Discussion of "default" rules for Quick Battles

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Domfluff

Guest
Most quick battles begin with players discussing house-rules to set expectations. This is always a good idea, since a CM battle can involve a large investment in time.

My current opinion is that, aside from the QB settings ("Infantry Only" etc. and Rarity, mainly), the only rules that make sense are to prevent pre-planned artillery into setup zones in Meeting Engagements, and in the Attacker's set up zone.

This does mean that attacking barrages are fine (so, fortifications are pretty important for defending against assaults, since some of your setup areas will be marked with contact markers)

This also means that heavy tanks are fair game. The result of this is that if a player takes a Tiger or Tiger-II in a small battle, it's going to dominate the battle. The entire battle is going to be about the tank, and will be split into before and after it's (hopeful?) destruction. This also means that an allied player has to have a plan to deal with potential heavy armour, but also not commit too strongly, since heavy armour might not exist.

At the moment, my opinion is that the above is just a defining characteristic of CMBN, it's as unbalancing or thematic as bocage. It's true that Americans didn't encounter Tigers until later on (certainly the Bulge, maybe earlier?) but the Commonwealth armies certainly did.

I can understand that players may not *want* to play a battle that's so imbalanced by something like a Tiger-II running around, but at the moment I do think that restricting this might be best served by changing the rarity and force type, rather than establishing a set of rules like "1/3 armour", which runs into problems of what precisely counts as armour (Is an M10 equivalent to a Sherman? They have vastly different roles and capabilities)


But... I'm happy to be convinced otherwise. Are there good arguments for playing with more restrictive house rules? Interested to hear your thoughts.
 
CM is a game and as a game it can be ''exploited'' pretty easily by an experienced player during the purchasing of units.For example no matter if you are a tactical genius, 9 out of 10 times you ll lose an infantry only battle as Axis vs Soviet SMG troops.
So IMO by setting rules we are trying to limit as much as possible the ''gamey'' part of the game in order for the winner to be decided mainly/mostly by tactical skills,intuition,agressiveness, study of the map,boldness, bla bla bla, rather than cherrypicking of forces or by creating conditions that gives him an advantage which is game mechanics related.
Now it's up to each one of us which rules, if any, we are going to apply in our games.
Me personally when i see that someone is trying to win in the purchasing table i offer him a mirrored game with the exact parameters on the same map.Some are playing while others (few it's true) are avoiding it so i move on and play with another opponent.
 
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Most quick battles begin with players discussing house-rules to set expectations. This is always a good idea, since a CM battle can involve a large investment in time.

<snip perfectly good minimal default rules> <snip also some fine analysis of what that means>

I think you hit the nail on the head right there on your first sentence. If we have a very minimalist standard (like you specified) and let any two opponents agree on what ever they want after that, that should be just fine. For me once people start adding "and no this or that and not that or this unless this and only this amount of that" I start loosing interest. I have occasionally played with people who had a few "rules" that I was not overly fond of but in general once that starts that is when *I* start looking for another opponent. :D

One of the first people I played kept kicking my butt because he always won the tank battle. So, I finally got smart and doubled down on tanks. You know, what he kicked my butt again because I did not have enough infantry to keep his infantry from close assaulting my tanks. In the end I started winning some games because I learned how to get a combined arms force to work together.

IMHO all these rules are just adding complication, restrictions and confusion. Not to mention increasing the possibility that I'm going to violate rule 38b sub section 6 paragraph a because I cannot keep them all straight and that will just lead to unhappiness. Hence my regular playing partners do not have many additional beyond what @Domfluff listed above.
 
I think the pre-planned artillery (in setup zones, for defenders and meeting engagements) is obvious to the point of not needing to be stated really - I can't imagine it's much fun for anyone involved - on either side - to be hit by naval artillery into their setup zone from the off.
 
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I think that you have to strike the right balance for the type of game you want to play and find players that feel the same way you do.

1) Players who set no rules and just battle it out for that win.

2) Players that set certain rules and want a good equal fight.

3) Players like myself who want more restricted rule set based on actual WW2 playing doctrine of tactics and strategy.

But again it is who you play with and what you both discuss at the beginning to what you are looking forward to in a H2H match.
 
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