Hi Steve,

Quote Originally Posted by Steve Blair View Post
Yeah, I've seen other games that do this as well. There was an AH Napoleonic game (Struggle of Nations, I think it was) that had generic unit counters, with all the nifty stuff hidden away on a strength table. Downtown does something similar with the air war over North Vietnam.
GDW was using those as well. It works rather nicely at the strategic level, but Eric's point about the operational and tactical level limits is a good one.

Quote Originally Posted by Steve Blair View Post
Though I'm willing to be convinced otherwise, I still feel that the best way to game a small wars setting is either through a modified RPG-type system or something using teams and a control element (double blind, if you will).
Years ago, I was involved with a year long game using GDWs Europa series melded in with Squad Leader. The game itself lasted for about a year (we only played about 6-12 hours per week), and we had several umpires. Most of us were also game designers or, at the minimum, DMs. What we ended up doing was sing Europa for the strat level, SL for the base tactical, and then created any other rules we wanted on the fly (90% vote to agree on new "rules"). When the actual "war broke out", it was 1942 and centered around a civil war inside NAZI Germany (Wehrmacht vs. SS).

I think a modified RPG system would work well, if it was integrated into a strat level game that included international IO as well.

Quote Originally Posted by Steve Blair View Post
Honestly I wish more was being done with this stuff. I think people underestimate how valuable a training aid a good game can be.
It's market driven . It might well be worth the military contacting one or more companies to act as design agents in a manner similar to te micro-armor deal from the late 70's, early 80's.

Marc