Darryl R. Smith
I have played CD, CA, and OTT for years, very much enjoying the playability of the basic game system versus all the other rules on the market. In reading Mr. Chadwick's designer's notes, and playing a few basic modem games using CA, I knew that you had found a game system that would let me play, not waste time in crunching charts to determine that, in a game that took seven hours to play, only seven minutes of game time had expired. This revelation led me to continue with CD, and I have not regretted the commitment. But being a gamer, and like most gamers thinking that we know everything about everything, I like to tinker with a rides set, oftentimes to satisfy my own ego. Not to say that CD needs tinkering. I think the system stands fine on its own. But in playing CD, as wen as most any other rules set dealing with most any other subject, I find that often times a scenario I have played in--or worse yet, that I designed-has a distinctive lack of play balance. Sure, on paper a scenario may look even, but as I do a lot of games at conventions, I try to ensure that both sides have an equal chance of obtaining victory. Often times this is not the case. Numbers can be deceptive. Just because both sides have a battalion of tanks does not guarantee that there is balance between the two battalions (especially if one battalion is comprised of Tiger IIs and the other BT-5s!) Common sense should be a consideration, but sometimes this isn't enough. And so, being a gamer, I decided to come up with a point system for rating vehicles for CD. I know what you're thinking: Another headache to have to deal with. Honestly, I myself do not like anything that takes away from gaming time, but as a tool to create balanced scenarios, a point system should help. It's not fair to take a company of Panthers against one of Shermans (fun maybe, but not fair); a poor gaming experience may discourage a potential gamer, especially at a con. So this is my offering. It takes into consideration a vehicle's offensive and defensive capabilities, such as armor and penetration of the main weapon. The formula I used breaks down as follows:
For penetration, I use the AP round (if available) of all weapons and rate of fire for all weapons as well. I do not include machineguns, as they have a tendency not to penetrate armor. Therefore, a Tiger II would be as follows:
As you can see, I used the penetration from the 25" range, half the maximum of the 88L71. For comparison, a T-34/43 with the 76L39 would be as such:
If a weapon has a penetration value of 0 or less, I don't add anything for that value. If a vehicle has more than one weapon (such as a Lee/Grant tank), then I use all weapons to determine point value (the Lee/Grant should be rated as a 12). I hope that some of you will be able to use this point system as a way to build balanced scenarios. 1939France AMC 35 (AGC 1) : 5.5 Germany Gw I : 10 Italy L3/33 Tankette : 1.5
Japan Type 89 Chi-Ro : 4.5 Poland 7TPdw : 1.5 United
Kingdom A9 Cruiser MkI : 4.5 Soviet
Union BA-FAI: 1 1940France R40 : 7 Germany PzJr I : 4.5 Italy AB-40 : 1 United
Kingdom A13 Cruiser Mk IV : 5.5
United
States M3 GMC (75) : 4 Soviet
Union KV-1/39 : 9.5 Back to Table of Contents -- Command Post Quarterly #4 To Command Post Quarterly List of Issues To MagWeb Master Magazine List © Copyright 1994 by Greg Novak. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |