tag:blogger.com,1999:blog-8320864256796636349.post299175392066053135..comments2023-07-01T04:13:26.801-04:00Comments on Pencil & Dice: Things That Go Bang! by Neil SmithPaul Leachhttp://www.blogger.com/profile/05653564587101703496noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-8320864256796636349.post-90875478868663132572011-07-09T05:36:47.490-04:002011-07-09T05:36:47.490-04:00"A bit like the Go to Jail cards in Monopoly ..."A bit like the Go to Jail cards in Monopoly - who cares why, your ass is still in jail and you're trying to throw a double."<br />- Splendid!Historian on the Edgehttps://www.blogger.com/profile/14069934072719158780noreply@blogger.comtag:blogger.com,1999:blog-8320864256796636349.post-82713668661070917202011-07-07T21:33:29.077-04:002011-07-07T21:33:29.077-04:00A bit like the Go to Jail cards in Monopoly - who ...A bit like the Go to Jail cards in Monopoly - who cares why, your ass is still in jail and you're trying to throw a double.WeeFreeManhttps://www.blogger.com/profile/06684652314047863197noreply@blogger.comtag:blogger.com,1999:blog-8320864256796636349.post-75991441491979358012011-07-06T20:53:10.358-04:002011-07-06T20:53:10.358-04:00I can agree with that principle. I think that'...I can agree with that principle. I think that's why I like games that tie some measure of probability of failure to command and control. It almost doesn't matter why an order failed to be followed - communication error, distraction, disobedience (surely presented as some other reason...) - does any commander know the real reason at the time?Paul Leachhttps://www.blogger.com/profile/05653564587101703496noreply@blogger.comtag:blogger.com,1999:blog-8320864256796636349.post-63676210234563065382011-07-06T19:58:15.729-04:002011-07-06T19:58:15.729-04:00I think generally - ooh, pardon that pun - there i...I think generally - ooh, pardon that pun - there is too much player control in wargames, for those trying to get a feel for history anyway. So, the more randomization the better. I wonder what would happen if the officer in the skirmish game had a command radius of 300mm and everything else was manufactured randomly? That might be a two pipe problem.WeeFreeManhttps://www.blogger.com/profile/06684652314047863197noreply@blogger.comtag:blogger.com,1999:blog-8320864256796636349.post-77801969673106779052011-07-06T00:39:26.669-04:002011-07-06T00:39:26.669-04:00I like the random event card idea. I suppose a dec...I like the random event card idea. I suppose a deck could be stacked for whatever probability an air strike or artillery bombardment might happen. One thing I forgot to share on air power was a US Army report on Luftwaffe engagements. I will do that next week; the data made me think there would be certain situations which would increase the likelihood of the German air force showing up.Paul Leachhttps://www.blogger.com/profile/05653564587101703496noreply@blogger.comtag:blogger.com,1999:blog-8320864256796636349.post-83128166621768752842011-07-05T16:10:40.848-04:002011-07-05T16:10:40.848-04:00I know (next to) nothing about WWII but this seems...I know (next to) nothing about WWII but this seems like a breath of fresh air to me - seeing heavy artillery and airstrikes as 'random events' rather than something a commander (at that level of engagement) could control. I don't imagine the controller of the 'cab rank' of fighter-bomber squadrons calling in a flight of Typhoons because A platoon of D company was having problems with an enemy machine gun holed up in a farmhouse. On the other hand a Spitfire returning from another mission, seeing what (he thinks are) German infantry moving across a field in the open ... That would be another matter. Random event 'chance cards' would seem to be in order.Historian on the Edgehttps://www.blogger.com/profile/14069934072719158780noreply@blogger.com