Each year for the past 3-5 years me and my friends have been getting together for a weekend to play a few years of WWII. The game that we have been mostly playing is Columbia Games' Eastfront II, which covers the eastern war with Germany and Soviet Russia. It's basically a hex-based map with different terrains, rivers, weather changes, HQ-driven troop mobilization and combat - the rules are abstract but not overly so to uphold an enjoyable immersion. The game also employs fog of war with thick wooden standing unit pieces, which certainly adds to the excitement.
The game is advertised for 2 players, but we went ahead and modded the rules for 6 players + a referee. We made both sides consist of 3 field commanders plus a supreme commander. We looked at the map and divided it into 3 parts: the north, the middle and the south. For each part of the map, a German field commander and a Soviet counterpart would sit against each other and hold command of their own area. They saw only units that moved on their map. We decided that each 4 turns (a turn was a fortnight) the field commanders could all go have a meeting with their supreme commander, discuss strategy and synchronize information. We usually set these meetings to last for about 10-15 minutes.
The role of the supreme commander was to dole out repair points plus reinforcements and to send messages to their field commanders. Each turn the supreme commander could send a message to all of his subordinates, and each turn all of his field commanders could send one message to their supreme commander and one message to their fellow field commander. A message could be intercepted with a possibility of 1/6. Intercepting the message meant that the referee would toss a die and if it turned out one, he would take it to the enemy supreme commander without the sender knowing about it until the next meeting.
As an addition, the supreme commander had a map, but he had nothing in it except his own unit, which was good for moving singular units, sending paratroops and air strikes. The supreme commander would also get all the dead units brought out to him when units started dying. You would definitely know things were bad when infantry that were at the edge of Moscow 3 turns ago (or so you recall...) were handed to you by the referee!
Last year we upped the ante and tried out EuroFront II by Columbia Games. It was an epic attempt to play the final year of the war with the whole map of Europe, the winner being the one who holds the most Victory Cities (historically notable European cities) in their supply network by May 1945. With over a dozen players we anticipated problems in our message delivery system, which mainly consisted of a two guys gathering a bunch of papers from players and throwing dice for each message per turn per player side.
We opted for an easier solution and I set out to build a simple messaging system. It was a horrible PHP Slim-based Bootstrap webapp, with business rules written in postgresql functions and code structure being an implementation of pasta. I suspected it would be a maintaining nightmare (and it sure was!), but it worked without a problem during that weekend. Everyone loved it, including our refs' feet.
This year the game is Eastfront II and the messaging is modified for two player sides. We will also allow messages to pass through to their original recipient even if they are captured. With this we will experiment whether the turns will become more interesting for the players whose messages are always captured.
Based on this horrid ad-hoc prototype of mine, I'm currently working on building a more generic, a rule-based messaging system for our guys. Definitely more maintainable this time, promise.
Ps. For what it's worth, the ultimate alpha nerd war game seems to be The Campaign for North Africa. I will invite you to read the description of the game as described in Board Game Geek [0].
The game is advertised for 2 players, but we went ahead and modded the rules for 6 players + a referee. We made both sides consist of 3 field commanders plus a supreme commander. We looked at the map and divided it into 3 parts: the north, the middle and the south. For each part of the map, a German field commander and a Soviet counterpart would sit against each other and hold command of their own area. They saw only units that moved on their map. We decided that each 4 turns (a turn was a fortnight) the field commanders could all go have a meeting with their supreme commander, discuss strategy and synchronize information. We usually set these meetings to last for about 10-15 minutes.
The role of the supreme commander was to dole out repair points plus reinforcements and to send messages to their field commanders. Each turn the supreme commander could send a message to all of his subordinates, and each turn all of his field commanders could send one message to their supreme commander and one message to their fellow field commander. A message could be intercepted with a possibility of 1/6. Intercepting the message meant that the referee would toss a die and if it turned out one, he would take it to the enemy supreme commander without the sender knowing about it until the next meeting.
As an addition, the supreme commander had a map, but he had nothing in it except his own unit, which was good for moving singular units, sending paratroops and air strikes. The supreme commander would also get all the dead units brought out to him when units started dying. You would definitely know things were bad when infantry that were at the edge of Moscow 3 turns ago (or so you recall...) were handed to you by the referee!
Last year we upped the ante and tried out EuroFront II by Columbia Games. It was an epic attempt to play the final year of the war with the whole map of Europe, the winner being the one who holds the most Victory Cities (historically notable European cities) in their supply network by May 1945. With over a dozen players we anticipated problems in our message delivery system, which mainly consisted of a two guys gathering a bunch of papers from players and throwing dice for each message per turn per player side.
We opted for an easier solution and I set out to build a simple messaging system. It was a horrible PHP Slim-based Bootstrap webapp, with business rules written in postgresql functions and code structure being an implementation of pasta. I suspected it would be a maintaining nightmare (and it sure was!), but it worked without a problem during that weekend. Everyone loved it, including our refs' feet.
This year the game is Eastfront II and the messaging is modified for two player sides. We will also allow messages to pass through to their original recipient even if they are captured. With this we will experiment whether the turns will become more interesting for the players whose messages are always captured.
Based on this horrid ad-hoc prototype of mine, I'm currently working on building a more generic, a rule-based messaging system for our guys. Definitely more maintainable this time, promise.
Ps. For what it's worth, the ultimate alpha nerd war game seems to be The Campaign for North Africa. I will invite you to read the description of the game as described in Board Game Geek [0].
[0] http://boardgamegeek.com/boardgame/4815/the-campaign-for-nor...