- A Problem with Tradition -
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Duplicate Blog entry on the Turn Sequence for feedback
Unlike many turn systems used in many traditional wargames, where Players take turns to move all their forces while the other waits, WarSpike uses a dynamic system which divides the battle up into 'Paired-Resolutions'. To get to grips with the concept, I'll start with traditional way of doing things, go though my observations, and show how the WarSpike turn builds upon the observation.
The Traditional way : Imagine two opposing forces of Red and Blue. In a traditional turn one side moves while the other waits.
Assuming Red goes first: In the diagram opposite Red can move or shoot with each of their units (A, B and C) while Blue waits patiently twiddling their thumbs. Blue plays no part while it's Red's go. Blue could wander off and make a cup of tea, fetch a beer, check email or watch TV. They might as well do something productive with their time, because they sure aren't missing anything!
Once Red has completed their go, then it's Blue's turn. Red now has to wait for Blue to move and shoot with all their units (X, Y, and Z). Red plays not part (time for them to get a beer! (they're going to need it))
While this isn't to much of a pain in very small battles of a couple of units, where Blue does not have to wait too long, once we have a few units on the table it can become quite tedious and dull for the Player who is waiting. Imagine fighting a massive Napoleonic era battle with skirmish rules for a laugh; one side has to wait hours..
To be fair many modern wargames try to get the other side involved in some way, usually in close combat, or psychology rules. However these minor fudges tend to irritate more than getting the other side actually involved. These fudges feel like a chore, it doesn't take away from the fact that the waiting Player is merely going through the motions, and often only their to make the other Player's turn more interesting by having someone stand their and wait. Modern wargames simply do not go far enough in making the wargame interactive - but WarSpike will!
Observation: Once the Player controlling Red have completed their go, then the Player of Blue gets theirs. The complete turn, after both sides have taken action against each other, if represented in the diagram opposite. If we look at the conflict between Red and Blue we can see that they are in fact three separate conflicts.
Isolate: Red A vs Blue X is totally separate from the other two conflicts: B vs Y and C vs Z. This observation lies at the core of the WarSpike turn system. Instead of alternating turns, where Red moves all their units then Blue moves all of their's, we can pair units of Red and Blue that are directly affecting each other.
This allows us to divide up a large battle into small, manageable, Paired-Resolutions. Both Red and Blue work out the Paired-Resolution together. The conflict between A and X can be worked out in total isolation before both Players move to B and Y, and C and Z. This means that both Players are taking part every step of the way. No you could play a really massive Napoleonic era battle with skirmish rules, and it may actually be fun! (and you would loose your opponent by the time you've finished your go).
Duplicate Blog entry on the Turn Sequence for feedback >
Copyright © Philip Sibbering 2007-2013. WarSpike™ is a Trademark of Philip Sibbering.
This file last modified 06/25/16