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Das Sharpital
 
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Sharpe

 I'm Sharpe, dammit.


Joined: 15 Jan 2008
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Post subject: Das Sharpital  Reply with quote   (Liked by:0)  Like this post
My manifesto.  This isn’t meant as an attack on anyone else’s opinion.  It is merely an explanation of how I come up with the numbers.  Please feel free to continue to disagree or suggest change, but please take this into account.

Main tenet:  The training, doctrine and psychology of the soldier holding the weapon is exponentially more important than the weapon itself.  For instance, I believe that if the German Army had traded all its Mausers for golf clubs, it still would have had a better chance of beating the French in 1940 than the real French had of beating the historical Germans.  

    If we want to have game based in reality, then we have to recreate the conditions present in the battles of WW2.  Thus, we have to insert all the intangible factors into the game.  WoTC’s failure to do this is why the French have such an unrealistic advantage over the Germans in the present version of AAM.  The best way to do this is in the infantry cards.  One manifestation is that the attack values do not represent merely the technical capabilities of the rifle in question, but the willingness to use it, the level of skill and the doctrine of the nation’s soldiers.  I am also trying to create an interrelationship between the commanders and the infantry that does not exist in the present game.

    Thus, I am trying to present the player with an army that behaves a certain way.  He, in turn, has to overcome these weaknesses and create a situation that will lead to victory.  If we just go with raw technical stats, then we face the conundrum that no French player is bad enough to duplicate the situation in 1940 and no German player is good enough to beat an opponent with 20/20 hindsight.

    Looking at 1939-40, we have to create a German Army with positive SA’s whose commanders provide bonuses.  The French player will need commanders (and have to spend points to buy them) so that his infantry can match the Germans.  The English infantry will be very good (years of interwar training for long-service veterans), but will not derive much of a boost from its mediocre officers and limited combined arms training.  The minor countries will have advantages only in very specific, but not always beneficial, situations.  Fielding a minor country will force the player to try and create these situations against a German player with far more options.  

    Doing all this, and still having a playable game, will not be easy.  Please remember the soldier behind the rifle.  Look at the card and decide whether the stats are realistic given that particular nation.  If it’s not as good as you’d like, consider whether the solution might lie with a commander who brings the infantry up to par or some other tweak.

    Thank you.
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PostSat Jan 17, 2009 5:14 pm
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Angel of Death

 

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Agreed. There is more to life then just the size of your equipment.
(insert list of jokes here)

As long as the point values are related to what a unit / army can do, so a matchup of 200 points of French vs 200 points of Germans would in theory be a balanced game... I'm ok. (This is pretty hard to accomplish, but we didnt sign up for easy.)
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PostSat Jan 17, 2009 8:58 pm
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HHRgamer

 

Joined: 16 Feb 2008
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Post subject: Kultur und Das Sharpital im den Weltkreig Reply with quote   (Liked by:0)  Like this post
Sharpe-
   Your Manifesto was a manifestly useful post.  You have addressed the heart of some major issues that should be confronted.
   I do not agree that Germans armed with golf clubs could have beaten the French in May 1940.  Some French units, even in the weak sector defending the Meuse, fought tenaciously--take a look at Hannut for example.
    On the other hand, I agree that the French have an unrealistic advantage in the AAM cards for armor, and perhaps for infantry.  I also agree that training, doctrine, and psychology should be considered along with differences in equipment in assigning realistic attack, defense, and cover values.  
    As to psychology, I think the way to do it is not to change the fire values but to assign morale, training, and or quality values and incorporate morale rules that make a difference.  The objective would be to recreate, for example, the possibility that troops with low training or morale might flee prepared defensive positions and cause havoc for units coming up.  A good example would be the flight of some units of the Ninth Army from their positions on the bank of the Meuse near Sedan after suffering German artillery and Stuka attacks.  Since not all French troops (or German for that matter) had the same morale or training value, the base value should be modified as appropriate to the specific units or scenario being played.  
    Training and doctrine could to some degree be incorporated in the attack and defense values of different units.  For example, in rating the attack or direct fire value of the French tanks, more should be considered than the main gun's inherent accuracy, the precision of the sites, the size of the projectiles, and the penetration shown by range-testing against various thicknesses and slopes of armor.  The French tanks were undermanned, with the commander sometimes having to perform multiple tasks such as firing, driving, and loading.  This design flaw should be reflected by a reduction in the effective rate of fire and accuracy for the tanks concerned.  
     Training and doctrine could also be reflected by differences in inherent cover ratings.  Poorly trained and led troops will not take cover as quickly or effectively as well trained and led troops.
     
     A more difficult question is how ANH can recreate the differences in command, control, and logistical support. The Germans used radio intensively and effectively.  The French did not. The German armor refueled on the move efficiently using Jerry cans.  The French did not. Should the French tanks in the game therefore have their movement value reduced below that which would be produced by simple calculation of maximum possible speed on or off road?  
     Perhaps you are right that another way to reflect differences in doctrine would be to further develop the role of commanders.  The German commanders aimed for room to maneuver.  The French commanders, with some notable exceptions such as DeGaulle, expected a re-fight of the First World War.  They expected that artillery would soften up the defense, infantry would steadily advance, then the infantry would hold while the artillery moved up and the (usually small) gain in territory was consolidated.  With some notable exceptions, much of the French high command simply could not believe that the German armor and infantry could move as quickly as it did.  
     I am not sure that the differences in command doctrine should be included only in Special Abilities of commanders.  Other rules systems require that units pass a roll to obey orders, with different units having different probabilities of passing.  AAM doesn't use an order system, but perhaps ANH should consider something simple.  Perhaps each platoon in a company should have to pass a command and control test to be able to move or fire in a phase.  If the unit doesn't pass, it stays still. What say you all? (or y'all).  
    Players of the World, Unite!  You have nothing to lose but your chains!  

Very Happy
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HHRgamer
PostFri Jan 23, 2009 4:04 am
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Sharpe

 I'm Sharpe, dammit.


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You're right, HHR, but I've got to steer SS Beer and Pretzels across Lake Complexity without taking on too much water.

I'm working on some optional activation rules that address your concerns.
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PostFri Jan 23, 2009 4:58 am
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HHRgamer

 

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Sharpe,
   How about some optional morale rules also?
   Otherwise, full steam ahead for the SS Beer and Pretzels, and d--- the torpedoes!
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HHRgamer
PostWed Feb 04, 2009 3:28 am
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Sharpe

 I'm Sharpe, dammit.


Joined: 15 Jan 2008
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HHRgamer wrote:
Sharpe,
   How about some optional morale rules also?
   Otherwise, full steam ahead for the SS Beer and Pretzels, and d--- the torpedoes!


I'm thinking about using a system combining ELR from ASL and Avalanche Press' Panzergrenadier system.  That way I don't have to put anything on the cards.
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PostThu Feb 05, 2009 1:39 am
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jkusmc

 

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i know this is an old post.. just got into this game and love it. marine 4 years iraq and afghan.. legion etragere 6 months.. not knockin anyone here.. BUT and the marine like america is dying.. gettting fat a lazy.. but i can see card wise why the french get more than they should.. personally i like playing with them any time.. but being a member of the french army there is a weird mentality were you stop and and eat and set up tables to eat.. maybe thats the new armee de terre but, by book reading im their stats on cards in this game are HIGH.. when in france.... get off the hex board and on a real gameboard and hide in the cities
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PostMon Dec 12, 2011 5:06 am
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RAEVSKI

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Unfortunately this project has died without the support of Sharpe.
So let me get this straight. You were in the US marines and the foreign legion?


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PostMon Dec 12, 2011 5:17 am
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