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PanzerBlitz» Forums » Variants

Subject: Rock... Paper... Scissors... sort of... rss

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Dennis Kochan
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Hello...

A long time ago... in a galaxy far away...

Just kidding...

We used to use a 'variable' when it came to either attacking or defending. Quite simply, the players chose for their units, either as group or individually a 'status' as regards the intensity of the activity.

There where three as I remember...

1)Ignore Losses

2)Reduce Losses

3)Limit Losses

the players elected what to do... 'attacker' first, 'defender' second...

a 'modifier', depending on what 'condition' was selected, was then applied to any related combat regarding those units.

For 'Ignore Losses' the effect of the attack was increased by one and any attack effect by the 'defense' was increased by one on the 'attacking unit'.

For, 'Reduce losses'... this was a 'wash' no modifiers applied.

For, 'Limit Losses'... the effect was decreased by one on both any attack or defense combat result.

Additionally, Ignoring losses allowed you to occupy a vacated hex. Limit losses allowed you to vacate a hex.

Obviously there are many conditions that these can be applied to... individual units... larger organizations and so on....

Dennis
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Brian Train
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So when you say "reduce the result", in the case of Panzerblitz an X became a DD, and a DD became a D, and a D became nothing?
And "increase the result" is the opposite?

But I guess with a CRT like Blitz one side or the other would have to be judged the attacker permanently, because there are no mixed results in any one battle.

 
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Dennis Kochan
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Hello...

Yes, that certainly would be one way...

That is, an X becomes a DD, a DD becomes a D and a D becomes a no result.

Or you could 'reduce' the effect by making the option you select be either a Die-Roll-Modifier (-1 or +1) or a Combat Results Table shift (1:1 becomes a 2:1, or a 1:1 becomes a 1:2). You could experiment of course. Since its your call, then its what you prefer. You could even 'mix and match'. That is because of training or morale or experience of the units... one 'side' might have say a DRM while the other (for whatever reasons you decide) could be a CRT shift.

We allow the units being 'attacked', depending on the situation, to conduct a pre-emptive attack against a declared unit(s) attack or after it. The conditions vary on type of attack, units involved and so on. So, whoever is calculating the 'attack' to determine the Odds becomes the 'attacker'. Other considerations are such as if you 'minimize losses' then you have the option to retreat before combat and the 'attacker' can occupy the vacated hex.

There's all kinds of stuff you can do. Because I've always felt that the number of variables taken into account in the original game where just to few. Of course, I'm sure this was done to keep the game as 'clean' as possible, but there's no reason you can't get some mud on the tires.

Dennis
 
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Scott Clinton
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Interesting... Did either of you happen to own/play Avalon Hill's "Kriegspeil"? This sounds an awful lot like this game's combat system being used to modify PB. Not a bad adaption IMO (better than the orginal most likely)

 
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Dennis Kochan
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Hello...

Come to think of it... Kreigspeil... that's probably where we got the idea in the first place... way back when... I think it was one of those 'bookcase' games.

Anyway, the idea is to look for ways to add some more variables, to help avoid what we tried to overcome... the too predictable outcomes of small unit combat, in the PB / PL games. The limited modifiers and such seemed applicable to a much 'higher level', say divisions or corps. Company, platoon, squad and so on might benefit from some more detail!?

Any ideas?

Dennis
 
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