B
Butterblümchen
Guest
Here are some ideas for rules for roughly medium-sized quickbattles. The aim is to emphasize the different roles (attacker/defender) and keep battles well balanced and plausible from a realism point of view. You see that the idea is to give players dedicated aspect-oriented point budgets (vehicles, fortifications, TRPs). How come? If you let players buy whatever they want with their points, the result can be randomly very unbalanced. I often get the impression that the balance of a game can be shifted very strongly in one direction just as a result of force selection. So in general, these rules are an attempt to shift the decision more towards the action on the battlefield, away from force selection which is always a bit dicey. Also, some very immersive/realistic assets will never find their way into quickbattles without dedicated point budgets, simply because they're horribly overprized (e.g. mines, barbed wire, partly also howitzers).
At the same time, it's also a shy attempt to mitigate tanks' dominance of the battlefield, which is currently over the top. But this issue can't be tackled by house rules alone, as it is the result of so many factors that would need to be adressed by the devs. The main culprits for the tanks' overpoweredness in the quickbattle setting are broken fortifications, totally overpriced tank obstacles and AT mines, zerg-spotting/area-fire which helps tanks a lot (their main weakness would be vision...) and an almost total lack of anti-tank close combat means (ridicolously limited ammo for AT grenades/no cocktails, no mines carried on the men). Another factor in favour of tanks is the lack of a "reinforcement" mechanic in quickbattles, so that a player can manoeuver freely with his tanks once he is certain that he has defeated the opponents (anti)tank assets.
Let me know what you think. Let's have an interesting discussion!
Unspectacular standard stuff
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* For your reference, here are the point values of the default force sizes for the defender/attacker in probes in CM:FB: small 1475/2162, medium 2300/3400, large 3620/5380, huge 5732/8548
** With the exception of non-AT vehicles? E.g. should it be allowed to add a single assault howitzer?
At the same time, it's also a shy attempt to mitigate tanks' dominance of the battlefield, which is currently over the top. But this issue can't be tackled by house rules alone, as it is the result of so many factors that would need to be adressed by the devs. The main culprits for the tanks' overpoweredness in the quickbattle setting are broken fortifications, totally overpriced tank obstacles and AT mines, zerg-spotting/area-fire which helps tanks a lot (their main weakness would be vision...) and an almost total lack of anti-tank close combat means (ridicolously limited ammo for AT grenades/no cocktails, no mines carried on the men). Another factor in favour of tanks is the lack of a "reinforcement" mechanic in quickbattles, so that a player can manoeuver freely with his tanks once he is certain that he has defeated the opponents (anti)tank assets.
Let me know what you think. Let's have an interesting discussion!
Unspectacular standard stuff
- Map and battle duration: as agreed by the players
- Battle type: probe (doesn't really matter)
- Weather, daylight, ground conditions: as the attacker wishes, but the defender must be informed before troop selection (map preview is allowed). Very special conditions (night, dense fog, thunder storms) should be agreed upon by both players before the battle.
- The defender may not call artillery/mortar strikes or air strikes on the deployment zone of the attacker.
- Pre-planned barrages are allowed for both sides (but the point above about the attacker's deployment zone still applies).
- Both players may buy fortifications of any type (including TRPs, bunkers, etc). Players should agree on whether air support is allowed or not.
- Force size*: The players are required to agree on a point value on their own (both for ordinary points and rarity points). As in an ordinary probe, the attackers base point budget should be set to be 150% that of the defender. You should agree on the point limit and then simply pick the next higher force size and an adequate rarity setting in the set-up screen.
- Unit soft factors: All units of a formation must have the same soft factors. Ordinary units may not have soft stats better than “regular†experience, “normal†motivation, leaderhip “0â€. Note that this is the upper limit – players are free to give their units worse stats, including “unfitâ€.
- Players may only buy up to 2 combat formations (note: artillery, fortifications, air support and supply formations do not count against that limit; by contrast, anti aircraft formations do count against this limit).
- Extra assets: You may only buy extra assets (single vehicles, special teams) according to the type of the main formation. For example, if your formation is a german "infantry battalion", then you may not add a Tiger tank, as the Tiger tank does not show up when you select "infantry/single vehicles" or "armored infantry/single vehicles". If you want a Tiger, you need to buy a tank formation! Remember you can pick up to two formations.
- Special rules for elite units: Particular high quality formations (paratroopers of all factions, SS, Gebirgsjäger?, ...) may receive an additional soft factor quality level (experience “veteranâ€, “high†motivation, +1 leadership). Note that still all units in the formation need to have the same soft factors (you can't just give SS tanks and PaK-crews a boost). If a player wants to use an airborne formation, he may only pick other airborne formations and no "none airborne formation". This extends to both combat and support (e.g. artillery) formations! If a player choses paratroopers, he should also need to deal with their disadvantages (lack of heavy support weapons).
- free TRPs: Both players get an amount of TRPs for free. I'd suggest between 5 and 10 for medium battles. Even though they look ugly, I think that more TRPs are better. It just seems odd that the defender or the attacker failed to designate TRPs before the attack. I can't stand it when battles are decided by the lack of a TRP and reverse slope spotting fiddlyness that unrealisitcally keeps you from shelling obvious terrain features (Don't tell me you can't see 105mm shell splashes because of a tiny hedge, fffs!).
- Vehicle/fortification point budgets: The attacker needs to declare how many points (in increments of 100 points) he intends to spend on vehicles. The defender may only spend half of that value on vehicles. However, the defender receives 50% of the amount (25% of the points called out by the attacker) as “defender bonus pointsâ€. These bonus points may only be spent on fortifications (excluding TRPs). NOTE: vehicles that have no dedicated AT-capable gun (i.e. high velocity, flat trajectory, plenty of AP ammo) only count as 50% their price against the vehicle threshold (for both, defender and attacker). This affects sp. howitzers, StuHs, sp. arty, jeeps, halftracks, ammo trucks, etc. but not sp. ATGs, StuGs.
Example: Players agree on a base point budget of 2000 points for the defender and 3000 (150%) for the attacker. The attacker then declares that he will spend 1000 of these points on vehicles. Therefore, the defender may spend up to 500 of his 2000 points on vehicles. Moreover, the defender receives 250 points extra (in addition to his 2000 points) that he may only spend on fortifications (other than TRPs).
Experimental gentleman rule: Vehicles may only area-target confirmed or suspected contacts, buildings (I would prefer to extend it to other "easily identifyable terrain features", but the defintion is rather tricky...) and TRPs. Moreover, they may only do so if within C2 (don't forget to buy a HQ tank!.). Note that "area-target" includes firing "in front of the target". On the up/down axis, you don't need to aim exactly at the target. I think that zerg-spotting (players letting tanks and other heavy calibres area-target enemy positions that are still unknown to the tank crews) are a major factor why tanks in CM are "overpowered". Obviously, this rule cannot be controlled, so it's more of a gentlemens' agreement. The rule has the same spirit as the more restrictive Hard Cat Rules. Note that - in combination with the "2 combat formations" rule - this rule also makes coordination a bit harder (as vehicles and infantry are usually not of the same formation, sharing info about enemy position is a bit more complicated - unfortunately, telephones on tanks are not simulated in CM and info sharing works even when the tank is buttoned up ^^).---------------------
* For your reference, here are the point values of the default force sizes for the defender/attacker in probes in CM:FB: small 1475/2162, medium 2300/3400, large 3620/5380, huge 5732/8548
** With the exception of non-AT vehicles? E.g. should it be allowed to add a single assault howitzer?
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