av8rmongo wrote:
I understand your concern about blank counters. The trick is to use extra counters, lots of extra counters. ... Sure you know something is out there but until its identified there's no telling what it might be.
Paul has put it very well.
You can hardly imagine how the gaming experience changes until you try playing blind to your opponent's force using paper "chits" with some blanks mixed in.
I have had games where players spent half the game chasing down a small column of blanks, or maneuvering key assets to counter a threat from some flanking blanks. On the other side I've played in games where a player convinced himself that some chits were blanks, and wound up having a position overrun when they suddenly turned into real units at VERY close range.
Even a ratio of 1 blank/dummy chit per 3 real unit chits will add a very significant "unknown" factor to every decision a player makes during the game. For an insurgency or guerrila game I would go to an even higher ratio -- maybe as high as 1:1. But try experimenting with various ratios. There is a balance between the amount of doubt you want to inject, vs. the game-play hassle of moving so many chits with some sense of purpose.
I have also seen the chits sow confusion into the C&C of units. On one occasion (oft repeated here in these fora) in a cold-war battle, my opponent diverted a set of blank chits at the back of a road-marching column to occupy a small town. His thought was to fill the town with some chits to convince me that his flank was defended, when in fact it wasn't. Except when his primary force went in on the attack, he turned over a set of BLANK CHITS! "WHERE THE H3LL DID MY TANKS GO?!?!" He had made a mistake in moving his chits. Evidently his sole platoon of M60s had made a wrong turn on their approach, and were milling about in some side town that was not one of his objectives.
WIth blanks on the table, I allow any reaction to the chits. You want to drop some arty on those chits? Go ahead. As gamemaster I've probably allowed a limited number of fire-missions. Or perhaps a slow comms channel. Or maybe only one battery for your side. You want to expend some of your precious resource on a suspicion? You go right ahead. I'll play the chits just as if they were real units, I'll tell you different kill numbers for different chits (as if it were a mixed unit), I'll lament and curse and stomp my feet when you kill off one of the blanks, and I'll quietly refer to the "damage to structures or terrain" rules to add fire and smoke to your strike where appropriate.
Couple that with spotty or just plain wrong intelligence - "Hey you didn't tell me they had technicals, where did that come from?" ...
Again, great advice. Such a clever fellow!
I am a big fan of faulty intelligence, half-information, and unbalanced forces. You kind of have to get in with the right gang of gamers to make this work, as some guys get all huffed-out when they perceive that it was not a "fair" game. ("Fair" meaning they had every advantage they could milk out of the rules.)
But I just love unbalanced games, and games with surprises. Several of my very favorite gaming memories were highly unbalanced games.
As an example, CGErickson (who occasions this forum) and I set-up a pick-up game at an open table at a con a year or two ago. Our goal was to play a primarily infantry battle, as a test of the infantry rules in the Mein Panzer ruleset. We have played many battles together, and have a very compatible gaming style. So we set some basics for the game, and leave each other to make it interesting.
We set up some terrain with a river bisecting a board, with a single bridge. We said he would defend with a re-inforced late 1943 German infantry company, and I would attack with two re-inforced Soviet infantry companies. "Re-inforced" meant two units -- batteries of guns, or platoons of armor, each. Then we also said we would set-aside two or three other re-inforcing platoons, and any walk-ups that wanted to join us could bring one on the board.
I took a platoon of SU-76s and an 82mm mortar battery to support my infantry. He took a battery of 105mm howitzers and Pak40 ATGs. But neither knew what the other had.
Three fellows eventually walked up to join the game. The first guy joined the German side. CG had him throw a die to figure out which platoon he received. He wound up with a platoon of "something" (in fact a battery of StuGs). But that guy brought them on and took up a position off to the side, then wandered off (happens at cons), and so CG now had more forces than he was "supposed" to. Then a pair of fellows walked up, and joined one to each side. We decided to give the guy on my side TWO platoons, to balance out the guy who had come and gone on the German side. I had set aside several platoons. I had him throw a die, and he got two platoons of T-34s. Cool. Now we had some mobile striking power.
The other guy on CG's side threw a die. As I had, CG had prepared several platoons. This guy threw a 6 -- CG laughed, and gave him something. What it was was completely unknown to me.
So the other guy comes on with some painfully slow moving chits. I assumed they were infantry.
I used my mortars to drop smoke on CG's positions, and surged my infantry up to and across the bridge. Then my re-inforcing teammate's T-34s swarmed across, and made a dashing advance around the flank of the German infantry position, loosing several to ATGs, but then got behind a hill and fell upon the howitzers. Exciting.
And then, from out of my smoke screen, some FRIKKIN' ELEPHANTS CAME WADDLING OUT. Oy! I screamed and shouted, stomped my feet, pulled my hair. What the heck was I supposed to do? I had all of 3 AT rifles at the bridge! My SU-76s, those that were alive after some long-range dueling with the StuGs, were far away. Like they would do any good against those behemoths anyway!
But then the Elephants turned back-sides towards me and waddled off back into the smoke. Too many chits facing them, and the T-34s behind the hill beating up the guns, and the newbie player could not muster the clarity of purpose or resolve to carry through with squashing me like the bug I was to him, and went off to chase the known force of 3 or 4 remaining T-34s. Of course he would not catch them. And I would hold the bridge.
These are great gaming memories. Tons of fun.
Chits, blanks, really do add to a game. Then put in a dose of imperfect information on the opponent's forces. It isn't a perfect simulation of the fog of war, but it provides a significant dose of fog, and is eminently playable.