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Messages - Ryjak

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136
General Discussion / Re: MBS Podcast Episode 2
« on: January 18, 2016, 01:45:25 pm »
That view is understandable, as the US military itself struggles with the terms 'strategy', 'operations', and 'tactics'.  Ultimately, the verbiage we use doesn't matter, if we can both agree that within any tabletop wargame, the technique I described to develop useful goals and objectives works and is worth following.  Or at the very least, players should follow some technique to develop a plan.

Going to real life, the Army has several Immediate Action Drills, which are things everyone needs to learn to do without thinking.  Tactics require thinking, and are used to accomplish Objectives.

My question to you... Are there tactics you apply at the operational or strategic level to accomplish Objectives?

137
General Discussion / Re: MBS Podcast Episode 2
« on: January 18, 2016, 02:16:04 am »
Interesting.  So, the goal is to end the game (three turns) with more VP than your opponent.  Destroying your enemy is only important in how it helps you achieve this.  In addition, the most important objective is to control more sectors than your opponent during these three turns.  My reasoning is this:

If both fleets stayed in their corner, and never fired a shot, it would end in a tie.  But if one player sent one squadron to another sector, and it managed to survive for one turn before dying, it could potentially gain enough points (25) to offset the loss.

So, there are a few different ways to approach this scenario, and which plan you choose should depend on your fleet.  Some fleets would probably want to concentrate on taking more neutral sectors than their opponent, leaving only a small force in their starting area.  Others would want to concentrate their forces in their home sector, and concentrate on killing enemy units in the neutral sectors.  Another strategy is to just try to take your opponent's sector from them, which would be very disruptive to their plan if successful, but it's very risky.

Does that help?

138
General Discussion / Re: MBS Podcast Episode 2
« on: January 17, 2016, 09:44:13 pm »
I don't know where this custom Dystopian Wars Scenario is posted, but it sounds like you can win it without firing a shot.  I think these tend to be the best Scenarios, as offense becomes the least-important Objective... Which is very different in a war game.  However, this can also break the game's theme, so it can be hard to balance the two.

139
Roll Call / Re: Heard the Fleet Signal
« on: January 17, 2016, 09:37:42 pm »
I wrote one battle report, which I posted in the Articles Section:

All Other Priorities Recinded:
http://ops-center.weebly.com/uploads/4/6/2/4/46246671/all_other_priorities_rescinded_-_final.pdf

That took a lot of work, simply documenting what happened each activation.  I've been trying to create a time-lapse video since then, but haven't been successful yet.


140
Roll Call / Heard the Fleet Signal
« on: January 17, 2016, 02:18:28 pm »
Hey Everyone!

I've been playing Firestorm Armada for about a year, and first heard about Spartan Games (including Dystopian Wars) about two years ago.  I'm a reformed 40K player, and decided to pick up Firestorm Armada after reading about it online at several locations.  I'm still impressed with how well-balanced the game is, and the level of depth available.

I picked up the Dindrenzi first, with the intent of picking up an Aquan fleet second, painting them like the UNSC and Covenant, and applying to be a Vanguard.  The best laid plans... turns out I'm much more interested in playing than painting, so I barely have my initial Dindrenzi models painted.  If Halo Fleet Battles had been released a year sooner, I would have dived into that without a thought.  Now, I don't see a reason to play that when I'm so invested in Firestorm Armada.

I also started a website, www.ops-center.weebly.com, about the same time I started playing.  I mostly wanted to make Battle Reports to teach people how to play, and how to play better... But it turns out it takes a lot more time to make the style of Battle Report I envisioned.  Besides, right now I'm too busy trying to put together a Firestorm Armada Event for the 2016 NOVA Open.

141
Find a Game! / Firestorm Armada, Glen Burnie MD, 31 January
« on: January 16, 2016, 04:02:30 pm »
Firestorm Armada 500 point Doubles Tournament

Games 'n Stuff, Glen Burnie, MD

31 January 2016, Registration starts at 10:00 AM

more details and the Tournament Packet available here:
http://ops-center.weebly.com/events.html

142
General Discussion / Re: MBS Podcast Episode 2
« on: January 16, 2016, 11:11:21 am »
I thought this episode was just as good as the previous two; keep it up!

I have something of a rebuttal to your stance on how much strategy factors into a wargame.  Everyone employs strategy in games; war games in particular.  It's important to understand you can have a Tactical Stagegy and an Operational Strategy, as well as an over Grand Strategy... It's generally a matter of scale and perspective.

Strategy

Strategy is simply a plan. First and foremost, you need one goal. Defining your goal is the most important part of the strategy, as it shapes everything else, so it's really important to define the best goal. The goal is simply a desired end state you wish to achieve; an achievement. Once you have a goal, a focus, you can develop your plan with objectives.

Objectives tell you how to achieve your goal.  They are very specific, measurable, attainable, relevant (to the goal), and timely: SMART.  Goals are not Objectives, but people often conflate the two... Probably because an Objective for an overall strategy generally becomes a goal for the next echelon down. Also, Goals generally are not specific or timely; they may not even seem attainable.

For example, a video game may have two achievements:

- Beat level one on Hard difficulty without dying
- Kill 100 enemies with a certain weapon

The first achievement is a goal, as it does not inform you in anyway on what to do or how to do it. Each player will probably develop their own way to achieve this goal.

The second achievement is an objective. It is specific (use a certain weapon), it is measurable (kill 100 enemies), it is attainable (every player should think they can do it).  However, it isn't exactly timely, as there is no time limit; it is merely up to the player to determine when they wish to do it.  Also it isn't specifically relevant, because it is not supporting a given goal; again, it is up to the player to create this goal. If the player has the goal to to actively complete the achievements in the game, then it becomes a relevant Objective. If the player doesn't care about this achievement, then it does not align with their goal, and they will not pursue it.

Most players only have the goal to kill their opponent; this is pretty much the worst goal you could have, as it is a non-strategy... It does not help you with developing your game plan.

This is a better strategy, even when the scenario only calls for you to kill your opponent:

Goal: Maximize game points while minimizing losses to obtain a winning condition

Objectives

1. Destroy enemy units to gain points
2. Prevent opponent from gaining points by protecting units
3. Control game tempo by baiting/forcing enemy to make certain moves

Our objectives are in priority order is well. First priority is to kill units, because that is how you get points, which is what you need to win. The secondary objective is to buy your opponent opportunities to gain points; this is how you keep from losing.  It also gives you future opportunities to do damage and score points later.

Controlling the game tempo can be difficult, and it doesn't directly equate to achieving the end goal, but it makes it easier to accomplish.

Finally, think about how these Objectives would re-align if the goal changes from winning to not loosing.  Which is the most important Objective now?

Hopefully you found my first post here useful.

143
Space Naval Games / Newtonian Movement?
« on: December 23, 2015, 07:02:47 pm »
Most, if not all, of the current Space Armada games don't try to emulate all the interesting tactical movement available in space, like flying backwards.  I was wondering if anyone is familiar with a good movement system which captures this, but without requiring a slide rule and a protractor.  I'm not interested in doing math in my games.

Off and on, I've been trying to develop something for Firestorm Armada, and while the system I have is functional, it's not exactly easy and smooth.  I'm certain someone here has played something good during their wargamming plays.

Thanks in advance.

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