07-07-2017, 10:18 PM,
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Shad
General of the Army
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Posts: 2,249
Threads: 293
Joined: May 2012
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Anyone interested in "Triple Blind" PG via VASSAL?
The Problem: Playing head to head on the same board limits the effectiveness of hidden units, flexibilities in deployment strategy, and certain units such as tank destroyers.
The Traditional Solution: Double-blind play with a referee
The Traditional Solution's Problem: It's hard to get three people on the same playing schedule AND it's not a lot of fun for the referee.
The VASSAL Solution: "Triple Blind" play
Fancy Graphic:
Explanation: With 3 participants, the same scenario is played simultaneously amongst every player. In this way each player plays both sides AND serves as judge for the other two. Since everyone is both player and judge, there is a stronger than usual incentive to see the scenarios through to the end. (I apologize to everyone I've ever flaked out on during VASSAL games!)
Provided 3 like-minded players can be found, I think this would be brilliant fun.
Thoughts?
...came for the cardboard, stayed for the camaraderie...
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07-08-2017, 01:39 PM,
(This post was last modified: 07-08-2017, 01:40 PM by Shad.)
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Shad
General of the Army
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Posts: 2,249
Threads: 293
Joined: May 2012
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RE: Anyone interested in "Triple Blind" PG via VASSAL?
It would be best to start with a scenario with few counters to iron out the game flow.
How would one handle unit revelation?
This seems the most natural to me:
- assume a German unit is in a town hex, unspotted
- assume an American unit is approaching across open ground from 5 hexes away
- It's the American player's turn and he activates the unit and records a logfile of the unit moving up to and entering the town hex (which appears empty)
- The American player submits his log to the judge
- The judge steps through the log and ... repeatedly asks the German player via email if he wants to OpFire?
- If OpFires, or if the American unit closes into spotting distance, the German unit is revealed and the rest of the American's logfile is now ignored. The activation segment is sent back to the American player to decide what to do with the remaining of his move points, and any subsequent move/fire from that activation.
I can imagine it getting bogged down during moments when units are first spotted, but that seems a fair price to pay for REAL hidden units?
Can anyone with VASSAL experience think about how this would work in practice and share your thoughts?
EDIT - all of the above is written assuming that play is asynchronous and logfiles exchanged via email. If all 3 people are online at the same time then it would be easy to manage the step-by-step decision-making.
...came for the cardboard, stayed for the camaraderie...
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