I recently started reading the Consimworld discussion
boards.
One of the discussions that happened about a year ago was
about The Gamers' Operational Combat Series. If you've never
played a wargame then this may be a bit confusing, hopefully
I won't get too technical.
The OCS is a mostly standard wargame. Hexes, units, one side
moves at a time, combat result table. The unique aspects are
no Zone of Controls (ZOC) and supply. In most wargames, a unit
exerts a ZOC on all adjacent hexes, this usually stops an
enemy unit once it enters your ZOC. The effect is that you
can man a front with fewer units than otherwise. In the OCS,
it's easy to just go around enemy units and hit their rear
areas.
Now, most wargames don't have anything significant to hit once
you get past the front lines. Usually just Victory Point (VP)
objectives like cities. Capturing these doesn't do anything
other than give you points. To give people something else
to fight for that does affect the enemy, the OCS has supply.
Supply represents food, fuel, and ammunition. You use it to
move mechanized units as well as to fight and to a certain
extent feed units. You never have enough supply to go all out
for more than a couple of turns, so you have to hoard your
supplies, store them near units that will need them, and then
use them to launch your attacks.
So one of the main strategies is to infiltrate past the enemy
and hit their supply dumps. This has to be carefully handled
or your infiltrating units will be stuck behind enemy lines
when it's your opponent's turn to move. You still need to kill
other units to win, but striking at the other guy's supply can
really ruin that offensive he was planning to launch.
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So the argument was that since it's so easy to
infiltrate the
front lines and hit supply dumps, players will garrison their
dumps with battalions or regiments. This creates an ahistorical
situation where if you do achieve a breakthrough, there's not
as huge a benefit since the enemy rear areas have adequate
garrisons.
Now the argument went back and forth about whether this was
historical or not or if the rules should be changed or if it's
just a matter of having a different perspective on how you
perceive what a player turn represents. One of the points I
noticed is that it almost got to the point of it being a flame
war. But it never did (or those messages were purged). It does
look like everyone calmed down.
Once again, I make the point that it's easy to one side to
perceive something that isn't there. People write one thing,
the other side misinterprets the meaning, and it goes downhill
from there until someone steps in and re-explains it in a
clear manner.
It was remarkable that this was a heated yet civil discussion.
One of the probable reasons is that wargamers are quite old.
The people in the newsgroups and mailing lists I read seem to
be in the 30-40 range, at least a good portion is. They're
married and have kids and it's just a different crowd than
what I see on say a role-playing game list. But that's a topic
for another day.
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