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Thought about WW2 computer wargaming

 
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Thought about WW2 computer wargaming - 12/20/2020 2:11:40 PM   
cdsys

 

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Would a game with the micro detail of WITx, combined with a system to draw orders (offence/defensive lines on the map like for ewample HOI4) and an option to play at the level you want (from corps commander to OKW/Stavka/SHAEF...) be feasible? The higher in the chain the more plans you can draw up and decide about allocation of resources and troops. The orders could be strict and detailed or more open and broad (to leave more choice to the commander to execute them and exploit opportunities).

In multiplayer players could assume the role of the generals on these various levels. In single player or not complete MP games an AI could take on the open roles.

Of course this would mean giving up the total control you have now in such games (and that is something a lot of players love, the way you can micro manage all the details...). And there is no 100% guarantee orders will be executed to the letter (especially in multi player...) the higher leaders can decide how to reward/penalize this by promotion, demotion, reassignment or removal of command....

In real life some armies had commanders at higher levels that had a more hands on approach and would get involved with details in the division or even lower levels. Others had a more hands off approach, giving there subordinate leaders objectives and the means they needed to execute this.

Is there a wargame that tried to tackle this chain of command in such a way? And would you play/wish to play it if it existed?

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RE: Thought about WW2 computer wargaming - 12/20/2020 3:03:35 PM   
Kuokkanen

 

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I understand Command Ops 2 has this to some extent, but I haven't played it. Someone else here can provide you with more info.

I know some RTS games have a multiplayer feature where players on the same side each have own unique/different branch of the service that may be offense, defense, or support. It takes effort of all 3 players to communicate and execute their part to be successful. What was the game again... World in Conflict?

[edit]
Confirmed: World in Conflict. Multiplayer has 4 different branches: infantry, armor, air, support. Best to have a player for each, so 4 players per side, and as many for the opposing side, a 4v4 player game. It's a Cold War era game though. I know some other games where can be multiple players per side against multiple players (or AIs) on the other side. But those are tactical scale games that don't go up to the division, and even battalion scale would be a chore.

< Message edited by Kuokkanen -- 12/20/2020 3:09:23 PM >


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You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.

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RE: Thought about WW2 computer wargaming - 12/20/2020 5:26:20 PM   
cdsys

 

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Kuokkanen, you'r right Command ops 2 has some of these features, as the AI tries to execute your orders as a subordinate (I played it and it has some unique features compared to other war games).

The game scale I think off though is bigger, WITW, WITE or HOI games... units on the map are Divisions or Regiments at the smallest. The roles you could fill would be corps, army, army group or chief of staff at high command.

The separation of branches in multiplayer is interesting too though, as some players are more proficient/interested in land, air or maritime battles and operations.

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RE: Thought about WW2 computer wargaming - 12/20/2020 6:59:41 PM   
RFalvo69


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A lifetime ago (around 1999-2000) there was a game that attempted this. It was called "Road to Moscow" and it reached either alpha or beta status - since there were some very interesting hands-on previews. Sadly it fell by the wayside and never materialised. Maybe it was too advanced for the times but I never heard again of a similar attempt. HoI 3 is the only game that does something like that (HoI 4 lacks the chain of command).

Command Ops 1 & 2 are great and I can say only good things about them, but they limit themselves to the grand tactical/operational level of things.

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RE: Thought about WW2 computer wargaming - 12/20/2020 7:04:49 PM   
Kuokkanen

 

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I just remembered 1 more title:
Hegemony Rome: The Rise of Caesar

Yeah, not a World War 2 era. But what the game offers is sizable maps where player can zoom in/out. In zoomed out mode player see legions as single pieces each. When zoomed in, player can see and control individual soldiers. # of soldiers is way down from what they should be. Maybe we can assume 1 soldier represents a centurion or cohort? Not the most realistic RTS ever, but has both tactical and operational scales to it. And supply system. I have played 78 minutes of it. Looks like I still prefer turn-based games.

_____________________________

You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.

MekWars

(in reply to cdsys)
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RE: Thought about WW2 computer wargaming - 12/21/2020 8:55:42 AM   
cdsys

 

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quote:

ORIGINAL: RFalvo69

A lifetime ago (around 1999-2000) there was a game that attempted this. It was called "Road to Moscow" and it reached either alpha or beta status - since there were some very interesting hands-on previews. Sadly it fell by the wayside and never materialised. Maybe it was too advanced for the times but I never heard again of a similar attempt. HoI 3 is the only game that does something like that (HoI 4 lacks the chain of command).

Command Ops 1 & 2 are great and I can say only good things about them, but they limit themselves to the grand tactical/operational level of things.


I missed that "Road to Moscow" project. I should take another look at HOI3. Thanks for the info.

(in reply to RFalvo69)
Post #: 6
RE: Thought about WW2 computer wargaming - 12/21/2020 10:14:50 AM   
RFalvo69


Posts: 1360
Joined: 7/11/2013
From: Lamezia Terme (Italy)
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quote:

ORIGINAL: cdsys


quote:

ORIGINAL: RFalvo69

A lifetime ago (around 1999-2000) there was a game that attempted this. It was called "Road to Moscow" and it reached either alpha or beta status - since there were some very interesting hands-on previews. Sadly it fell by the wayside and never materialised. Maybe it was too advanced for the times but I never heard again of a similar attempt. HoI 3 is the only game that does something like that (HoI 4 lacks the chain of command).

Command Ops 1 & 2 are great and I can say only good things about them, but they limit themselves to the grand tactical/operational level of things.


I missed that "Road to Moscow" project. I should take another look at HOI3. Thanks for the info.

I learned playing HOI3 thanks to this gentleman:
https://www.youtube.com/watch?v=PQ3D7qq61iw&list=PL177CF59636F80BD7&ab_channel=MichaelBroschek

There was another add-on after this tutorial (Their Finest Hour) but it was for the most part most polish. I started playing after watching this tutorial and conquered the Med and the Middle East with Italy at hard difficulty. It was VERY fun, however.

My impression is that, for a realistic game, you should play at very hard, even if it is your first game. I played both Italy and France at very hard and I got the feeling that the limitations resulted in a more historical experience.

Then there are the mods. If you don't fear complexity you could consider "Black Ice" - which is the ultimate rivet counter.

_____________________________

"Yes darling, I served in the Navy for eight years. I was a cook..."
"Oh dad... so you were a God-damned cook?"

(My 10 years old daughter after watching "The Hunt for Red October")

(in reply to cdsys)
Post #: 7
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