Designing World at War
My apologies to my three
non-gaming readers. While the following was a blast to write, and will make
good reading for my war gaming friends, it’ll probably put you to sleep. Sorry,
but here goes.
Designing World at War
A confluence of ideas and events
lead to the birthing of World at War (WaW). The spark was no doubt Harold Coyle
and his seminal novel, Team Yankee. In the midst of rereading the book for the
uncounted time, I decided to design a game that would let me create and fight
my own Third World War. I liked Coyle's book, but wanted a different setting.
Coyle, like so many people I have met since I designed Eisenbach Gap, tended to
minimize the Soviet's combat effectiveness. I wanted to treat them a more
fairly. I also wanted a story that didn't completely follow the Third World War
universes that had gone before. Hence, England
drops out of the war, South Korea
invades and conquers the North, Japan
threatens to retaliate, Romania
secedes from the Warsaw Pact, and the Pope calls the 11th Crusade to eradicate
the evil that brews in Wallachia .
Great fun, but critics tend to
denigrate my choices as wholly improbable. I ask the denigrators (sic) if two years
ago they would have believed America
would supply Al Qaeda with small arms to topple an established and stable
regime. That's what is happening in Syria .
Of course there is the whole
paranormal aspect to the World at War fiction. Some people love it, some don’t.
To me it adds a twist that sets the game apart from everything else in the
genre. But enough with the universe, what about the system?
I wanted WaW to accurately, but
not obsessively, detail the combatants. And I wanted to do that without
horrendously tilting combat factors in the favor of NATO. I’m a huge fan of the
original Panzer Leader family, but one thing that bugged me about the game
system was the combat factors in the Arab Israeli Wars game. For example, the
cannon on a Centurion, with its attack factor (AF) of 25, is twice as powerful
as a platoon of T-62 tanks, with their 14 AF. That just doesn’t feel right to me.
Training, in addition to their
junior officer’s initiative, makes the NATO forces better than most of their
Soviet counterparts. At least that’s what we've been told. I've met Russians
who would disagree, but I digress. So I wanted to create a method that would demonstrate
that initiative, something that would let NATO move and fight at a faster pace
than the Warsaw Pact units.
I guess I could have designed a
sequence of play that would have given them that advantage, but I’m a big
believer in the chaos surrounding war. I wanted NATO to act more frequently on
average, but not always. Those ideas birthed WaW chit draw system.
How about all those numbers on
the counters? Well, I have my reasons for them also. Stay tuned and I’ll share
them with you.
See you tomorrow.



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Jim S.