Showing posts with label Combat!. Show all posts
Showing posts with label Combat!. Show all posts

Monday, April 27, 2020

Wargame Design: Solo Gaming the Opponent


With this Brave New World of Covid-19, a topic that is on everyone's mind is how to successfully do "Solo" wargaming.  A few of us maybe lucky enough to be quarantined with a fellow wargamer, but most of us are not that lucky!  So, that leads to the question of how to enjoy our hobby in this new environment?

Of course, there are a lot of answers to that question.  It includes things like digital replacements (like FUMMBLE or the Cyanide games for Blood Bowl), spending time painting and building terrain, or trying to do the venerable Play-by-Email.  However, I am writing more from a designers perspective.  How do we make a Wargame that is suitable to solo-play.  Recently, there have been several attempts to answer this very question with games like:

  • Horizon Wars: Zero Dark
  • Rangers of ShadowDeep
  • The "4 Against" series
  • Spellslingers and Sellswords

There are also some older models to look at such as The Men Who Would Be Kings. The Walking Dead and Chain Reaction from Two-Hour Wargames.  So, this is not an entirely novel new approach to wargaming.  I even gave it a try with Combat! Starring Vic Morrow.

Your Greatest Enemy is Yourself
When you look at the challenge posed by "Solo" wargaming, the biggest is getting your enemies to act like another player and not just a Zerg rush with no sense of self-preservation bot.  You want to add some nuance to the way your "automated" Opponents think and react.  At the same time as the player, you do not want to "know" what your opponent is doing.

There are a few ways to go about this process:

1. Action Flows
2. Card Decks
3. Escalating Action
4. Randomized Actions

Action Flow
The Opponent units or models have a "script" that they look at to determine their actions.  Typically, you move down the list and complete the action.  Some games have different "scripts" for different types of opponents.  Typically, they look something like this:

Are there opponents in range to charge in Melee?
- Yes: Charge Them and resolve the Charge as normal
- No: 1. Are there opponents in range and LOS?
-- Yes: Shoot at the target
-- No: Is there a target they can see?
-----Yes: Move into the closest cover that can still see the target
-----No: Move towards the center of the board at full move
ETC.

Games that involve Zombies opponents that behave on instinct such "programmed" action flows make a lot of sense.  These types of flows also work well if the "enemy" has a defined time to act in the turn structure such as a "Monster Phase" or the like.


Advantages: Opponents can be programmed to complete a range of "assessments" and "actions" based on a hierarchy of actions.

Disadvantages: Such "programs" can be too complex, OR too easy to predict after a few games.  For example, you know this enemy will move to the center of the board, so I will hide and set up a shooting gallery.

Example Games: Rangers of ShadowDeep, Frostgrave, Last Days, The Men Who Would Be King

Card Decks
A process that uses a card deck uses certain cards that turn up to "trigger" actions from the Opponents.  These triggers could be to activate certain monsters, shoot or act with certain monsters, or trigger a pre-programmed action flow of their own.  Many times, these are combined and built into the activation process of the game, or pulled when the unit itself is chosen to activate. These games may have a customized deck or use a standard Poker Deck depending on the game.

For example, the player pulls out a Black Two-eyed Jack.  Typically, only "bad guys" use the Black cards, and the Jack corresponds to the Mini-boss of the board.  The Two-Eyed Jack means that he is shooting, while the single eyed jack would have triggered a charge attack.  Of course, if the enemy can not shoot or charge, the default would be to move towards the objective.


Advantages  This process adds an activation element into the Opponents actions, so they maybe able to "interrupt the plans of the player by doing something a bit unexpected.  This works best with random activation or alternate activation style games.  The Opponent is a bit less predictable and a number of cards can be used for a number of actions such as Hide, Hack, Cast a Spell, Self-Heal, Etc. 

Disadvantages: Opponents might doing strange things at strange times such as Hide when you are within charge distance.  This can lead to a loss of immersion and a randomization of the games challenge.

Example Games:  Black Ops, Horizon Wars: Zero Dark

Escalating Action
In this scenario, as the player does things, it increases the aggressiveness of the enemy.  As the game begins, you have more freedom of action as the player.  However, as the tension ramps up and player act then the threat level of the enemy response also increases.  Early in the game an enemy may simple move around as a sentry, but later they are willing to attack, call for more enemies, etc.  This ramps up the tension as the game moves along and allows for player action to manage the potential enemy response.

For example, as the player's units move in on the enemy camp; the sentries move around looking for intruders.  As the player's unit cuts through the wire, eliminates a sentry, etc. the tension is heightened and other sentries decide to shoot first and ask questions later.  They can shoot at targets within 8 inches.  Once the Player starts shooting of blowing things up, more enemies can arrive and shoot with abandon!

Advantages:  This is a great way to ratchet up the tension and add a Resource Management element of the game, as the Player is trying to keep the opponent's reactions "down".

Disadvantages:  It adds another layer of tracking and book keeping to the game.  In addition, to the "danger" levels you also need to keep track of different levels of opponent reaction at different times of the game.

Game Examples:  Black Ops, The Walking Dead 

Randomized Actions
In this process, when an Opponent becomes active, they roll on a series of tables to help determine how they respond to a given situation.  The model will then carry out this action to completion.  This can be used with a variety of activation methods and the action charts can be as detailed or loose as the game requires.

For example, when the enemy model is activated it rolls on a d6 "Morale" chart.  That chart comes up as "Aggressive" and another dice roll is made on the "Aggressive" Chart.  The model scores a "charge" result.  It runs towards the nearest enemy intending to bludgeon it about the head and shoulders.  resolve the action as normal.

Alternatively, the next monster gets activated and rolls on the d6 "Morale" chart and gets cautious.  It rolls again on the "Cautious" chart and score Overwatch.  The model is asked to move into the closest cover and try to reserve a shooting action for when an enemy comes into sight.


Advantage:  The charts can be as elaborate or simple as the designer wishes.  This allows a number of actions for the enemy to take.   

Disadvantages:  The process of completing an opponents action can become very involved, and players feel like they are spending more time managing the Op-For than their own models.  In addition, this type can lead to even more nonsense responses than the other options.   

Game Examples: Combat! Starring Vic Morrow, Chain Reaction

The Best Tool for the Job
Of course, there is no right answer for this question.  It depends on what the designer is trying to create and the best way to model that reality.  It might make sense to combine some of these options together, or scale them back to the most basic actions.

Like I frequently preach, one of the best assets of a game designer is to go out and see how other games do it.  Take a look at the Game Examples I provided.  Look at how Board Games accomplish similar goals.  A strong knowledge of existing mechanics gives you a tool box of ideas and methods to choose from which is key because Innovation is Over-rated.

There are no right answers.  What is right for a zombie game won't make sense for a Ninja Stealth game.  Ultimately, the choice is up to the designer and what their design goals for the game are.





You can follow Blood and Spectacles Facebook page for more fun: https://m.facebook.com/pg/BloodandSpectacles/posts/?ref=bookmarks&mt_nav=0

Or our website:

Or our Messageboard:

Or our Wargames Vault Page:




  

Monday, May 20, 2019

Battle Report: Combat! Starring Vic Morrow- Co-op Play


It is surprising the number of times I play and lose games against my wife and against my daughter. I have been playing and designing wargames much longer than they have. Yet somehow, they still consistently beat me. I would say the ratio is 60:40 in their favor. Therefore, I finally figured out a way to not lose. I decided to play a Co-op game with them!



The game we decided to give a go was Combat! Starring Vic Morrow. This is a game I designed in homage to the old (mostly) black-and-white television show of the same name. Therefore, it is set in World War II; but with a twist. It is not designed to be super realistic, but to adhere to the tropes of TV war shows. The game has player-vs-player, Player-vs- AI, and Co-op game modes. In Co-op the player can take control of a number of cast members form the show and play against Decision tree opponents and randomized enemies.

Somewhere west of Paris, the American forces were pushing the Germans closer to the French capital. However, the fighting was fierce and the American troops had to bleed for every mile. 2nd Lt. Hanley was tasked with escorting an Army Air Corp observer into German territory to determine the effect and extent of the night time bombing raid carried out by the British RAF.

This was a mission that would require speed to succeed. However, Lt. Hanley knew he would also need to back-up his speed with firepower to bust through enemy lines. He surveyed the squad and called Sgt. Saunders and Private Kirby to his side.

We decided to pick cast members from the show. In this case, I played Lt. Hanley, my daughter was Sgt. Saunders, and my wife was Kirby.

Forces

2nd Lt. Hanley- Star
Rifle, Pistol, Knife, Grenades

Sgt. Saunders- Star
Tommy Gun, Knife

Pvt. Kirby- Cast
Browning Automatic Rifle, Knife

1 Army Air Corp Observer- Co-star
Pistol, Knife

vs.

Randomized German Stooges!
-Based on the Ratings of the Combat! Cast members we choose, we would face off against about 7 Combat Markers of unknown enemies.

For this game, we used some of my (in)famous green army men to take the game for a spin.

Mission:
The mission was randomly generated, and it was to escort the Army Air Corp Observer across the board. He had to leave the opposite table edge. Lt. Hanley decided to escort the Observer himself.

Set-up:
The board will be a 4 by 4 board for today's battle. There was a road across the board, a hill, and several fields. A stream cut across the corner of the far side. The Combat! Markers were scattered in cover all over the board. Kirby was on the right flank, Sgt. Saunders in the center, and Lt. Hanley and the Observer on the left.

Normally, I have pretty detailed batreps for the games I play, but this one did not work that way. I was busy trying to help my family through the game. Therefore, I only have the general idea of what happened.

The Game
Kirby cut across the field in front of him and found a German soldier with a rifle on the other side. He took a shot at Lt. Hanley and forced him to take cover. However, Saunders moved up and Tommy Gunned him down.

As Hanley and the Observer went up over the hill, they revealed a German with a sub-machine gun. He opened fire on Saunders, but missed. Lt. Hanley tried to get the drop on him, but missed. The German was pinned from the shooting. Eventually, Saunders scuttled over and traded shots with the German while Hanley and the Observer hurried past. Eventually, Saunders managed to gun the plucky German down.

As Kirby approached the road, he was jumped by three German soldiers. They fired wildly and missed him, and Kirby kept his cool and fired back. 1 went down. Things looked bad for Kirby until Lt. Hanley tossed a grenade into the German position and took them all out.


The group scurried across the road, but a group of German soldiers appeared from a nearby field. Saunders drew his knife and charge into their ranks to keep them from attacking Lt. Hanley and the Observer. This kept them distracted as the wildly defended themselves against the Sergeant.

Lt. Hanley and the Observer rushed ahead to bypass the German's in the field but turned the corner and came face-to-face with a German NCO. He fired a quick burst from his sub-machine gun and rushed Lt. Hanley. The Lt. Dropped his rifle and tried to pull his pistol but was too slow. The German NCO bowled him over with his momentum and proceeded to stomp Lt. Hanley into unconsciousness.
 

Lt. Hanley was lucky that Kirby was covering the flank because he turned and fired, taking the German NCO out. Kirby rushed forward and took control of the Observer who had hunkered down into cover.

Saunders was battered but he eventually took out the three Germans he was tussling with. That's why he was the star of the show! He moved up to support Kirby and the Observer. Kirby grabbed Lt. Hanley and slung up over his shoulder. The small group then managed to bypass the last German patrols and make it into German held territory.

Mission a success.

Conclusion:
Eventually, the small group made it to the target area. 2nd Lt. Hanley had recovered enough to take care of himself, but he was nursing a swell goose egg on his forehead. After getting past the frontlines, German activity thinned out and they had made good time.

The four of them huddled in the bushes, as the Observer pulled out his camera and started snapping pictures. Then, he eagerly jotted notes with a grease pencil into a small pad. After about 60 minutes of traversing around the demolished rail yard, the team took cover in a small french bard for the night.

We'll wait here until dawn, and then head back to our own lines.” 2nd Lt. Hanley ordered, “Did you get what you needed?”

The observer tapped his notepad, “All right here. Are you feeling okay Lt.?”

He's had worse,” Kirby chirped in.

Nothing a relaxing walk in the French coutnryside tomorrow won't cure,” grinned Sgt. Saunders.

Music swells and roll credits.

The mission was successful, but not without some tight spots and daring do! My wife immediately noticed that the “Stars” of the show had more opportunity to act and complete objectives than the Extras and Cast Members. Through the adventure we used all the little things that make this ruleset somewhat unique such as extending Screentime for more actions, suppression fire, aimed fire, pinning, Star Power to re-roll a dice, and Plot armor to take more than one hit. I wish we would have thought of using the First Aid action on Lt. Hanley.... Oh well!

Overall, the AI decision tree worked even if it did feel a bit roll heavy on occasion. Also, the activation process using multiple, collaborating players as opposed to Axis vs. Allies was a little bit more challenging. It required us to decide as a group who was going to use Screentime next. Finally, I may have deployed the Combat! Markers incorrectly as I placed them in cover randomly around the board instead of by the letter of the rules. This allowed us to bypass a couple. Despite these minor quibbles, the game worked just fine as a cooperative battle.

My family said they would play again as they prefer co-op games instead of versus games all the time. That means, some of my future design work may try to cater to this preference. Can anyone point out other fun co-operative miniature rules?

Friday, February 10, 2017

Combat! Starring Vic Morrow!- Battle Report- A Chance Encounter


Combat! Starring Vic Murrow!
A Chance Encounter

Sgt. Saunders and his squad awake in the ruins of an old French house at the edge of a wood.  Perhaps it was a hunting den or small cottage before the war, but now it is just wreckage.  However, what woke them is the sounds of men moving through the brush.  This close to the front lines, and it is probably a German patrol sweeping the area and doing some scouting of their own.  Now what?

Forces:
Americans
Sgt. Saunders- Star
Tommy Gun, Pistol

Little John- Cast
Rifle, Bayonet, Grenades

Kirby- Cast
Automatic Rifle, Knife

2 Extras
Rifle, Bayonet

Germans
Sergeant- Cast
SMG, Knife, Grenades

2 Extras
LMG

3 Extras
Rifles

I realized right away that my terrain selection for WWII games set in France is not very good. Therefore, I threw together a wooded board.  It is 3 feet by 3 feet.  The models themselves will just be Green Army Men, perhaps later I will get a box of Americans and Germans from somewhere for something a bit more in-character.

The scenario will be straight forward.  Try to eliminate the enemy and not get killed yourself.

Shall we begin?

Scene 1

Per the rules, we roll a d6 to see who gets to activate a model.  Even it is the Allies, and Odd it is the Axis.  A 5, so the Axis.  An extra got the nod and made for the center hill.  He couldn't get there so he rolled an Action roll for his extra Screentime and succeeded.  He moved up to the edge to cover the road.

Next, we rolled Even, so Kirby moved down the road.  He saw the German and tried to use his Screentime to shoot, but failed.  Lucky for Kirby the Extra had no more Screentime to fire at him!  Unlucky for Kirby he was in an exposed position for the other guys.

However, for our next activation roll the Allies won, so Kirby took a shot at the German extra anyway!  He sprayed away at him with his Browning, and managed 1 single hit!  It was enough as the Injury roll was Removed from Episode! However, Kirby has used all his Screentime!  The Krauts are out there!


One of my Extras can draw LOS on Kirby and fires away!  He has 2 firepower and needs a 6 to hit, but he misses.  However, since Kirby is in the open he must take a Guts N Glory test or be pinned!  He passes with a 6!  So he isn't even pinned.  My extra tries for extra Screentime to move, but fails.

The Axis and Allies trade off activation and move around a bit.  No one tries for extra Screentime.  The LMG moves to try and get the bead on Kirby, but is blocked by a hill.  On the next activation they move up to cover the right side of the hill.

One of the Allies Extra used his last Screentime to fire on the LMG team that is in cover instead of getting out of the way!  He rolls his two dice and gets a 6 for suppression fire!  A hit!  The Loader goes down with a Wilhelm scream and the Extra manning the gun takes a Guts N' Glory test with a +2 because he is behind blocking cover!  Which he passes with a 6.  The LMG has lost a crewman, so it is now immobile.  However, I am okay with the fire arc.

The Allies and Axis trade moves as Little John and an Extra move up on the left side of the center hill, and the Germans set-up to receive them.  Saunders wisely moves out of the LOS of the LMG, and uses Screentime to do so.  The German Sergeant fails to go on Covering Fire to cover the right side of the hill with his SMG.  He decides to hold onto his activation as a deterrent.

Sgt. Suanders moves up and takes cover behind the center hill and the German NCO takes cover behind a big tree and covers the left side of the hill, content to let the LMG cover the other side.  There is no more Screentime left to be used, and the scene ends.

Scene 2
We start with the establishing shot.  However, no one needs to Get Up, Check for Wounds, or take any Guts N Glory tests.  Everyone's Screentime is replenished.

The Activation goes to the Germans.  Too bad for Kirby and an Extra as they are standing in the Line of Sight of a LMG.  He opens fire with the LMG, and fails to hit any of the targets!  However, he forces them to take Pinning Tests on their Guts N Glory stat.  Both of them fail, so they hit the dirt, pinned.  That means Kirby and that Extra won;t be doing anything until the next Scene.

The German Sergeant sets up Covering Fire on the left side of the hill, waiting for Little John or another American to come around the corner.  While one of the Extras moves up and covers the other side.  The last Extra fails to set-up Covering Fire with a failed Action roll.  The one on the right dashes across trail, and gets behind some trees.

Finally, the Americans win an activation roll!  The American Extra re-positions himself in cover to try and get a shot at the German extra coming around the LMG covered side of the hill.  He rolls and gets more Screentime, and fires on the Kraut, but misses.  The German passes his Guts N Glory test, and is not pinned.

The Germans keep winning activation, but they are set-up pretty well!  The Extra behind the hill gets Cover Fire set-up, and the LMG fails to do likewise.


Finally, the Americans get a go.  Littlejohn darts across the trail towards a tree, but the German Sergeant opens fire on him!  He removes Littlejohn's Plot Armor as a Cast member and forces him to take a Pinning test in the open!  He fails, and hits the dirt.

Seeing his buddy go down, and knowing the Kraut Sergeant only has 1 Activation left, he goes for it and dashes around the edge of the hill.  The Kraut Extra on Cover Fire shoots as he rounds the hill, and removes his 1 Plot Armor, and Saunders fails his pinning test!  Oh no!  Is this the end for our heroes?

With his final activation, the Kraut sergeant shoots at the pinned Sgt. Saunders, but misses.

Scene 3

As the Establishing shot starts, things look bad for our heroes!  It is time to try and Get-up! Kirby and Little John fail, but the Extra and Saunders get up! No other tests are needed.  A lot rides on this first activation roll!  It is a 2, the Americans!

Saunders Activates, he takes aim at the German Sergeant and then rolls for extra Screentime to shoot, he needs a 3+ as a Star.  4!  Wow, suspenseful.  Now, he only needs a 4+ on his shooting to hit the German. 6, 6, 4!  Three hits, I guess he didn't need to aim!  The German loses his 1 Plot Armor, and rolls for injury.  6 and 5!  Just a scratch twice!  However, he is still considered downed as his stats go above 6+.  Either way he is pinned and not a threat.

Saunders isn't out of the woods yet!  There is still a German Extra off to the side of him, and the Star is out of Plot Armor!  He has to extend his Screentime again to act!  He needs a 3+ and gets a 6!  He quickly backpedals behind the hill and safety!  He decides to hold onto his last Screentime.

The Americans activate again.  The extra in the way of the LMG high tails it out of the way.  Which is lucky for him as the Germans activate next.  The LMG opens fire on the pinned Kirby.  One hit removes his point of plot armor!  However, the LMG is jammed and out of the game.  The Axis again get the activation and the extra by the tree, turns to potentially trade shots with the American Extras.  The German fails to get any extra Screentime though.  

One of the Americans shoots first!  However, his rifle jams, and is now useless!  The other extra opens fire.  He misses, gets extra Screentime and misses again.  However, the German fails his Guts N' Glory test and is pinned in Cover.

The German Extra on the other side steps around the hill enough to shoot at the pinned Little John, gets extra Screentime and shoots but misses.

For the final activation, Saunders tries to rally Little John.  It succeeds and he immediately becomes unpinned.  Since no one has activations, Little John unloads on the Kraut extra.  He hits the target twice and puts him down!


Conclusion
With that, the remaining Germans decide that discretion is the better part of valor and withdraw!  Sgt. Saunders and his squad can push onward to Paris!        

Final Thoughts
The Campaign phase will make each scenario and battle count even more.  That is where many of the TV Show elements get added.  However, for today, I just wanted to show-off a stand-alone game to show how the game works.  If you want to give it a try yourself feel free as it is available in the Free Games section of the blog.  Just let me know how the game went!