Let's Do the Numbers, The Problem with Making World at War Counters Readable


Few things have received greater praise, or more derision, than the twelve numbers written on (most) World at War counters. Some folks love having the data on the game chits, some folks feel it's confusing, almost all say the font is ridiculous.
Russia's Latest Weapon?
Let's face it; games can get pretty damn confusing. Often they are made more so by anything within the design that requires you to pull your focus from the game board and the pieces on it, and refer to charts, rules, etc. Some of this is unavoidable. You can't play a game without rules, and few, if any, conflict simulations can be gamed without terrain effect charts, combat results tables, etc. What I tried to do with World at War counters is eliminate the need for unit data charts and a combat results table. Let gamers focus on the game, not the charts.
As for the numbers on the counters, the game's combat engine, where did that come from? You might not believe me if I told you, but I simply don't remember. Okay, I'll admit that is only a partial truth. I've played many role-playing and miniature games where dice are thrown, and hits are assessed based on rolling a target number. Those games were the inspiration for World at War's combat system. But was there a specific game? Not that I remember. I just wanted a system that allowed gamers to toss dice, resolve combat, and have fun. I think World at War does that.
As for those that feel that the counters are a confusing jumble of numbers. I feel your pain. I might write like a young guy, perhaps I even think like a young guy, but I'm as old as just about anyone playing the game, and those numbers are hard to read. Here's the problem. Bigger counters mean fewer counters on the counter sheet. Okay, I think we could all deal with that. LNLP could either reduce the number of units in the game, or charge a little more. Unfortunately, the costs associated with bigger counters don't stop there. Larger counters mean larger hexes in which to play with them. Larger hexes means less hexes on the same size map. Less hexes on the same size map, means that you need to have larger game boards, or more of them. Both options mean more expense. In the end, I think increasing World at War counters from their present 5/8" to a very nice 1" would probably raise costs 25-25%.
I’ve looked at other options. The Cards of War that failed to fund with Eisenbach Gap Deluxe was the best. Cards of War would provide a card for each counter. Just pull the cards and lay them beside the game board for easy, large-numbered reference. Unfortunately, we didn’t raise the money to print them. Maybe it’s an option for the future. Time will tell.
Next World at War post I’ll dive into why an Abrams is a 4-4, a Leopard II a 4-3, and what’s up with the T-72’s speed. Non-gamers? Sorry, I’ll get back to you soon, maybe even tomorrow.


Mark H. Walker served 23 years in the United States Navy, most of them as an Explosive Ordnance Disposal diver, he is the author of Desert Moon, an exciting mecha, military scifi novel with a twist, with plenty of damn science fiction in it despite what any reviewer says, as well as World at War: Revelation, a creepy, military action, with a love story, alternate history, World War Three novel thing, Everyone Dies in the End, and numerous short stories. They are all available from Amazon Kindle Direct Publishing right here. Give them a try. I mean, what the hell?


Comments

Ken said…
Thanks for your thoughts on the WaW counters. Personally, I like them pretty much the way they are now. I wouldn't want larger counters for all the reasons you stated (cost, bigger game boards, ...). The cards idea for EGD was great, and I'm disappointed they didn't get funded. That would be a good alternative to bigger counters.
Mark H. Walker said…
Thanks, Ken. Maybe sometime in the future.
Herrodadog said…
Mark, your statement "I just wanted a system that allowed gamers to toss dice, resolve combat, and have fun. I think World at War does that." says it all. This core value of yours is the reason why I love your games. I'm looking forward to Stalin's Triumph and your future offerings. Keep designing!
Mark H. Walker said…
Thanks, Herrodadog. I just want to enjoy the stuff I'm playing.

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