TIME
AND SPACE
Many
problems associate with making a good trireme game are, I have
decided, to do with time and space.
.. but maybe not quite so profound.. |
The
first problem is the game turn sequence. Who goes first? What is done
first? And what next ? And what last ?
The
usual, my usual, approach is reductionist and logical. I build some
complex idea with all possible options and aspects included. This is
then dissected and pared down to, hopefully, reveal a skeleton which
works logically and effectively in a game.
But.
Some things do not let themselves get processed effectively by this
method.
Ships
attacking each other at sea appear to be one of these awkward things.
(aerial or spaceship combat is probably another)
The
basic game-turn, since the dawn of games is 'I go, You go'. Nefatafl,
Chess, wargames have followed this principle.
The
antithesis is the 'Simultaneous Move'. Here players have orders which
should predicate what they make their game pieces do. Both players
move, attack, etc. together and consult to ensure the appropriate
timing of events.
Simultaneous
movement seems to offer the more realistic option. Something closer
to the real world because opponents do not wait in real life for
their enemy to have his strike before replying in kind.
In
a game, rather than a pure simulation - simulations which, because of
advances in computing power available to us all are probably best
done as a software model or algorithm - the simultaneous move does
not hold up so well.
Charles Wesencraft put it succinctly, even
acerbicly, in 'With Pike and Musket'.
'I
have always found the simultaneous move leads to argument, general
confusion and even cheating.'
'If
there is an argument about the movement of that unit, the loser of
the game feels
cheated, He cannot prove it, but it remains in the mind. The
simultaneous move lose friends!'
With
ships, and even more so, aircraft, the problem is heightened because
the units are theoretically in constant motion relative to each
other. There is no possibility of a pause to help explain hiccups in
movement or action during the game. An attempt at a truly
simultaneous move system is doomed to failure - accurate time and
distance control is necessary, too much to expect unless we can have
autonomous programable models and outside of the computer this does
not work (?yet) A simulation approach thus cannot work on the
tabletop for triremes and so a simultaneous game-turn cannot either.
The
primitive 'I go, You go' sequence actually has some arguments in
favour of it actually being realistic in some aspects. Opposing sides
in a battle rarely approach each other but one will hold a position
and wait for an attack which will then be countered. Stroke and
counter-stroke is more likely.
'I believe it was my turn, Mikhail Feodorovich...' |
Alternate moves remove doubt and keep the confrontatonal aspect of the game to
the fore. However, we must ensure it can cater for the degree of
realism we would like for a trireme game.
The
essence of a trireme battle, as I understand it, is constant
positioning like two lines of rams or bulls facing each other.
Shifting position may take the enemy off-guard and then a charge can
be made with advantage. With triremes the added aspect of feint
attacks lets a more mobile party trail their cloak before the more
static side and see if they can be tricked into breaking formation.
On top of this we have the diekplous.
The diekplous
is the manoeuvre which allows an attacker to pass through the
opposing line and attack it from behind. Unless one takes the scale
up to tracking movement in very short periods or down to an abstract
level this is very hard to recreate on the tabletop.
There's 170 rowers, 12 hoplites and 4 archers in there...(wrong story maybe ?) |
The
answer seems to be some kind of overlap. Players' turns overlap with
each other so that ships can travel ahead in time when necessary, or
even, maybe, back.
The
other problem with turn sequences is that of players' intentions.
The
intention of a player or his models should not reveal clairvoyant
capabilities due to seeing the opponent's success or failure and
changing his plan accordingly so that the moves he makes show no
relation to what he may logically have been expected to do at the
turn start. The all-seeing god-like players should have some
realistic limitation in moving their pawns.
That Larry Olivier - perfect bastard I hear... |
This
problem can be addressed by forcing players to write detailed orders
which his models must follow. The documentation, time and problems of
interpretation associated with this are legion and order writing
should be avoided like the plague, in my opinion. Order writing can
just so well lead to unrealistic behaviours and also to a strange new
language which is a source of argument between friends.
Ties not compulsory but Order Pads... |
So
the answer I am after should be a form of time-travel which forces
players to declare their intentions without writing anything down
while making them keep to a plan. ?#%&
The
solution lies in what I have called REACTION ORDERS. Yes, language
harking back to the good old WRG 'reaction test'.
In
the present case, however, the REACTION is a specific action written
on a counter. Both players must commit their models to doing
something at the start of each game turn which they cannot regret. In
practice, each unit gets a counter placed face-down to indicate what
it will do in the turn and what it will do if attacked. When the unit
comes to move the counte ris revealed to show what the player
intended. When a unit is attacked then the unit's response must also
tally with the player's initial inentions. 'Flee at full speed', for
example, or maybe 'Stand and Fight'.
Time-travel
enters the scene when units interact with each other. If I have a
unit which has already acted but gets attacked then it needs to react
despite the fact I have done something with it. Can it act twice in
one time period ? No. What we do is to allow the attacked unit to
react but mark it as 'owing' a move. In the next round of 'I go, You
go' this unit has to pay its debt and the owning player cannot use
it. As he moves his models in his next go we consider that the
attacked unit is executing its reaction from the last round.
Appropriately papery means of time travel. |
What
about within the same round if we want to use the equivalent of
Avalon Hill's revolutionary 'opportunity fire' ? OF is where a unit
is set ready to act like a cocked gun which is triggered when the
opponent does something. The reaction order also allows something in
this line.
The
game turn sequence we end up with is quite complex in terms of the
variety of time threads that can be catered-for.
A
ROUND
Both players indicate actions using markers ( no writing)
First player acts
(he cannot use any units marked as 'owing' a move because they had a second, 'reactive', move last turn)
Second player reacts to attacks
Second player acts with any units that have not reacted
(he cannot use any units marked as 'owing' a move because they had a second, 'reactive', move last turn)
First player reacts to attacks
(if his units already did something then they are marked so they cannot move in the next round unless to react again)
In this way the successive rounds are interwoven in time without using simultaneous movement and keeping a specific sequence so there is no doubt who is moving and when.
And
why am I so happy with having sorted out this mental spaghetti?
Trireme
fighting relied on speed. Speed of reaction and speed with which one
could cover ground. Mix these two (time, time and distance) and we
have acceleration (distance/time2). Acceleration is important.
A
ship sitting still on the water in a conventional 'I go, You go' game
is a sitting duck. It needs to be given the chance to get moving as
the enemy attack it or we have an unrealistic game.
A
ship sitting still on the water may find an opponent moves a model
quite close to him and would therefore like to attack. In a simple
game-turn he must wait until next turn, when he can attack it if he
gets to move first.
In
both cases, the acceleration of each ship is made irrelevant, it is simply the
distance separating them which decides if they can attack.
'Ha(re) ha(re) I rolled first, I win ! ' |
If
we take speed and acceleration into account then we can make some
simple rules which avoid such oddities.
In
real life, if a rowing boat saw a speedboat close by he would never
consider getting stuck in to an attempt to close with it. Even if the
speedboat comes quite close, the rowing boat cannot move fast enough
and the speedboat can react fast to keep a separation between them.
The only situation they will meet is if they are on a collision
course and neither changes that situation. So it was with galleys. A
skipper knows the capabilitis of his vessel and can judge the
possibilities for overhauling or getting alongside another. From a
distance of 500 metres he can reckon out his chances of beating his
rival into port. Or his chances of knocking a hole in his side.
Who can catch who here ? |
Our
game rules should not allow a vessel to attack another moving at a
speed he himself cannot attain. In a simple turn structure speed and
acceleration does not matter, it is just a question of getting close
and getting the chance to move first. Our game rules must have a kind
of 'danger zone' around vessels, also, which forces ships to keep
away from hostile vessels unless they are driving in to make a
serious attack. Otherwise we are allowing otherwise sensible skippers
to dawdle into danger – which they would not do.
USS Schofield does trireme imitation |
Triremes
could turn more tightly than any modern warship – in a diameter of
200 feet - and at an angular speed of 3 degrees per second. A trireme
could shift at full speed (close to 10 knots), come to a stop and
then proceed at full speed astern within 1 minute. The whole raison
d'etre for their construction and the training of their crews was to
achieve this extreme performance.
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