Desert War: Eastern Front '42

Brian Kellys Desert War: 1940-42 captures the drama of the campaign for North Africa during World War II.
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bcgames
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Desert War: Eastern Front '42

Post by bcgames »

What capabilities do you want to see instituted in a WEGO progression of the Desert War Engine (DWE) circa 1942 Russian Front?
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rhinobones
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RE: Desert War: Lage Ost 1942

Post by rhinobones »

How about a random game generator? The payer could select the type of game (PBM, AI, hot seat), TO&Es and map from the packaged Russian Front scenarios. The game engine would combine everything and assign objectives for a playable game.

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RE: Desert War: Lage Ost 1942

Post by jack54 »

Waypoints... to allow possible multi turn movement orders.[:)]
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Okayrun3254
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RE: Desert War: Lage Ost 1942

Post by Okayrun3254 »

How about the capability to split a unit.[8D]
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RE: Desert War: Lage Ost 1942

Post by Deathtreader »

ORIGINAL: jack54

Waypoints... to allow possible multi turn movement orders.[:)]


A big plus one!
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
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76mm
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RE: Desert War: Lage Ost 1942

Post by 76mm »

More terrain types in the map editor, also covering winter and summer.
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RE: Desert War: Lage Ost 1942

Post by laska2k8 »

Reassign units to different HQ
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RE: Desert War: Lage Ost 1942

Post by bcgames »

All great ideas. Keep 'em coming!
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Duck Doc
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RE: Desert War: Lage Ost 1942

Post by Duck Doc »

1) Kampfgruppen.

2) Weather effects including mud, snow/ ice, etc.

3) Doctrine effects (eg. “Not one step back, human wave attacks”)

4) Air force assets less generic/ more specific to scenario, I.e. organic air assets. Assets on call and chance of not showing up and fratricide.

5) Elite units (Waffen SS and USSR Guards) units.

6) Cavalry. Siberian ski troops.

Just off the top of my head...

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RE: Desert War: Lage Ost 1942

Post by bcgames »

Great suggestions...but I don't understand what you mean with this one:
ORIGINAL: Duck Doc

4) Air force assets less generic/ more specific to scenario, I.e. organic air assets...
Can you expand on this?

Thanks!
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RE: Desert War: Lage Ost 1942

Post by Okayrun3254 »

I would like to see engineer units with bridge/pontoon building capabilities.
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RE: Desert War: Lage Ost 1942

Post by laska2k8 »

game:
an events and message system, for reinforces, withdrawals, warnings, historical events. You can use the AI "note" column in the editor to display the msg when triggered.

editor:
ability to define an additional default path for new scenario assets, actually new images must be included in the main graphics folders to be loaded.
ability to filter units in army table/army unit data
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RE: Desert War: Lage Ost 1942

Post by laska2k8 »


- AI toggles for human controlled units.

As other wargames do, let choose wich units(HQ or single unit) are triggered by the AI. This reduce the amount of micromanagement. Also support assets spend their actions if AI checked.
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RE: Desert War: Lage Ost 1942

Post by Saint Ruth »

ORIGINAL: Okayrun3254

I would like to see engineer units with bridge/pontoon building capabilities.
I think that's a "must" for a European game all right. ;)
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RE: Desert War: Lage Ost 1942

Post by Saint Ruth »

ORIGINAL: laska2k8


- AI toggles for human controlled units.

As other wargames do, let choose wich units(HQ or single unit) are triggered by the AI. This reduce the amount of micromanagement. Also support assets spend their actions if AI checked.
Sure, good idea. The AI code is already there after all...
ability to define an additional default path for new scenario assets, actually new images must be included in the main graphics folders to be loaded.
Not sure I understand that. What do you mean by "default path"?
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RE: Desert War: Lage Ost 1942

Post by laska2k8 »

ORIGINAL: Saint Ruth
ORIGINAL: laska2k8

ability to define an additional default path for new scenario assets, actually new images must be included in the main graphics folders to be loaded.
Not sure I understand that. What do you mean by "default path"?

Not sure if I'm able to explain in a "correct" English (not my mother language).

Actually all custom images must reside in the subdirectory .\images\.. in the root of your game installation path. My idea was to specify a different folder as option in the editor, to avoid confusion.
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RE: Desert War: Lage Ost 1942

Post by Duck Doc »

ORIGINAL: bcgames

Great suggestions...but I don't understand what you mean with this one:
ORIGINAL: Duck Doc

4) Air force assets less generic/ more specific to scenario, I.e. organic air assets...
Can you expand on this?

Thanks!

Don’t really know enough about how tactical air support was arranged but ability to call and pinpoint attacks was probably very limited. Might be too much but can the air aspect of the game be developed more? This is my only intent. Certainly more variability in timing and location might help realism. Also tactical air assets were probably organically attached to ground units at some level. Just thinking out loud with no background knowledge other than casual reading. Not a big thing and probably best to ignore it.
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RE: Desert War: Lage Ost 1942

Post by bcgames »

Thanks for the clarification. The air war will enjoy a few tweaks in the next game.
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RE: Desert War: Lage Ost 1942

Post by bcgames »

It has been suggested off-line that maybe the best way to approach an operational-level, Eastern Front game is to use the hex/unit scale that best supports the actual operational objective of the scenario situation. IOW, use a various-scale system as is currently employed in the Operational Art of War IV's suite of scenarios.

Maybe our next game is executed using a similar, multiple-scaled system. For example, from the scale sets listed below, we select the set that best supports the historical operational setting for the given scenario:

* Battalion/Company/Platoon (like Desert War): 1.25 miles/2 kilometers per hex; 6 turns per day
* Regiment/Battalion/Company: 2.5 miles/4 kilometers per hex; 3 turns per day (like Desert War)
* Division/Regiment/Battalion: 5 miles/8 kilometers per hex; 1 turn per day
* Corps/Division/Regiment: 15 miles/24 kilometers per hex; 1 turn per week

All scale sets would operate off the base set of rules...just like TOAW.

Is a multi-scale game appealing/acceptable (like TOAW) or do you enjoy all scenarios in the same scale as is done in Desert War?

What say you?

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RE: Desert War: Lage Ost 1942

Post by Duck Doc »

Multi-scaling is not appealing because it dilutes the experience. Stay focused. I would have loved a DRB scale for the Western Desert for Opertion Crusader, for example or a CDR scale for a whole campaign but there would have to be very different supply, naval, air and other specific rule sets for each scale. The scale of DW would be good for a RG War game of small battle experiences.
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