[GZG] Re: Gzg-l Digest, Vol 2, Issue 43

1 posts ยท Aug 30 2005

From: Fred Kiesche <recursive_loop@y...>

Date: Tue, 30 Aug 2005 12:30:12 -0700 (PDT)

Subject: [GZG] Re: Gzg-l Digest, Vol 2, Issue 43

Greetings:

"Very few games really capture this inability to correctly identify the
target."

IIRC, there were two games (board games, with very strong miniatures
overtones) that attempted this, but its been a number of years, so the brain
is fuzzy.

Avalon Hill had "Patton's Best", a solo board game of WWII tank combat. You
had to make decisions (hatches open, hatches closed, etc.) that would modify
your ability to spot.

"Open Fire" was from 3W (I think). It was inspired by "Patton's Best" or
written "in response to" (or so said Chris Klug, the designer. I got
acquainted with Chris as he lived in NJ for a while and did work on
another favorite of mine--SPI's Universe.)

Similar decision cycle on open/closed hatches, etc.

GDW's "Command Decision" series had spotting rules, but I don't recall if they
included AFVID or just being able to find hidden "stands" (vehicle or
personnel).

We did do some home-grown spotting stuff for CD. For
example, we noticed how during WWII "green" troops reported every German tank
as a Tiger, etc. So I would allow the German player to substitute Tigers for
whatever he had, the Allied player to substitute heavier tanks for lighter
tanks depending on the opposing troop quality.

When combat was joined and your "tiny" AT gun went through that (alleged)
Tiger's hull, then your troops perception caught up with reality and we
swapped the Tigers (or whatever) for the real vehicles.

Made for some interesting gaming sessions.