Play Wargame Rules without reading or the need to learn. Its possible even noobs

Started by gameleaper, July 12, 2016, 12:09:10 AM

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gameleaper

Basic  idea for miniature wargaming, and possibly other types of games.

IMPORTANT REASON FOR THIS METHOD no table would be unreadable, all the data would be understood instantly without reading RULES. a new wargamer would be up and running in a minate with any battle, newbies or pros useing a new period for battle, no rereading, it would all be so clear.

you work out percent on a calculator like this 0.37 multiplied by a base number will give you 37% of that base number, so 2 multiplied by 50 , is the same as saying 200% multiplied by 50.  1 x 50 is 100% x 50. and 0.9 x 50 is 90% of 50.


instead of charts full of info that cant be easily absorbed, I suggest for example "movement" get a base value of say 25 yards a minite. then use 25 as a base value. now all movement rates are a percentage of the base value, so doubletime may be 175& crawl may be 5% , in a car may be 2000%.

this same method can be used for firing, a base pistol has a range of 200 yards base value, a rifle 200% of base value, a scoped rifle 300% etc...

all you have to do is change a base value for ALL the effect change, so differrent war periods would have differrent base values.

if all the charts list percentages you can easily see how each weapon compares to the base value and eachother, or how one form of transport is compared to another.

first off a man would have a base life value of 100, you can take a base from something else, but for this example a man is base 100 life, a grenade may be a base value of 70(you get this number from a single bullet to the chest base value) multiplied by 0.75 say  life 100 - (70 x 0.75)

my idea is to get new plyers playing in many games as they like with very little knowledge, and for pros to get into a new period easily. mainly no learning involved beyond a simple base times percentage calculation. the charts would still be there but all percentage values, the rules would still have to be designed, but playing any set of rules would be so simple.

Imagine you bring your young son to a wargame club, he wants to play a western setup, but you've never played a western and he has never played a wargame. the system I'm saying will allow you both to play in a few miniates if you had the set of rules for it.


gameleaper

PS: I know math is scary, but all the values are on a chart no need to worry    base strength of a mam , minus, base damage of a greade both these values would be on a chart. and its the same calculation for every event you do., Id go further and suggest all the rules be just charts not much written text. you would simple look up range, damage strength etc...

gameleaper

This reminds me of Avalon Hills combat odds resolution table they used in many games

gameleaper

There are three men, all of them are armed of swords and one has a bow. They are standing in front of each others, 300 meters away, the two with swords are at the base of a hill, the one with bow on top of the hill behind a big rock.



all base values are for example , please don't think them a rigid tryth

3 men say all have a base strength value of 50.

a sword has a damage base value of 25,*this is so a sword takes about two hits to kill)


foot movement base value is 75,(so it will take 4 movements to get to the rock) uphill movement would be in the foot movement table as 66% , so a move of 75 would be multiplied by 0.66 uphill , and that would equal 50. (this is the sort of calculation you would make on all tables for every event by looking up the percentages)

a bow has a base range of 250 yards, cross referenced as a damage as 20%. now you can lookup each range from 250 base value at range multiplied by 80% = 200 the table would give you a damage percent as 25% (so now a hit with a bow would be calculated from the table as, a mans base strength multiplied by 0.25), the unusual thing here is the bow gets more powerfull the closer the range, so it 80%range is better that 120% range

the man with bow behind rock would be in cover from anyone who fired at him, the to-hit would involve base target value of a 100 multiplied by cover of 130% , so 100 x 1.30 = 130, this raises the ability to resist hits.

when the swordsmen get up the hill to the bowman, the cover wont count, so target base value of 100 is used against a damage value of the sword 25




GJK

Leaper, you've got so much good gaming ideas in that head of yours and the programming experience to pull it off.  You need to just go ahead and work on that one design that will capture the market and then contact me to do the graphics for it.  ;)
Clip your freaking corners!
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gameleaper

Quote from: GJK on July 14, 2016, 06:02:33 PM
Leaper, you've got so much good gaming ideas in that head of yours and the programming experience to pull it off.  You need to just go ahead and work on that one design that will capture the market and then contact me to do the graphics for it.  ;)

Thx GJK, I will make it a point to ask you first :) 

gameleaper

The point is a newbie would be playing at full power after just a quick glance or two. both newbie and pro playing a challenging game from the start. and the second point it is easy to get into a new set of rules for pros too. third point switch games easily from ww2 to FIW, and then ACW in one gaming session