Game Design and Playtests

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billk
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Game Design and Playtests

Post by billk »

So, this thread will follow some of the playtests, and likely discuss various design thoughts and challenges, involved with Combat Action WWII (copyrighted, TM pending). Combat Action WWII is a tactical level, WWII combined arms game system where stands represent platoons-batteries-etc...

The project/product came out of what we felt were game design shortfalls with other game systems and rules sets on the market (the basis for all new approaches, right). The objective, a game that rewards good tactical decision making and emphasizes command and control as well as fire and maneuver; all while recognizing you can't really capture the complexities of combat on a tabletop. In the end, we want a framework that allows players to recreate historical events with some level of accuracy or be able to develop WWII-era "what ifs" with plausible forces and factors in-mind... you know, no M5A1s at Tobruk, Cromwells at Dieppe, or Axis lend-lease Panthers with the Japanese on Leyte. Finally, we're not too serious about ourselves and we want people to enjoy their Combat Action WWII games rather than worry about too much nit-picky nonsense. There will be no tournament or points system aspect to our work... everything will be scenario based with the intent of playing a game rather than playing in a tournament.

Here are a few pics from some of our recent playtests (to date, 22 playtests in all). The games played on these table layouts used US and German forces, which varied slightly from playtest to playtest. Each layout is a modification of our original table layout - so we could assess various factors and influences within a limited context. Anyone who has designed scenarios and/or games understands that a change at Point A results in a cascade of related adjustments and often unintended consequences. The pics wrap-up with a couple of game action shots. Figures in these pics are 20mm and most equipment is 1/87. BTW those gray squares... those are the urban area templates which underly our structures

Thanks for looking, hope you enjoy what you see. Double click to enlarge pics. Bill

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Last edited by billk on Sun Dec 02, 2018 5:58 pm, edited 1 time in total.


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billk
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Re: Game Design and Playtests

Post by billk »

Last night saw playtesting of Combat Action WWII with slightly modified forces and terrain.
1944 US attackers versus German defenders.

We were focused on removal of the "morale" mechanic from the system and how the "suppression" and "forced back" mechanics would accurately reflect troop actions/ reactions. Everyone agreed the change was a plus and good tactical decision making was still properly rewarded. We also fiddled with a couple of movement modifiers and liked the new versions better than the old for speed of play. Also got to fight over recently finished urban terrain tiles.

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mausmann
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Re: Game Design and Playtests

Post by mausmann »

Thanx for the pics, looking good.... thmbs2)
Greatness is not in where we stand,
but in what direction we are moving,
we must sail sometimes in the wind,
and sometimes against it,
but sail we must, and not drift nor lie at anchor.
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billk
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Re: Game Design and Playtests

Post by billk »

Another playtest... with quite a surprise. All of the German off-board artillery came in on time, on target, without almost any deviation... devestating. We're going back to see if it was a fluke or something that is a glitch in the artillery response rules. The observation rules have proven sound even though we've thrown a lot of variables at them. Picture of the play-testers at break... more game pics in Game AAR thread.

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Last edited by billk on Tue Oct 09, 2018 12:23 pm, edited 1 time in total.
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mausmann
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Re: Game Design and Playtests

Post by mausmann »

Great looking game... thmbs2)
Greatness is not in where we stand,
but in what direction we are moving,
we must sail sometimes in the wind,
and sometimes against it,
but sail we must, and not drift nor lie at anchor.
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billk
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Re: Game Design and Playtests

Post by billk »

Well, recent play tests and many conversations have led to some notable changes in the indirect fire mechanic.
So, it looks like the next play test will include quite a bit of indirect fire!
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billk
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Re: Game Design and Playtests

Post by billk »

Our most recent Combat Action WWII playtest focused on a completely revamped Indirect Fire mechanic and some tweaks to the air support mechanic. The change in the Indirect Fire mechanic was so radical it took some getting used to by all the players. However, once we started working with it we found it worked well... we're still assessing amongst ourselves how accurately it represents (within a "game" context) the actual act and outcome of indirect fire. The tweaks to the air support change worked well and we're still making the same assessment about outcomes. Otherwise, the consensus is we've gotten the rules to a place where they deliver a good gaming experience along with believable and logical results. Below is a quick, final look at part of the gameboard layout used during the last playtest.

We're done using the France '44 setting for playtesting and are going to move on to Tunisia '43 for our next few playtests. Cheers, Bill

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Combat Action WWII is Copyrighted and has a TM pending.
Last edited by billk on Sat Sep 05, 2020 6:15 pm, edited 1 time in total.
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more re: Game Design and Playtests

Post by billk »

After our last play test, pics in the Game Reports thread, consideration of a revamped movement mechanic popped into my head. After much toying with the concept it has been codified and the beta rules and equipment charts updated to reflect the new mechanic; quite a chore. The change was made to emphasize the benefits of stands employed as "units" rather than simply autonomous stands running around the game board. Once we are released from the Corona Quarantine, I hope to restart play testing... again using France '44 and Tunisia '43 scenarios as our test beds. Stay well, Bill
Last edited by billk on Sat Sep 05, 2020 6:14 pm, edited 1 time in total.
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Re: Game Design and Playtests

Post by SABOT »

Very interesting with lots to consider. 👍
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