Balancing games in unbalanced universe

2 posts · Aug 3 2004 to Aug 4 2004

From: Scott Siebold <gamers@a...>

Date: Tue, 3 Aug 2004 13:22:12 -0700 (PDT)

Subject: Balancing games in unbalanced universe

While playing WWII micrarmor games the one thing that I found most unrealistic
was when both sides came in
with units at full strength. After the battle 2/3 of
the loser could be gone while 1/3 of the winner was
out of action and this was a victory? The game was isolated in time with no
beginning and no end. What I developed was what I refereed to as a balancer
which was to assign a percentage to each unit and then inflict “casualties”
before the game.

As an example the Germans are defending in July of 1944 with an armored bn and
a motorized infantry bn against a US armored bn and mechanized infantry bn. If
you played this at full TOE it would be a blood bath with victory in all
likelihood going to the Germans unless the forces are rebalanced. Let the
German armored bn be at 35% strength while the German infantry bn be at 40%.
For mortars and internal artillery give an extra 10% but have it test by the
section. The US has both bns at 95% strength (the advantage of all those
replacement depots). Now dice off and if failed then remove the piece before
the game and let the Germans reorganize (CinC advantage
for the Germans). Thus a US/British advantage never
before seen in a game and a feature of the German Army is simulated.

In GZG universe this could be represented by a set of percentages based on the
situation. A regular unit in garrison on a quite planet might be at 70%
strength in personnel and 80% strength in vehicles(and support weapons). The
militia unit on the same planet might be at 95% strength in personnel but only
50% vehicles(and support weapons). The off world reinforcements might be at
110% strength when landed but little or no chance of replacement of
casualties.

Now the militia may not be the best of troops but they do get regular
replacements (of personnel) so guess who has more staying power in a long
campaign. The regulars may get some reinforcements and return of casualties
(personnel after R and R and vehicles after recovery) but you still may be
reluctant to send them
into a death-or-glory battle knowing that they may go
into the next battle after it at reduced strength.

From: Brian Bilderback <bbilderback@h...>

Date: Tue, 3 Aug 2004 18:17:14 -0700 (PDT)

Subject: Re: Balancing games in unbalanced universe

> --- Scott Siebold <gamers@ameritech.net> wrote:

*SNIP*

 What
> I

*SNIP*

Definitely has some promise as an optional campaign mechanic.