Posted 27 January 2021 - 10:49 PM
Posted 29 January 2021 - 08:42 AM
It would be nice if the good folks at ODGW would consider doing a tutorial sometime. I might consider it but I have some house rules I use that reflect my own preferences. How about it, ODGW?
Posted 29 January 2021 - 10:21 AM
Posted 15 February 2021 - 08:12 AM
I'll talk to Bob and see what we can come up with.
Posted 15 February 2021 - 04:50 PM
+1 on the idea.
I think this would be a very positive addition.
Might I suggest, if it is done, that some thought be given as to what is demonstrated in the tutorial(s).
My own ideas would flow towards a few tutorials, each showing a different aspects of game play. Each tutorial might show all the activations within one turn, so that each tutorial also reinforces the basic game turn mechanism.
The starting core might be tutorials on the following:
1) Tank v. tank combat. Two tank forces with multiple activations face off. We go through initiative, activation by unit, movement, spotting and shooting with to-hit and damage resolutions ...
2) Infantry v. infantry combat. Two infantry forces face off. Perhaps more on basic cover (woods, or hedge, or wall), and some full size (2 hp) vs. half-squad (1 hp) units mixed in. Otherwise showing the same moving, spotting, shooting, resolution as above, but with the more nuanced effects of infantry combat resolution highlighted.
3) Infantry v. tanks combat. An all infantry force is attacked by an all tank force. Show the infantry fighting with at least one AT gun, at least one infantry AT weapon, and perhaps one close-assault. Manage the activations in the tutorial so that we can see both the AT gun firing at the tanks, and the tanks firing at the AT gun.
4) Artillery v. tanks and infantry. A mixed tank and infantry force in some sort of defensive role, vs. an attacking force that might be maneuvering into position (not yet engaging), but with an AOP and off-board artillery batteries. Give both sides something to do (maybe some vehicles or infantry moving up into position, or withdrawing back), so that multiple activations take place quickly with little complexity, before the artillery lands.
I think this base would give any new player a big boost in getting into action. Probably reduce the support questions as well.
Then, over time (and depending on interest) a few more may be added to show some of the more advanced features and drop-ins:
5) Combined arms. A combined infantry-and-armor force attacks an infantry defense with AT guns. Could be a replay of 3 but with a combined arms attacking force rather than all tanks.
6) Structures. Infantry in 2 or 3 different kinds of structures, attacked by a combined arms force. Could be a replay of 5 in a village.
7) Engineering works. Maybe mine fields, entrenchments, etc. Again could be a replay ... I could see 6 & 7 being based on the same forces as 5 -- essentially replays with their own extra drop-in added.
8) Air strike. Just like 4 but with air instead of off-board arty.
9) Amphibious landing. Ooftah. I don't even know... that's a big one. But it would be a good read. A river crossing might be easier than D-Day.
You might enlist your community to do some of these, but I would suggest ODGW oversight / approval for posting in a particular tutorials thread or even forum. The idea is to get it right, not have someone else's mis-reading of the rules corrected in the after-comments. After the core tutorials are in place, a separate thread or threads on house rules could be added.
Yeah I know, that guy sure does drone on ... yadda yadda. But it's a good idea that spurs some creating thinking.
Maybe I should switch to decaf...
(aka: Mk 1)
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