[Consim-l] Re: Damage models
bieksza at erols.com
bieksza at erols.com
Sun Dec 23 14:25:43 EST 2007
On 23 Dec 2007 at 8:33, Mircea Pauca wrote:
> VG _Gulf Strike_ has similar Loss markers but with gradual effect.
> A division has 10 Hits: 0-7 Full factors, 8-9 Reduced side, 10
> eliminated. Recovery is also possible slowly in a special, vulnerable
> mode behind the front.
This reminded me of a similar design feature in _Chickamauga_
from West End Games. Combat (both fire and melee) as well as
forced marches caused "cohesion hits." Every unit -- nearly all of
them representing brigades -- could absorb ten cohesion hits; every
three hits would drop its ratings by one point, and the tenth caused
elimination. A unit could recover if away from the action, but only
slowly and never back to full strength. Here's the design note in the
rules concerning the rationale:
"Units suffer many kinds of damage in combat: dead and wounded
men, demoralization, disruption (of command, communications, and
formations), and fatigue. 'Cohesion hits' represent the total effect of
all of these -- everything that degrades a unit's performance. By
pulling out of the line and regrouping, even a badly-hammered unit
can regain much of its effectiveness. It only needs an interval for
the men to rest and renew their courage, for new officers and
subalterns to be appointed, for scattered individuals to find their
units again, and so on. In the game we call this process 'recovery.'"
(I believe this system was also used in two earlier West End games,
_South Mountain_ and _The Battle of Shiloh_.)
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