Simple Panzer Grenadier system (variant) - Printable Version +- PG-HQ Forums (https://www.pg-hq.com/comms) +-- Forum: Panzer Grenadier (https://www.pg-hq.com/comms/forumdisplay.php?fid=3) +--- Forum: General Discussion (https://www.pg-hq.com/comms/forumdisplay.php?fid=4) +--- Thread: Simple Panzer Grenadier system (variant) (/showthread.php?tid=1459) |
RE: Simple Panzer Grenadier system (variant) - Matt W - 04-25-2017 Jason, "how do you know? You've never tried it." Oh, but I read it. I've played over 500 published PG scenarios and hundreds of others in development. I understand the systems in PG pretty well. I read new rulebooks for games on the order of 1 per week. I have read many that, upon finishing, I have no intention of playing as I understand game systems and would not find the play enjoyable. I can see the impact that your rules will have on the play of PG and the net effect is such that I am not interested in playing it. Specifically: I find the initiative to be too powerful, especially when considering a FTF play. I also dislike the fact that the initiative player can do everything they want to before their opponent can activate anything (reaction fire and opportunity fire excepted). Something that makes PG a good game is the alternating activations. Why did you feel that change was necessary? Tortured LOS rules tend to make a game unplayable for me (for example I find the TCS to be nearly unplayable, especially if two players have a dispute about the LOS). I don't want to have to negotiate mid-game whether I can see your unit or not. Yes, it is more realistic but what is not realistic is disagreeing in the middle of a fire action as to whether a target can be seen or not. I don't find the revision of the morale system (disrupted only) or the increased likelihood of losses (which you specifically highlight in the rules) to be a positive adjustment from a playability standpoint. I don't think that there are many of the current PG scenarios that could be played in this system without massive rebalancing. The substantial changes to many of the subsystems make the title "Simple Panzer Grenadier Rules" a misnomer. I think the game will play faster since you have eliminated all situations where a player will be interrupted by an opponent's activation (except when they voluntarily cede the activation), have made the combat results far more bloody thus ensuring that in later turns there will be far less to move and fight with, and the global morale rules appear to cause a cascading failure, especially in combination with the higher losses. These are not necessarily bad ideas but they are not "simple". The resulting game play of your system seems to be likely to lose some of the chaos of the current system. That chaos provides for an immersive gaming experience. There are things I like. I actually like the global morale concept. I also think the "spent" concept is one that has promise. The dedication to complete such a task is tremendous and I applaud your effort. I just don't feel drawn to play it. If others have played some of the scenarios you provided (and thank you for that) I hope that they would post their experiences. RE: Simple Panzer Grenadier system (variant) - JasonC - 04-26-2017 (04-25-2017, 01:00 PM)Matt W Wrote: You don't know, because reading it isn't enough, you need to see what it actually does to effective tactics. But I will substantiate the claim that it is both much simpler and much more realistic than the original. First by analyzing infantry formation combat in the original game. (Note that my changes to the clean and effective AT fire system are much smaller, and only those needed to keep its lethality in line with the other changes; that system was fine and worth saving, with minor tweaks). RE: Simple Panzer Grenadier system (variant) - JasonC - 04-26-2017 Now to your comments on initiative. I find them not accurate as to either system, before or after my changes. In existing Pz Gdr, it is relatively straightforward to arrange chained activations, group moves, fire groups, and so forth so that very large portions of one's force can act as a single impulse, if that is wanted. This isn't always a good tactic, because it can be important to "save" units to act later in the turn, but that is true in either system. Note that those command system manipulations are particularly easy in the high portion of published original Pz Gdr scenarios that feature very high numbers of leaders per unit, often around 2/3rds. Very often in the original game, the question is not who has a leader but merely who has which one, with what levels of bonuses. Nor is it accurate to say that in my system, the winner of initiative can act with all of his units before his enemy does anything. He may indeed rally and move out of LOS or range of all enemy units to his heart's content, and he may benefit some from having eligible units rally before further fire hits them. But the units rallying are all more than 3 hexes from an enemy or they can't even attempt it, and half of them are failing their checks meaning they did nothing for the turn (no leaders, no modifers to rally morale checks except occasionally -1 for global morale "shaken"). He certainly isn't seizing ground next to the enemy or firing with either type. If he moves in range of the enemy, his enemy can opportunity fire, and any good 2-3-11-12 fire roll triggers a reaction. If he fires, then any 7 fire roll (or 2-4 for AT fire) is going to miss and also trigger reaction. Everything he does that is interactive, therefore, is 1/6 to trigger reaction. Assaults even more so, because both happen, defender's and attacker's fire, so those are more like 1/3 to trigger reaction, minimum. The winner of initiative can therefore shoot first, but he can't expect to shoot his whole side before his opponent gets to react. He might get 3 such actions, he might get 6 - breaks of luck determine and he cannot rely on the result ahead of time. Some one goes first in combat, nothing is simultaneous. Shifts of "fate" occur from missed shots that trigger reaction that fire effective shots, or conversely that see a string of 2-3 unusually effective shots. 4 overlapping interleaved binomials are not needed for this, each event matters. And the usual reasons to want to save units to act late in the turn still apply - overwatch to opportunity fire if the enemy tries to close, or rushes to get to good spots after the enemy fires all his available units, can and do happen. Or are avoided by cautious players passing with some overwatcher's unused. Up to the players, and entirely interactive in face to face play. RE: Simple Panzer Grenadier system (variant) - JasonC - 04-26-2017 Next to explain some of the AT system changes, much less extensive than those to the infantry system. The original AT system was good, especially the core mechanic of 2d6 plus AT rating minus armor vs the 10 and 13 hit numbers for step loss or total unit elimination. I like it, I keep it. But with a few tweaks. The first concerns very high net armor modifiers. The issue is that a Panther platoon fires at some trucks or halftracks over a kilometer away, moving. Because its shells would readily go through if they hit, it gets +7 or +8, with the -2 for range and target movement, net +5 or +6 and nearly can't miss. Instead I "cap" the net armor modifier at +4, reflecting the fact that some of the fire determination roll isn't about penetrating the target but hitting it in the first place, which isn't really any easier with a bigger cannon than a smaller one. (Range from muzzle velocity still allowed, to be sure). The second concerns downgrading the effects of cover on armored fights. Being in a town doesn't make a StuG harder for a T-34 to penetrate, and I didn't like the way in the original tanks suddenly became significantly "heavier" models just because of the terrain they were in. My solution is to limit the cover effect in AT fire to just -1 max, for anything that would let the target be "hull down", basically. Similarly, I limit the flanking modifier to just +1. The net armor modifier is capped, therefore, but it also matters more for whether the target can be damaged than in the original. Last, I use a +1 to the red die but max 6 mechanic, which I admit is fiddly until you are used to it, to raise the average lethality of AT shots somewhat compared to the original game. I don't shift the table, and don't make higher numbers available than the original, so the same guns can hurt the same targets. But the chance of getting a result if the gun and armor rating match is higher, more like 1/4 than 1/6. This is deliberate and meant to speed the resolution of AT fire duels, and to keep the pace of armor fighting decisiveness in line with the increased lethality of the infantry combat system, more extensively overhauled as described 2 posts above. RE: Simple Panzer Grenadier system (variant) - Matt W - 04-26-2017 "In existing Pz Gdr, it is relatively straightforward to arrange chained activations, group moves, fire groups, and so forth so that very large portions of one's force can act as a single impulse" Initially this is correct, however it is rare that such chains will survive intact after contact. Perhaps you have had a different experience. It is the disruption of that command ability and the requirement it places on the player to adjust their command structure on the fly in order to continue moving towards the goal that is at the center of the activation system. An example of what hits me the wrong way about "Simple" is, I find the unrestricted ability to establish large fire groups to be consistent with your desire to have combat be both predictable and decisive, but to be counter to what I want to play. It should be hard to put together a coordinated fire action covering 600 meters of troops given the technology and training of a late 30's through late 40's army, especially some of those modeled in the system (Ecuador, anyone?). Another example is that the ability to string together actions (with only a 1/6 or so chance that any particular fire or opportunity fire may stop the planned sequence of actions) provides the player with the ability to ensure that a greater percentage of his force becomes engaged than in standard PG. In standard PG there is often a constellation of disrupted and demoralized units which, if you are playing with the fog of war optional rule (which you should), may never enter the battle again. You are forced to prioritize each activation and consider whether recovery of a leader is more important than an 8 factor mortar shot at a unit in town. What comes out clearly in "Simple" is your desire to have; control over the process, predictability of results and fast, decisive outcomes. "Simple" seems to be designed with the focus on being able to quickly resolve combat situations, usually with losses. Step losses in "Simple" will be greatly increased over the same number of turns in standard PG. While there have been complaints over PG's lack of immediately decisive combat in the past I have found that most of those I have spoken to who continue to play the system and buy the new products, do so in part because the unpredictability of the combat system (and indeed the force management process) is attractive. For solitaire players it is virtually essential. When the 4th edition rules came out there was a significant change to the assault CRT, moving from 1d6 to 2d6. There were also key changes to the results. Whereas previously if one attacked on the 30 column there would only be a 1/6 chance of having anything other than a step loss. Now there is a 10/36 chance. Reflexively at lower strength levels the results were improved so that now an attack on the three column (usually in defense) has a chance to cause a step loss. These changes made assault combat, the one decisive type of combat in PG far less predictable and significantly less bloody. I thought I would hate it. After play, however, I found that it forced me to be more deliberate in preparation of target hexes and careful to establish local reserves. I enjoyed the thought process it enforced. The net result of the change ended up reinforcing what I like about standard PG. This change, instead of turning the system 180 degrees from its focus, reinforced the focus. "Simple" takes the system in a totally different direction. In summary, "Simple" reads to be a much more deterministic system, with too much control and too high a loss level to be something that I want to try. The game resulting from "Simple" is quick and decisive, but seems to be far more predictable than I like. I expect that there are people who would like it, but those are the types of people who were not attracted to PG in the first place. "Simple" appears to be a system that has little in it for the solitaire player (look at the statistics about solitaire vs. ftf plays on the main site and you will see that the vast majority of plays that have been logged are solitaire) and will require careful scenario construction for each player to feel that they have a good chance in a ftf play. In the end each player has their own taste. I'm sure you have picked up rule books, perused the system and decided that it wasn't your cup of tea. I have reviewed your system and have found it isn't my cup of tea. That doesn't make the system bad and that doesn't make me wrong. It just means that, with a limited amount of time to spend on my hobby, I don't choose to do more than read the rules and make an assessment. I do, however, know that over the past several weeks I have spent more time on "Simple" than I want to. Again, kudos to you for a substantial effort. I hope you find an audience for your work. RE: Simple Panzer Grenadier system (variant) - otto - 04-27-2017 May be I can add a few comments and of a much lesser quality than the above ones (... also due to far from perfect mastership of English). I think that there some of the points made by JasonC are not far from the truth. To make just an examples, I also feel that HMGs have not enough "stopping" powers. This could be fixed by giving them three opportunity shots rather than two (in infantry attacks they get two and normal infantry only one) and or increasing their oportunity fire shift from +1 to +2. However I also think that they should be more vulnerable than normal infantry units (and I would give them a +1 when fired at by direct fire). I could continue with additional small twists that in my opinion would add a bit more realism. But there you go they would be just my own ideas and there is the whole comunity playing the official rules! More in general I think that the description on how the game evolves is 99% per cent is correct but I would not agree that the gaming as it is under the current rules is tedious. As a scenario designer, I can also add that the outcome is very realistic. Reading quite a lot of sources I found out that given: 1) the amount of forces actually involved, 2) the task that was given to the troopos (e.g. gain control of hill xxx and village YYY) and the time span covered by the battles the amount of losses (casualties) is remarkably close to the one described by the sources. This means that a faster and more bloody game would not depict accurately the battles. Ottavio RE: Simple Panzer Grenadier system (variant) - rolfvi - 05-24-2018 Jason demoed his “simple system” last year at consim world and I was not impressed. Took all the strategy out of the game and just made it bloodier and quicker. So what? Do we need a quicker and bloodier PG? Which is not what PG was designed to be, it is a game of planning and keeping your troops in formation for as long as possible and the leaders are a core element of the game. He has taken out the heart of the game and stripped it to basically Panzer leader and Panzer blitz. So that’s what he should call it: Advanced PL/PB and go bother those players with his whatever he wants to call it system. Because his system really has very little left that resembles PG. The last thing I’ll say is PG has been around for 20 years, don’t you think if the PG Fanbase wanted a simpler version it would’ve already come out? |