The Army Design Module is Ready for Beta Testing and we’re adding the in-app help files now! This is pretty exciting and we hope to be rolling out the next modules (Map Design and Scenario Editor) very quickly as they are almost completed, too. After over a year of hard work General Staff is becoming a reality!
I first conceived of General Staff as a very simple, introductory wargame that might be the first real wargame to be released for the Xbox (clearly, an under-served market). However, two things stopped this plan dead in its tracks: first Microsoft closed down the independent online games channel for Xbox and then, after being approached by a major wargame publisher, I was told that there was, “no market for wargames on the Xbox,” however a new version of my UMS series, could, “sell 25,000 units in its first year.”
So, I went back to the proverbial drawing board but I also asked you, the Grognards, what kind of a game you wanted. And here are the results:
After pondering this conundrum I had an epiphany: ‘simple’ wargames and ‘complex simulations’ actually share about 80% of the same code and data. Why not make a wargame that the user can decide which he wants to play? Sometimes people aren’t up for hours long complex simulations; other times people are.
In the above screen capture the user has selected ‘Simulation’ mode. Note that there are headquarters units displayed. Headquarters play an important role in General Staff in simulation mode. All orders are given through the commanding general to the subordinate commander (via courier) and then (again via courier) to the actual unit. For example:
It will take 8 minutes for the courier to ride from Marshal Beresford headquarters to the subordinate’s headquarters.
Additional time (based on the headquarter’s Leadership value) will be added before the next courier is dispatched to deliver the order to the infantry unit. So for a command to go from Marshal Beresford, to Major General Stewart to Colborne’s Brigade will take a minimum of 14 minutes of game time plus additional time penalties based on the leadership abilities of Beresford and Stewart.
Lastly, the leadership of Colborne’s Brigade is used to calculate how quickly the unit will act upon the received orders. This is an example of the detailed Simulation mode for General Staff.
However, in Kreigsspiel mode, all headquarters units are removed and the user issues orders directly to the units that immediately respond to the commands.
Also, all unit information except a simple value (1-4) is ignored. Kriegsspiel mode is the simple, introductory wargame that I originally envisioned.
Below is a video describing how to use the Scenario Design Module for the General Staff Wargaming System. Yes, it really is that simple: just combine two armies previously created in the Army Design Module with a map created in the Map Design Module and create a new battle scenario.
Also, there’s a gameplay surprise in this video!
The Scenario Editor Module for General Staff allows the user to combine any two armies created in the Army Design Module with any map created in the Map Design Module and create a scenario or battle. In the screen capture before we’ve combined the Allied Anglo-Portuguese Army from the Battle of Albuera (May 16, 1811) as the Blue Army with Napoleon’s Imperial Guard as the Red Army and placed them on a map of our own design.
Also, note that when you slick on a headquarters unit the route, distance and time that a courier will take to deliver orders to the next subordinate unite are displayed. This is just the beginning because General Staff is actually two wargames in one.
We will be posting a video showing off some of the new features shortly.