本帖最后由 同一年代 于 2025-3-13 12:53 编辑
John Devereaux: One of the things that many players forget is that time is relative in gaming terms. Just because a unit marches to the sound of battle during a turn, does not mean it did not take a 10 minute rest break to get there. Also, ZOCs simulate a units influence on an adjacent area. This may mean that the ZOC has the unit physically in it, but is not shown on the map as such. The ZOC simulates multiple hex occupation in a way. One can always add complexity to simulate reality. The current system I believe was built for playability and the possibility of realistic results. This is a major selling point of the system. For many scenarios in the system, you can set the game up, play the game alone or with a friend in one night, enjoy the competition, and learn some history. The enjoyment for me with this system is that I do not have to do any bookkeeping. Of course, anyone is welcomed to add whatever complexities to the system they want to as they own the game. Our gaming group actually enjoys the simplicity of the system more than adding complexity. 许多玩家忘记的一件事是,在游戏术语中,时间是相对的。仅仅因为一个单位在一个回合中向战斗地点行军,并不意味着它没有在途中休息10分钟。此外,ZOC模拟了一个单位对相邻区域的影响。这可能意味着控制区内有单位实际存在,但并未在地图上明确显示。控制区在某种程度上模拟了多格的占据。 人们总是可以通过增加复杂性来模拟现实。我相信当前的系统是为了可玩性和可能实现现实结果而构建的。这是该系统的一个主要卖点。对于系统中的许多场景,你可以设置游戏,独自或与朋友在一晚上内玩完,享受竞争,并学习一些历史。对我来说,这个系统的乐趣在于我不需要做任何会计工作。 当然,任何人都可以随意增加他们想要的复杂性,因为他们拥有这款游戏。我们的游戏小组实际上更喜欢系统的简单性,而不是增加复杂性。 讨论:其实我之前提出的疲劳问题并不是针对一回合内是否有这10分钟的休息时间,而是针对剧本而言:以瓦格拉姆ATB为例,当时的士兵真的能够从凌晨四点一直战斗到晚上八点吗?即使说每小时能够休息十分钟,似乎也很难想象。
Mark Merritt:
I can’t say that the TLNB offers a “better” combat model over incremental losses, but I think it models tactics at the operational level in a way that the incremental loss games just can’t. And to me, that is because of the scope of the games. There is just so much more of a playground to conduct operations on. In the incremental loss games, LaBatt in particular, you usually just see 100 - 115 meters per hex. Not nearly as much maneuver room, even with a big 4 mapper. Now, I love LaBatt. It’s a great system. But TLNB is a better game for our group (which includes John), because we can game so many campaigns and not spend weeks re-learning the rules. I find myself planning strategy in TLNB more than looking up rules in LaBatt. And that’s great for team play.
But, each game model has its place.
The TNLB system lets you develop where the battles will be. Now, Kevin puts the Victory Points on places that the historic commanders aimed for, so, he does drive the campaigns towards the historic locales, but, there are usually many roads to those places and that’s where your decisions matter. To me, that’s the best part of the game. John hit the nail on the head in that the mechanics of the game are easy to grasp, but the strategy to win each one is fun as hell to puzzle out.
And at the end of the game, I’m just about always amazed at how “realistic” the outcome turns out. It may not be my side that won, but I can sure understand how the other side did. And it doesn’t take a month of Mondays to play it out.
我不能说TLNB提供了比渐进式伤亡模型“更好”的战斗模型,但我认为它在战术层面上模拟了会战级别的战术,这是渐进式伤亡模型无法做到的。对我来说,这是因为游戏的规模。TLNB提供了一个更大的“游乐场”来进行操作。在渐进式伤亡模型的游戏中,尤其是LaBatt,通常每个六角格只代表100到115米。即使是在一个大型四地图剧本中,也没有太多的机动空间。现在,我很喜欢LaBatt。它是一个很棒的系统。但TLNB对我们的小组(包括John)来说是一个更好的游戏,因为我们可以进行许多战役剧本,而不需要花几周时间重新学习规则。我发现自己更多地是在TLNB中规划战略,而不是在LaBatt中查找规则。这对于团队游戏来说非常棒。
但是,每种游戏模型都有其适用场景。
TLNB系统让你可以决定战斗将在哪里展开。现在,Kevin将胜利点放在历史指挥官们瞄准的地方,因此他会将会战导向历史地点,但通常有许多通往这些地方的道路,而这正是你的决策发挥作用的地方。对我来说,这是游戏中最棒的部分。John说得对,游戏的机制很容易掌握,但赢得每场游戏的策略却非常有趣,令人着迷。
在游戏结束时,我几乎总是对结果的“真实性”感到惊讶。可能不是我这一方赢了,但我完全可以理解另一方是如何做到的。而且,这不需要花费一个月的时间来玩完。
Eugene Rodek:
The TLNB is an attempt to simulate Napoleonic battles on a grand tactical level. It is based on a long and well-established system that follows a modernized IGO-UGO method, with the focus of creating some realism of the battles without adding too much complexity or chrome and enabling players to explore a battle typically in an afternoon. The evolution of the system has added a number of features, but the core of the system is generally the same.
As with any simulation, there are various modeled approaches that attempt to portray some elements of combat on this scale. The specific concerns expressed here are on a couple of the mechanics (reduced conbat unit vs incremental, engagement of units). Any of these points can be sited as reasonable criticisms of this system; just as a specific mechanism in any system can be criticized as being non representative of the actual conditions occurring on the field. In the end, the designer has chosen this system as the way to simulate Napoleonic battles on this level. Is it better at that simulation than other games? IDK. What are the criteria to make that judgment? One could play the same battle 100 times using different systems and do a statistical analysis to see which system came closest to the historical outcome, if that is what one is trying to achieve.
I take the bird's eye view (or perhaps the 600 ft hot air balloon view!). Does this simulation achieve a reasonable outcome for a particular battle and did I have fun in playing it. For me, the answer is yes. The long, long history of this system has served it well and continues to do so. Having a library of games that have the same basic rule set, that covers most of the Napoleonic wars is quite an accomplishment.
TLNB是个从大战术层面上模拟拿破仑时代战役的游戏系统。它基于一个历史悠久且成熟的系统,采用IGO-UGO机制,旨在在不增加过多复杂性或额外规则的情况下,达到一定的真实性,并让玩家通常可以在一个下午的时间内探索一场会战。系统的演变增加了一些新特性,但其核心机制基本保持不变。
与任何模拟系统一样,TLNB采用了多种建模方法来试图表现这种规模战斗的某些元素。这里提到的具体关注点集中在几个机制上(例如2Step的战斗单位 vs. 渐进式伤亡以及单位的交战方式等)。这些点中的任何一个都可以被视为对该系统的合理批评;正如任何系统中的特定机制都可能被批评为不能准确代表战场上实际发生的情况一样。最终,设计师选择了这种系统来模拟拿破仑时代的战役。它是否比其他游戏更好地实现了这种模拟?我不知道。判断的标准是什么?如果有人试图实现这一目标,可以使用不同的系统玩同一场会战100次,并进行统计分析,看看哪个系统最接近历史结果。
我从宏观的角度来看(或者可以说是从600英尺高的热气球视角来看!)这个模拟系统是否能为特定战役带来合理的结果,以及我在玩的过程中是否感到有趣。对我来说,答案是肯定的。该系统悠久的历史为其奠定了坚实的基础,并且至今仍然表现出色。拥有一个覆盖了拿破仑战争大部分战役、且基于相同基本规则集的游戏库,本身就是一项了不起的成就。
讨论:确实,我非常认同上面两位的观点。我是非常喜欢TLNB的简洁易开以及不错的会战/战役兼容性。我觉得唯一槽点就是在战役剧本中ZOC的表现能力太过强悍以至于一旦接战基本就是要打一整天了。以《Napoleon‘s Retreat》的Campaign剧本为例,首次接战后发现双方就处于不断添油直至一方彻底崩溃。
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