Experienced Player... Novice Designer
Posted: Tue Feb 20, 2018 11:47 pm
Greetings all,
Would like to pick your brains and get some opinions if I may. Links to appropriate areas of knowledge are just as welcome as typed responses. First a bit of background...
56-year old semi-grog. Lots of WW2 history as a child and still have my complete Advanced Squad Leader game set(hence my handle here). Did a lot of map and scenario design in Combat Mission, and wanted to give this a go a while back. Have the time to do so now.
Made a few scenarios back in Panzer General, but that was ages ago. My specialty is large, fictional, H2H(always) battles that are akin to single-map campaigns in one long battle. Historical formations in fictional, but realistic, locales. Small niche "market", but it is a labor of design and love. If only two people play it and like it then I am happy. Master challenge for pairs of long-term gaming partners, who know each other and the usual scenarios.
I would like to lay out the general framework, and seek any critique and assistance in bringing this about with the lowest number of false starts and ignorance-based decisions.
Early '43 equipment. German v Soviet. Technically a German Attack, but more of what I call a "static operation". Early gains, then see-saw according to opportunities and abilities, culminating in one side or the other getting the upper hand.
Current map(under construction/less than 40% finished terrain/90% major terrain) - 95+ hex West/East. 50+ hex North/South. This needs to get larger. Always happens. Southern 20% is open water, with a large island near center. This area is open ocean to West with land curving up along East map area into a large bay. Main land mass has a large mountain range coming down from North near center that peters out well short of Southern coast, and various terrains throughout map. Natural progression of watersheds and elevations. Ex.- if there is a swamp, there is an obvious geologic/hydrologic reason.
Hex = 15/20km. Turn = 1 day. Unit = Regiment/Squadron. Turn limit = TBD(I have to run units around it first but let's call it close to the entire '43 campaign season of three months(100+). Eat the elephant one bite at a time.
The main objective of the entire exercise is to encourage and reward the best use of rail, air and sea transport. It's Russia. The road system was not ready for large-scale military action. Plus, I am betting that our lowly transports are the b@stard step-children of PzC. They deserve their chance to show their true value in the right circumstances. Strategic depth and width, varied and difficult terrain, a comparative lack of roads, and limited reinforcement zones.
As the front moves, one side gets closer to their source of supply, while one side gets farther away.
Both sides get a small stipend every turn and scripted reinforcements. Both sides start with some open slots, and enough prestige to fill them as they see fit.
My "plan" is for the Soviets to have four major production centers. The Southern bay near the East end of the map has a three-port area for Russian naval units to be launched from. North of that on the main landmass are multi-hex cities spaced near the Eastern edge, that each produce armor/art, aircraft, or troops... according to their purpose.
The Germans get three "transportation hubs" to start with. All future units start near one of these. The Southern-most hub city is a port.
Each of these major areas have multiple rail stations and airfields and/or ports.
Every major VL is a multi-station/airfield area. Each major terrain obstacle that is traversed by rail has stations on either side.
Well-connected national rail system. Hard roads connecting close major cities. Dirt roads leading to logical destinations, then trailing off. Many of the airfields present represent the aircraft of the time being able to operate from "rough fields".
------------
So, that's the plan anyway. Here are the direct questions...
Do I have to have a city hex for a rail station? Does the "station" I place have any meaning other than visual? Can I place a "station" in a non-city hex along a railway and allow units to embark/disembark?
By "flipping" every VL's flag to white every turn, I can prevent production and placement, but is there an easier way to corral where units may be placed?
Can capturing a hex or area negate future scripted reinforcements from that hex/area?
Can a non-VL city be made into a reinforcement placement hex? If so, can bombing it white turn off reinforcements?
Can I make a "rough field" that will not re-supply combat aircraft, but accept transports? That would be a godsend. Maybe a "perma-white" airfield.
What is the maximum number of hexes reasonably possible? I am not trying to break a record, but it seems like I could use some more room.
Is there a specific equipment mod that the majority of H2H players use? That makes crucial differences in design.
Please chime in with any advice that may point towards my goal.
---------------------------
To address in advance some valid points that some may come to... I have addressed these before in other games. I tend to make these kinds of scenarios.
Why so large? Why not chop it up into a campaign? Because then the Soviets could not horde enough for a surprise sea landing to take back territory and cut lines of communication. Because then the Germans could not save up and rally to mount a massive airborne operation to capture and hold a strategic hub that will screw the Russians and open up opportunities for the Germans. The map itself helps to facilitate reasons for having it all going on at once.
Why fictional? Because you have all seen the areas where battles took place. I have looked at pictures since I was 12. H2H players know the scenarios as a rule. Instead of a different take on the same battles, why not a personal challenge on believable terrain? My maps always look "real".
My forces are historic. No 15-strength Tigers. Raus(my favorite tactician) and Guderian get the OOBs they always wanted, but that is as far as I push it. My players always get some input in the form of units they may purchase at start, and to replace losses.
The longer a battle like this progresses, the more it becomes a unique experience that can not be duplicated. Plus it has the "epic quest" thing going for it that long-term partners tend to enjoy.
Garrison troops become needed. Patrolling with armored trains to keep rail lines from being impeded becomes a thing. A +1 range rail gun is a jewel beyond price.
Plenty of panzer room, but they have T34s, and sooner or later the VLs that have be dealt with are not out in the open.
Lots of transport but not a cornucopia. That is a lot of airspace to get jumped in. The railways should be swept. Neither Navy should just be going away.
Thank you for your attention, and may your rounds never fall short.
Humble offering for making it this far...
One of the few features mostly complete...

Would like to pick your brains and get some opinions if I may. Links to appropriate areas of knowledge are just as welcome as typed responses. First a bit of background...
56-year old semi-grog. Lots of WW2 history as a child and still have my complete Advanced Squad Leader game set(hence my handle here). Did a lot of map and scenario design in Combat Mission, and wanted to give this a go a while back. Have the time to do so now.
Made a few scenarios back in Panzer General, but that was ages ago. My specialty is large, fictional, H2H(always) battles that are akin to single-map campaigns in one long battle. Historical formations in fictional, but realistic, locales. Small niche "market", but it is a labor of design and love. If only two people play it and like it then I am happy. Master challenge for pairs of long-term gaming partners, who know each other and the usual scenarios.
I would like to lay out the general framework, and seek any critique and assistance in bringing this about with the lowest number of false starts and ignorance-based decisions.
Early '43 equipment. German v Soviet. Technically a German Attack, but more of what I call a "static operation". Early gains, then see-saw according to opportunities and abilities, culminating in one side or the other getting the upper hand.
Current map(under construction/less than 40% finished terrain/90% major terrain) - 95+ hex West/East. 50+ hex North/South. This needs to get larger. Always happens. Southern 20% is open water, with a large island near center. This area is open ocean to West with land curving up along East map area into a large bay. Main land mass has a large mountain range coming down from North near center that peters out well short of Southern coast, and various terrains throughout map. Natural progression of watersheds and elevations. Ex.- if there is a swamp, there is an obvious geologic/hydrologic reason.
Hex = 15/20km. Turn = 1 day. Unit = Regiment/Squadron. Turn limit = TBD(I have to run units around it first but let's call it close to the entire '43 campaign season of three months(100+). Eat the elephant one bite at a time.
The main objective of the entire exercise is to encourage and reward the best use of rail, air and sea transport. It's Russia. The road system was not ready for large-scale military action. Plus, I am betting that our lowly transports are the b@stard step-children of PzC. They deserve their chance to show their true value in the right circumstances. Strategic depth and width, varied and difficult terrain, a comparative lack of roads, and limited reinforcement zones.
As the front moves, one side gets closer to their source of supply, while one side gets farther away.
Both sides get a small stipend every turn and scripted reinforcements. Both sides start with some open slots, and enough prestige to fill them as they see fit.
My "plan" is for the Soviets to have four major production centers. The Southern bay near the East end of the map has a three-port area for Russian naval units to be launched from. North of that on the main landmass are multi-hex cities spaced near the Eastern edge, that each produce armor/art, aircraft, or troops... according to their purpose.
The Germans get three "transportation hubs" to start with. All future units start near one of these. The Southern-most hub city is a port.
Each of these major areas have multiple rail stations and airfields and/or ports.
Every major VL is a multi-station/airfield area. Each major terrain obstacle that is traversed by rail has stations on either side.
Well-connected national rail system. Hard roads connecting close major cities. Dirt roads leading to logical destinations, then trailing off. Many of the airfields present represent the aircraft of the time being able to operate from "rough fields".
------------
So, that's the plan anyway. Here are the direct questions...
Do I have to have a city hex for a rail station? Does the "station" I place have any meaning other than visual? Can I place a "station" in a non-city hex along a railway and allow units to embark/disembark?
By "flipping" every VL's flag to white every turn, I can prevent production and placement, but is there an easier way to corral where units may be placed?
Can capturing a hex or area negate future scripted reinforcements from that hex/area?
Can a non-VL city be made into a reinforcement placement hex? If so, can bombing it white turn off reinforcements?
Can I make a "rough field" that will not re-supply combat aircraft, but accept transports? That would be a godsend. Maybe a "perma-white" airfield.
What is the maximum number of hexes reasonably possible? I am not trying to break a record, but it seems like I could use some more room.
Is there a specific equipment mod that the majority of H2H players use? That makes crucial differences in design.
Please chime in with any advice that may point towards my goal.
---------------------------
To address in advance some valid points that some may come to... I have addressed these before in other games. I tend to make these kinds of scenarios.
Why so large? Why not chop it up into a campaign? Because then the Soviets could not horde enough for a surprise sea landing to take back territory and cut lines of communication. Because then the Germans could not save up and rally to mount a massive airborne operation to capture and hold a strategic hub that will screw the Russians and open up opportunities for the Germans. The map itself helps to facilitate reasons for having it all going on at once.
Why fictional? Because you have all seen the areas where battles took place. I have looked at pictures since I was 12. H2H players know the scenarios as a rule. Instead of a different take on the same battles, why not a personal challenge on believable terrain? My maps always look "real".
My forces are historic. No 15-strength Tigers. Raus(my favorite tactician) and Guderian get the OOBs they always wanted, but that is as far as I push it. My players always get some input in the form of units they may purchase at start, and to replace losses.
The longer a battle like this progresses, the more it becomes a unique experience that can not be duplicated. Plus it has the "epic quest" thing going for it that long-term partners tend to enjoy.
Garrison troops become needed. Patrolling with armored trains to keep rail lines from being impeded becomes a thing. A +1 range rail gun is a jewel beyond price.
Plenty of panzer room, but they have T34s, and sooner or later the VLs that have be dealt with are not out in the open.
Lots of transport but not a cornucopia. That is a lot of airspace to get jumped in. The railways should be swept. Neither Navy should just be going away.
Thank you for your attention, and may your rounds never fall short.
Humble offering for making it this far...
One of the few features mostly complete...


