I have but two humble claims to online gaming fame (and if you know either one of them I’m going to be massively surprised). I programmed two games for the short lived Multi-Player Games Network (mostly known for its Kingdom of Drakkar game that is now owned by the creator of the game and is still online). The first was a train game adapted from a game from Mayfair Games. The second was a war game adapted from the war game “Operation Market Garden” by Avalon Hill.
For an understanding of Operation Market Garden an Allied military operation, fought in the Netherlands and Germany in World War II, check out the Wikipedia link. Rather than going for a complete historical recreation, I would like to look at, for a moment, the interesting feature of what made that game interesting and fun to me and how I was able to test my game for hours at and end without dying of complete boredom. Many features are just not possible at CC, but some are and they would make for a most interesting map if done in the spirit, (if not the complete historical accuracy) of OMG.
At the ultra high level view of OMG, the board game, I believe the following factors were the most important. Note not all of these can be incorporated into CC.
- Limited time frame
- Round to round weather conditions
- Different troop types including engineering troops
- Hex map with terrain features that limited movement
- (ALLIES) Air dropped troops and supplies (gliders, paratroopers and runways)
- Maintaining supply lines was vital
- (AXIS) The ability to destroy bridges to cut supply lines
- (ALLIES) The ability to repair bridges and runways
Clearly 1-3 are not possible with CC so I’ll just throw them away immediately. One of the things that I really liked was the notion of supply lines and air supplies. In OMG it was literally possible to overstretch yourself because while you could air drop troops far into enemy territory you still needed ground troops to march through to provide lines of supply.
4 is somewhat possible but not completely. I would recommend that the initial deployment be only in areas of starting points with most of the map covered in neutral combatants. Difficult terrain could be represented by a larger initial level of neutral troops.
Lines of supply could be encouraged by two notions. The first is the “decay” of the territory (-1 to troops in all areas except base locations; Axis cities, Allied air starting points (*) and Allied ground starting points) and second a stronger reliance on Automatically deployed bonuses (on the above three mentioned types of locations although I would recommend no deployment bonuses on the air starting points) as opposed to place your own bonuses; requiring most troops to be moved at the reinforcement section of the turn.
Air starting points have one way attack far into the northern portion of the map.
Ground starting points are all from the south portion of the map.
Axis cities are mostly on the northern portion of the map.
(*) One idea is to allow decay at the air starting points and do not have deployed bonuses there. This would encourage swift deployment of air power
Bridges are another interesting idea. In OMG they were represented as the ability to cross from one hex into another. I think in the CC this could be represented by making the bridges actual territories. Bombardment from Axis cities could “destroy” the bridge, and a stronger level of decay could be placed on the bridge to prevent the Allies from simply placing enough troops on the bridge long term that the Axis could not bombard the bridge to break supply lines.
Naturally with the CC attitude the game ceases to be a two side war even though the advantages of both sides are still in the game. Multiple players could battle each other from the German cities and through the troops moved from the southern supply lines, each trying to cut off the other’s supply.
So anyway, that was my rough initial idea for the map. Unfortunately I can’t find a simple image of the old Avalon Hill game. Here is the map from Wikipedia: