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Designer Notes: Scenario 1

Posted: Tue Apr 06, 2010 9:30 am
by MarkT
Scenario 1 is the evolution of the mix between design and testing. Originally, the scenario was intended to have all of Buford's command (-Merritt) to defend against Heth’s Division.
After research, Heth only committed 2 brigades, (Archer and Davis).
So now we have a fairly even fight (two Brigades on each side). The problem is, the cavalry is a much better fighting arm. This led to a quick rout of the rebel units.
I made the decision to insert two variants. First, I added the possibility of Pettigrew and/or Borckenbrough's brigades arriving, and Second, Devin's withdrawal to cover the northern flank. I originally removed Devin from Buford's command and had him withdraw as planned. This resulted in more play balance, but the potential impact of all of Heth’s division was too much for Gamble’s brigade.
The final solution was to have Devin withdraw. But, you as the player can (with difficulty) recall Devin's brigade (or part of it), when needed.

The federal cavalry at Gettysburg did not choose the field. Heth’s advance forced the issue. Buford notified Reynolds of the situation and it was Reynolds, a Pennsylvanian, that made the decision to deploy the First and Eleventh Corps to defend the town. It was his decision and deployment that shaped the first days fight.

If there are rumors of cavalry not fighting or holding their ground, ... well, the federal cavalry at that time did not want, or have orders to, get into a knock down drag out fight with the infantry. That was not their job.

Re:Designer Notes: Scenario 1

Posted: Tue Apr 06, 2010 9:51 am
by IronBMike
Interesting, I guess that explains a lot. Makes sense too that you would do it that way, but man were Devin's guys ticking me off! :laugh:

Re:Designer Notes: Scenario 1

Posted: Tue Apr 06, 2010 10:25 am
by MarkT
Yep, heard that a lot... :).

There are MANY cases where you have command of a unit but sub units are "borrowed" by those pesky superiors. At this time, to simulate that, I can either take it out of the oob or make your life miserable trying to use it. :)

Re:Designer Notes: Scenario 1

Posted: Tue Apr 06, 2010 11:52 am
by Tankerdco
I've done some scenario designing myslef, for other wargames. Also made a few for TC2M that I didn't release (never happy with them..LOL). One question I always try to keep in mind is "What perspective am I trying to give?" Is it recreation? Alternate history? big picture? little picture? etc... I think Scenario 1 in SOW is confused in this aspect. The scenario states Division level,with you acting as John Buford(Div Commander). However, it plays more as a Brigade Level scenario, with you acting as Gamble.

Mark, I honestly believe Scenario 1 should be Brigade Level, with you as Gamble. Then the scripted actions of Devin play out correctly and the whole scenario feels correct.

Regardless, Great job.

Re:Designer Notes: Scenario 1

Posted: Tue Apr 06, 2010 11:57 am
by MarkT
That was a discussion.....

It was just too limiting for variants

A good observation....

Re:Designer Notes: Scenario 1

Posted: Tue Apr 06, 2010 12:10 pm
by Slick Wilhelm
This is really interesting. I like the idea that things can go wrong(i.e. my orders not being obeyed, superiors calling away a regiment, etc). Realism is good!

A problem I can see happening is not knowing when something odd happens whether it's a bug, scripted behavior or a random(but entirely plausible) event.

In the McPherson's ridge scenario, from what MarkT said, I'm led to believe that I can attempt to recall Devin's men to fight for McPherson's ridge, instead of heading up north. Must I try to TC each individual regiment, or may I send Devin an order via courier to "move your unit to my right flank"?

Is there a chance, any chance, that he'll actually do this if ordered by his direct superior(me)?

I would love it if the devs would confirm whether or not random events are possible and have a certain percentage chance of happening in a given scenario. I've always been the kind of gamer who wanted random engine failures in flight sims and the chance that a tire would go flat in racing sims.

Re:Designer Notes: Scenario 1

Posted: Tue Apr 06, 2010 12:33 pm
by MarkT
There are randoms in almost all scenarios.
We try to follow history, but a random may occur. It has XX% chance.
If a random does occur, it could be multiples. We are trying to make the scenarios playable over and over again, instaed just of recreating history.

In Devin's Case, I will not give it away :) but it is possible to command him.

Re:Designer Notes: Scenario 1

Posted: Tue Apr 06, 2010 12:40 pm
by Slick Wilhelm
Thanks, Mark!

This game is outstanding. I hope you guys make a tidy profit from all of your endeavors. :)

Re:Designer Notes: Scenario 1

Posted: Tue Apr 06, 2010 12:47 pm
by MarkT
I hope Norb does, He's is starting to talk to himself, kinda weird... :woohoo:
He will be needing to pay the bills at the mental places.... :)

Re:Designer Notes: Scenario 1

Posted: Thu Apr 08, 2010 9:22 am
by MarkT
bringing this to the top... :laugh: