attack, each SP actually does an individual attack with a dice roll I believe, then those attacks are aggregated. So you may kill some enemy SPs, disrupt their base, retreat their base, have no effect, or any combination thereof.
The Leaders can add a bonus to attack odds, assault odds, and morale rolls (mostly disrupt recovery), depending on their leadership stat (if its higher than the bases morale).
Morale is individual per base, and degrades with casualties (a little). It is used for recovering from disrupt mostly. I think the unit can also use HQ morale (usually a little higher) if it is in HQ range.
Disrupted units cannot move closer to known enemy, cost double AP to move, and shoot and assault at reduced effect. They also automatically retreat from an assault if there are undisrupted units only on one side after the assault results. And retreating with no place to retreat to = surrender
Anything I missed?
A very small scenario like this one (so far at least) almost certainly takes less time to do a turn than read about it, let alone type it.
Some of the larger scenarios (and there are hundreds) are divisional or corps sized, but with no change in scale. They can take hours to do a single move, and then 20minutes or more just watching the turn results.
You can also play Linked Campaign Games (campaigns with a plan that changes by your results I think) or take a unit and run it through a campiagn made up of random scenarios with a small date change, your unit taking caualties, increasing in experience, receiving replacements (whoops, the fresh guys have no experience and starting morale) and receiving medals for good performances. I've taken battalions through the entire war doing this, great fun, over 50 games starting with 1941 kit and cheering every time an upgrade was received, ending with '45 kit. At times it can be bad, when you are outclassd kit-wise (when you start running into T34s and KVs from example, with PzIIIFs), but thats all part of the fun. After a while you will often get offered a higher command if you are doing well, but that just means bigger, more time consuming games.
My only complaint is that recon doesn't seem to get any defensive bonus. Or probably I'm doing something wrong. Recon is always lightly armoured, and by mid war usually you end up with the entire base destroyed as soon as you 'find' anything. If you can see them, they can certainly shoot you!
< Message edited by corbon -- 7/19/2013 12:46:31 AM >