Zach began -
I've been kicking around the idea of hiring an under-employed artist
(easy to find in Oakland...) to paint me up some top-down generic
terrain hexes. These could be sold online as downloads. You take them
to Office Depot, print them off with the thickest lamination they have
there (which come out like hard plastic) and then either glue them onto a
firmer substrate or just place on top of a rubberized mat and pin into
place. Alternatively, I've always been a big fan of the
"paper-terrain-under-glass" method. In that, you place any map you have
under plexiglass, then use a marker to trace the features that you want
to have actual game-play effect. So roads, rivers, hills, BUAs, etc.
This keeps the game from devolving into full-out real-world military
IPB madness (which I've done in the military for real- not as much fun
as it sounds...). The paper map that you place beneath it could be a
period map, or it could be a series of printed off hexes.
Other than zooming the scale way out, I haven't really hit on any good
ideas for doing the operational-to-tactical thing either. You can do
either, but mixing the two is fairly difficult in an analog medium.
Computers obviously are a way out, but mixing computers and minis can
be difficult, plus there are time/financial considerations when you
start talking about programming a computer game as an aid to a
miniatures war-game.
A definition of the word "operational level" might be in order as well,
for conceptualizing the issues. It's likely different from period to
period. For instance, was Lee's invasion of the North a campaign or an
operation? Playing the 1863 invasion of the North as a operation, if we
use that term, would probably require an actual campaign book which
guides the players through the action. Then again, if we are only
concerned with the day or two before the battle, then the battle itself,
that might allow players to one-off it.
I think also, part of the trick is that you have to keep the ultimate
goal for the players simple, no matter how large the scale of the game.
For a single battle, thats fairly easy. Once you pull back to a
situation where you could have potentially many battles, it becomes more
difficult to control with a player v. player model.
That said, all those problems could be resolved very nicely by
introducing role-play aspect to war-games, with a game master on one
side and one or more players on the other. If you allow one side to be
privileged in information over the other, then 99% of the problems with
operational war-games evaporate. You could probably still keep the
two-player element, if you're willing to adopt a red team/blue team
model and allow the red team player more information than blue team.
This then creates something almost like a chess problem, where the blue
team player has to figure it out.
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