Cat Problem

I don't know what all the fuss is about. We have had nothing but balanced and fun games every single time we have played. The points costs are in line with the game value of each unit and that is what counts.

We've had hours and hours of discussion over simulation vs game and have always come to the same conclusion: Games are fun, simulations are educational. The more fun a game is, the more we like it. Simulations may be pleasing to the historian in each of us but at the end of the day - we play games to have fun.

At our FLGS, we've had people play heavy duty chart filled simulations and they don't look like they are having all that much fun to me. You cannot just show up for a game like that. It has to be planned, with a referee and pregenerated forces and terrain. With WaW, and other games of its type, you make an army, you show up - and you find a game.

There are people out there that I call "Bolt Counters" who will complain at things like a Ppsh41 sharing the same stat line as a Thompson. There's a guy at our store who refuses to play FoW, or WaW (or any game he himself didn't write, actually) because these games do not share HIS particular idea of how reality should be simulated on the tabletop. What it comes down to is that he never plays anything. I would not want to be that guy.

If your opponents are fielding too many of a tank that you deem rare - don't worry about it. Wipe them out. It can be done. As far as games like this go - you never get better by playing people who you can always beat. You get better and better each time you face those tanks... just like the Allies did. You will learn what works and what doesn't... just like the Allies did. You will get to be a better player and you will win... just like the Allies did. Change your units, change your tactics, change things that don't work but don't just assume the rules are broken. Try each tactic multiple times in different terrain, or in different scenarios. Try to figure out how they are beating you. You outnumber them. Use that to your advantage. Take mortars and heavy artillery, blast his smaller squads from range - break his force and rout it. You do not have to wipe out the armor - just the men. The tanks will follow.

Don't play his game - make him play yours. When you dance to your enemy's tune, you are giving up your advantages. You have larger squads than he does. You might have the terrain on your side as defender. Find advantages and make them dance to your tune by focusing on the objectives. The enemy has paid tons of points for those expensive machines, that means he didnt spend as many points on infantry... get in there and wipe out his small numbers of infantry. Screw the tanks - they can't be everywhere at once!

My advice is to let it all go. Play the game as it appears and don't expect it to duplicate history. We all know how the war went, and the point is not to have it go that way again, or change history. The point is to have fun playing a game set against the backdrop of the greatest armed conflict of all time.
 
A deep and honest thanks Graywinter!
Posts like yours keeps me going..
:)
You have summed up the idea behind WaW brilliantly.
 
Still doesn't alter the fact that a Panther is woefully underpriced.
We've done all you have said Graywinter, and unless scenario conditions prevent the need to, the Panther will destroy anything the British can throw against it, you can't alway's just kill everything else to win the game, at some stage the Panther will need to be taken on and we are finding that impossible.

Don't get me wrong, but it has been fun trying to take down the Panther and we enjoy the games immensly, but we can't do it (we do swop who's on who's side so everybody gets a go at being wiped out :D ) and it has now got to the point that we need to re-evaluate the cost of some vehicles to give a more balanced game.
 
We've had hours and hours of discussion over simulation vs game and have always come to the same conclusion: Games are fun, simulations are educational. The more fun a game is, the more we like it. Simulations may be pleasing to the historian in each of us but at the end of the day - we play games to have fun.

LOL, I still wonder why people think there has to be a difference. :)
 
hithero said:
Rabidchild said:
Sounds like you guys need some M36 Jacksons or Sluggers! Maybe an M26 Pershing or some towed 3" guns? Hopefully the OGL will be sorted out soon so I can take care of all you Treadheads. :twisted:
What we really need is a fairly accurate points system that reflects the effectiveness of the models on the table-top.

This is pretty hard to do because the "effectiveness" of the model is dependent on what it is facing. 2 Shermans facing only infantry are going to be more effective (in general) than a single Panther facing infantry.

Unfortunately, in real life, it did take several allied tanks to take down the big Cats, but it is almost impossible to represent this in a game when you are trying to have "even" forces.

Personally though, I think the kill score for the Panther on the side is too high - it should probably be 11+ IMHO.

Regards,

Dave
 
Foxmeister said:
hithero said:
Rabidchild said:
Sounds like you guys need some M36 Jacksons or Sluggers! Maybe an M26 Pershing or some towed 3" guns? Hopefully the OGL will be sorted out soon so I can take care of all you Treadheads. :twisted:
What we really need is a fairly accurate points system that reflects the effectiveness of the models on the table-top.

This is pretty hard to do because the "effectiveness" of the model is dependent on what it is facing. 2 Shermans facing only infantry are going to be more effective (in general) than a single Panther facing infantry.

Unfortunately, in real life, it did take several allied tanks to take down the big Cats, but it is almost impossible to represent this in a game when you are trying to have "even" forces.

Personally though, I think the kill score for the Panther on the side is too high - it should probably be 11+ IMHO.

Regards,

Dave

This is a truism. Personally I enjoy playing lopsided games as I don't think of the objective as victory (necessarily). More often it's about trying to find a different approach to a situation.
Look at a battle where someone made an obvious mistake and ponder alternative approaches, and see if you can do better.

What would've happened at Arras if the british had better supported their tank breakthrough? Can you make a better job of the italian defense at Tobruk?

Yes, the germans generally had better tanks. They also generally had far fewer. When you actually look at the allied tanks that were produced post-1942 they come towards reaching parity in performance, and massive superiority in numbers coupled with situational advantages like superior air support.
Panzer IIIs? Once you had 6pdr armed tanks and 75mm guns they were pretty much (out)matched. How many long 75mm guns were generally fielded on panzer IVs outside of Russia? Von Mallenthin records that Rommel only even had a handful of 'special' Pz IVs in north africa - and they only had enough fuel for a few days operation.

Whenever you play equal points, you generally end up at a stalemate. That's really the whole point of having a balanced points system! How many historical battles were 'evenly balanced' in any sense of the term?

We try and play 'fair' games, but really war isn't fair - the objective is of course to win for either side, and you really don't win by sizing up the enemy and thinking 'I'll give them a fair fight and only take exactly equal forces to what they've got'.

So yes, you have a pretty well balanced points system. You just need to break out of playing equal points games and 'pitched' battles. Attack/defend and objective based play is the best way to go.
 
Great posts Greywinter and Alexb83! Really, I'm impressed with the amount of interest and sportsmanship that this game has generated.

Alexb83 do you have any resources for "unbalanced" gaming that I could look at?

Greywinter, wise words. Although people have different things that makes playing the game appealing to them, I agree that I have the most fun when I follow your advise.

Hithero, I'm glad you're having fun. I wasn't sure if you were when you were first posting. I blame the lack of tone in text. :) Could you make an after-action report or two on your games so we can see what is happening? I'm interested in hearing more specific feedback from you and your group of gamers.
 
Rabidchild said:
Hithero, I'm glad you're having fun. I wasn't sure if you were when you were first posting. I blame the lack of tone in text. :) Could you make an after-action report or two on your games so we can see what is happening? I'm interested in hearing more specific feedback from you and your group of gamers.
Been meaning to do that along with pictures to post on evo command. Didn't play today as I was teaching somebody Lord of the Rings, the others played WAW but excluded the Panther and Tiger (Tiger is not so much of a problem due to its higher cost) I've alway's said that the game is great (not good or ok, but great) its just that there is so many anomolies (points values) and 'mistakes' in the rules - Still haven't got a corrected Churchill profile to exclude the pintle MG.
 
hithero said:
[...its just that there is so many anomolies (points values) and 'mistakes' in the rules - Still haven't got a corrected Churchill profile to exclude the pintle MG.

Churchill - Option: deduct 25 points and remove the Pintle MG - done.
:wink:

Besides the Panther, what do you think is wrong?
So far I have not noticed any points problems besides your Panther "problem". (And that is controversly discussed in this topic).
The Mortar "problem" was answered by Matt. You have to include the special rules of the army fielding the weapon in the equation... :roll:

So please say what you think is wrong with the points (what army, what vehicle, why is what wrong etc.), I am all ears. :)
 
Rabidchild said:
Great posts Greywinter and Alexb83! Really, I'm impressed with the amount of interest and sportsmanship that this game has generated.

Alexb83 do you have any resources for "unbalanced" gaming that I could look at?

Greywinter, wise words. Although people have different things that makes playing the game appealing to them, I agree that I have the most fun when I follow your advise.

Hithero, I'm glad you're having fun. I wasn't sure if you were when you were first posting. I blame the lack of tone in text. :) Could you make an after-action report or two on your games so we can see what is happening? I'm interested in hearing more specific feedback from you and your group of gamers.

It's something we've been experimenting more with recently - the best starting point is to take examples from history. you can either leave things relatively intact an play 'what if' scenarios, or you can use them as your inspiration for drawing up a similar situation.
Operation compass is a good one (massively overwhelming british firepower, comparatively invincible tanks, big disparity in numbers and training between forces - though I will leave it to individuals to read into which way they think those disparities lie :) ).
As is the defence of Bir Hakeim.
Villers Bocage - probably a rough balance in 'points' but there's a defensive advantage to the Germans.

In fact any attack/defend game is probably the best place to start - in pure points terms you give a massive advantage to the attacker. There are many old axioms about never attempting an attack without overwhelming firepower - in order to guarantee success you either need roughly double the enemies' resources, or some massive element of surprise/advantage to win through.
But there's more to it than points - think situationally. The defenders are prepared - give them advantages. All of their men can be dug in - all of the artillery can be pre-ranged and zeroed in on features. They will have wired/mined their approaches and created fire lanes.
They may have nowhere to retreat and so may be prepared to fight to the bitter end.

From the point of view of 'what if' gaming - there are verdant pastures full of historical cows you can milk. If it's naval gaming, think about the battle of the falkland islands. What if Spee had caught the british in stanley whilst they were still coaling, rather than turning away?
What if the allies had managed a more effective encirclement of Rommel after Alamein?
 
As an aside on the Cat-killing note (not that I would advocate killing cats - history teaches that bad things happen to people who kill cats).

Air superiority.

I would play air superiority rules, and generally give the allies free ground support aircraft of some sort - be it the desert air force or the overwhelming numbers of aircraft they had available during and after OVERLORD. Whilst Tigers and Panthers are very formidable in tank vs. tank engagements, they were still vulnerable to attack from above. And it's important to note that after the defeat in Africa, Germany seemed to shift its military doctrine away from Blitzkrieg and towards an over-reliance on small numbers of advanced vehicles (heavy tanks) and defensive battles.

But again, it comes down to what you're doing. Are you playing the game like 40k and having 'equal points competetive' games, or are you playing a 'historical' wargame with a clear setting/situation in mind?
 
After reading the battle report in this month S&P I have found out how to destroy a Tiger11, just roll 10's at close range, and when the Tiger fires ignore its Multi-hit trait :)
 
hithero said:
After reading the battle report in this month S&P I have found out how to destroy a Tiger11, just roll 10's at close range, and when the Tiger fires ignore its Multi-hit trait :)
LOL - Rolling high is always a good and solid strategy! :D
 
hithero said:
After reading the battle report in this month S&P I have found out how to destroy a Tiger11, just roll 10's at close range, and when the Tiger fires ignore its Multi-hit trait :)
Don't forget proxying a Tiger for the TigerII to confuse your opponent! :roll: :)
 
Rabidchild said:
Don't forget proxying a Tiger for the TigerII to confuse your opponent! :roll: :)

Nononono... you have it backwards! You should pay for a Panzer IV (and use it's stats) but put a Tiger II on the table. Watch your opponent faint and then run away. 8)
 
Laffe said:
Rabidchild said:
Don't forget proxying a Tiger for the TigerII to confuse your opponent! :roll: :)

Nononono... you have it backwards! You should pay for a Panzer IV (and use it's stats) but put a Tiger II on the table. Watch your opponent faint and then run away. 8)

:lol: :lol: :lol:
 
Agis said:
hithero said:
[...its just that there is so many anomolies (points values) and 'mistakes' in the rules - Still haven't got a corrected Churchill profile to exclude the pintle MG.

Churchill - Option: deduct 25 points and remove the Pintle MG - done.

(snip)

So please say what you think is wrong with the points (what army, what vehicle, why is what wrong etc.), I am all ears. :)

Would the -25 points work for any tank? I.e the Firefly, which still has too many machine guns.
 
Laffe said:
Would the -25 points work for any tank? I.e the Firefly, which still has too many machine guns.

For most Pintle mounted MGs...
Charge a bit less for Hull mounted one (no AA trait).
 
Agis said:
Laffe said:
Would the -25 points work for any tank? I.e the Firefly, which still has too many machine guns.

For most Pintle mounted MGs...
Charge a bit less for Hull mounted one (no AA trait).

So we +35pts to add a MG to an allied vehicle (half-tracks) and -25pts to take one off?
 
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