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Post by sandersan on Feb 5, 2016 21:56:45 GMT -6
Hello! I'm a new player who purchased the game one week ago. I found there are few comments on BGG and other wargame forums. Why? So what about this game? I have just print the maps and counters but haven't played one scenario yet. It seems like too hard for 2 players to play a scenario without a judge. BTW, are designers still working for this game and planning to create new expansions?
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Post by williammiller on Feb 6, 2016 0:51:24 GMT -6
Hello Sanderson,
Welcome to the forums!
I am the designer of the MNC series, and I am happy to answer any questions you may have about the series.
At this point I am uncertain if I will be adding additional expansions to the MNC series or not; we at NWS are concentrating more upon computer games now than board/miniature games (including the RtW series and the SAI game series at present, perhaps others in the near future). Another unfortunate factor is that my health has lately been somewhat poorer than in the past, which requires me to budget my own time - plus being a small company we have limited manpower for multiple projects.
If you have any specific questions or requests I will do my best to answer them. I do hope you enjoy the MNC series as I think it is a fine game system, of course my view is biased as the designer so take that statement for what it is worth ;-)
Thanks, and again welcome to the forums.
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Post by sandersan on Feb 8, 2016 22:01:34 GMT -6
Glad to see you on the forums! Thanks for your reply!
I'm a new wargamer crazy about the cold war or modern naval wargames, especially the tactical wargames. I just purchased the Harpoon on the wargamevault. I don't think, however, we can complete a harpoon's scenario face to face due to its complexity and the massive calculations! But I also found that there are few wargames on modern naval warfare(the Fleet series may be, but it seems a operational game). Then I turn to MNC, but there are only a few comments or reviews on BGG and other forums, which made me so confused. You're right, maybe NWC interested more on pc games than the boardgames.
I'm now studying the main rules of MNC and plan to play the demo scenarios in your set with my friends in order to get familiar with the game procedures and rules. The formal scenarios in your set seems too hard to solitare play, so I consider the demo scenarios first! BTW, I hope you could post more detailed AARs if possible, because I found the AARs of the demo scenrios help me a lot on understanding the rules.
I will sum up the problems that I encountered till now. Thank you!
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Post by sandersan on Feb 8, 2016 23:02:49 GMT -6
Hi! Miller!
I'm confused with the Initiative Value and the Coordinate Value.
I do understand that we should calculate the Initiative Value to determine the pirority of attacks in the Combat Phase. However, are the INT and COOR value the same? For example, the Combat Phase in Turn 6 of your first scenario playthrough says that the Belknap's INT value is 8(base COOR value 6 + crack crew modifier 2). However, I check the Table 7.1 but the crack crew quality only gives the COOR a +1 modifier, while the Table 7.6 gives the INT value a +2 modifier! Why are they not the same? And where can I find the INT value? If the INT modifier and the COOR modifier are not the same, there must be a base INT value on the ship sheet, isn't it? And when I checked the Quick Reference Sheet, I'm confused again! The Table 7.1 on this sheet are not the same as the Table 7.6 on Sheet 06! The former provides a +1 modifier to INT but the latter gives a +2 modifier!
The Initiative value, Coordinate value and the relationship between them make me confused. Could you explain them in a more explicit way? Thank you!
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Post by williammiller on Feb 9, 2016 0:06:45 GMT -6
Hello sanderson,
The Coordination value is the units base value used to coordinate attacks (as per rule 8.3 in the Rules Manual).
A units net (i.e. after all applicable modifiers) Coordination value is used as the base value for a units Initiative rating, which is used to determine if one particular unit attacks before another unit (as per rule 8.2.1 or 8.2.2 depending upon which version of the initiative rule options you choose to use).
Since the modifiers listed on table 7.1 apply to the units Coordination value they will also affect the units Initiative rating.
The modifiers for Crew Quality shown on table 7.6 are merely the summary of the totals for all the possible modifiers that the Crew Quality generates - since a "Crack Crew" grants a +1 to both Coordination and to Initiative values this is a net +2 modifier to Initiative as anything that is listed as affecting a units Coordination value *also* affects that units Initiative rating. This is why the modifier for a Crack Crew on Table 7.6 states "+2 Initiative (total)", as a Crack Crew generates a *total* modifier of a +2 to initiative (+1 to the Coordination value and +1 to the Initiative value, for a net total of +2 to the Initiative value).
Please note however that modifiers listed as affecting only a units Initiative rating do not affect the units Coordination value.
Hope this helps to clear that up a bit...
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Post by sandersan on Feb 9, 2016 9:54:59 GMT -6
Umm... I'm sorry, but still a little confused.
Do you mean that the Initiative value and the Initiative rating are not the same.
Could you briefly tell me about the steps to calculate the Initiative values? I mean the final value to determine the priority of attacks. Maybe you could provide with a detailed example to show how to do.
Thanks a lot! ^-^
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Post by williammiller on Feb 9, 2016 10:23:10 GMT -6
"Initiative value" and "Initiative rating" refer to the exact same thing, and are merely just different terms to state the same thing. For example you called it 'Initiative Value' in your post, while I called it 'Initiative rating' or just 'Initiative' in my post, but we are talking about the same exact thing, i.e. the units Initiative.
To determine the Initiative value you first determine the units net Coordination value (i.e. its listed Coordination value plus all applicable modifiers from Table 7.1). Unless the unit has a "Crack" crew rating the unit's Initiative then equals the Coordination value. If the unit has a 'Crack" crew then you simply increase the Initiative by an additional +1. So basically a units Initiative rating equals its net Coordination Value, plus an additional +1 if it has a Crack Crew.
An example:
let us determine the net Coordination Value and Initiative rating of a "USA Virginia CGN" with a Crack Crew that has taken Light damage and is currently being subjected to jamming by a Rating 2 jammer:
base Coordination Value = 6 (From the Unit Data Sheet for the USA Virginia CGN) Light damage = -1 to Coordination value (from Table 7.1) subject to Jammer Rating 2= -1 to Coordination value (also Table 7.1) Crack Crew = +1 to coordination value (again from Table 7.1 )
NET COORDINATION VALUE = 6 - 1 - 1 + 1 = 5
This then gives us an Initiative value of a 5 as well, but since the ship has a 'Crack' crew we gain an additional +1 bonus for a final Initiative rating for the unit of 5 +1 = 6.
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Post by sandersan on Feb 9, 2016 10:34:44 GMT -6
Thank you, William! Great illustration and example! Now I understand how to do the calculations.
There are also some other questions, I will write to you tommorrow(I'm a PRC player). BTW, are you always on the forums? If not, do you have some other contact informations?
Thank you a lot!
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Post by williammiller on Feb 9, 2016 10:44:54 GMT -6
You are welcome...I am not on the forums 24 hours a day of course, but I do check the forums multiple times each and every day. I am in the US so the times of my checks and posts will reflect that time-zone.
You can PM me on these forums if you need to ask me something directly - I find it much more efficient (and indirectly more helpful to our players) to keep all my communications concerning game rules or the such to these forums.
Thanks!
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Post by sandersan on Feb 10, 2016 23:40:17 GMT -6
Another question:
"In any game turn in which a unit changes speed (either voluntarily or due to damage) that unit may NOT move a hex on the Operational Map that turn regardless of speeds shown on the Movement Table. The unit may however still perform Formation/Operational movement that turn if possible." (Page.26)
Does it mean that, no matter which turn we are in, and no matter which speed the specific unit maintains, the unit cannot make any operational movement once the player changes its speed?
Example: A ship with the VFast ceiling speed maintains Fast in Ture 6. It can move one hex on the operational map according to Table 6.0. Now I change its speed. Is it able to make any operational movement if I change the speed from Fast to the speed that is LISTED on Turn 6 on Table 6.0, such as VSlow or VFast? And what is the answer above if I change to the speed which is NOT LISTED on Table 6.0, such as Avg or Slow?
BTW, have you ever designed any other scenario except those included in the game? I mean, the scenario whose difficulty lies between the introductory scenarios and the formal scenario, because I've just played MNC for only a couple of hours, and I'm still learning the rules. The formal scenarios seem difficult for us to play, while the introductory scenarios seem a little simple(and there are only TWO scenarios!). A scenarios with more units than the introductory scenarios but less than the formal scenarios will be better!
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Post by williammiller on Feb 11, 2016 11:53:16 GMT -6
Hello,
QUESTION: "In any game turn in which a unit changes speed (either voluntarily or due to damage) that unit may NOT move a hex on the Operational Map that turn regardless of speeds shown on the Movement Table. The unit may however still perform Formation/Operational movement that turn if possible." (Page.26)
Does it mean that, no matter which turn we are in, and no matter which speed the specific unit maintains, the unit cannot make any operational movement once the player changes its speed?
ANSWER: The unit does not get to move a hex on the Operational Map for that turn only (i.e. on the turn that it changed it speed, no matter what its new or old speed was). Movement on subsequent turns is not affected by this rule, unless of course you again change speed. This rule is intended to avoid "cheating" by a player changing speeds back and forth simply to take undue advantage of the "breakpoints" on the Operational Movement Table.
QUESTION: BTW, have you ever designed any other scenario except those included in the game? I mean, the scenario whose difficulty lies between the introductory scenarios and the formal scenario, because I've just played MNC for only a couple of hours, and I'm still learning the rules. The formal scenarios seem difficult for us to play, while the introductory scenarios seem a little simple(and there are only TWO scenarios!). A scenarios with more units than the introductory scenarios but less than the formal scenarios will be better!
ANSWER: You might wish to try Scenarios number 9 ("Nuclear Endgame") and/or number 10 ("Hide and Seek") as they are among the smallest official scenarios. I do have a number of "home made" scenarios, but they are not in any shape for publication as they mostly consist of scattered material in Excel files and even (for some) hand-written notes. As an aside, it is a fairly simple exercise to convert scenarios from other modern naval games for use with MNC (I have done that myself, but I cannot publish those of course).
Thanks!
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Post by sandersan on Feb 12, 2016 0:31:29 GMT -6
All right, Miller!
Coverting some scenarios from other games will be fun! Maybe I could consider the Harpoon series first! The Fleet series, however, might not be suitable for the reason that the scale they used is larger than MNC in some extent, although they are many players in our group who love the Fleet series very much. But still, there are only a few wargames reflect the modern naval warfare.
And creating new scenarios might also be a good choice, but it would be suitable only for expert players. BTW, could you provide some good tips for us to create scenarios by ourselves? I agree with the viewpoint you stated in the rulebooks that the scenarios do not need to always be balanced. So I wonder if there are also some other rules a tyro player should obey while planning to design a new scenario?
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Post by williammiller on Feb 12, 2016 10:52:55 GMT -6
Scenario Design:
The below sequence of questions are the typical steps I use to design a scenario from scratch for a modern naval war-game like MNC:
1. What sort of action and I looking for: A purely "surface" and/or "sub-surface" scenario, a mixed "surface and aerial" scenario, or a predominately "aerial" scenario?
2. Size - what size do I want scenario to be, i.e. roughly how many units involved and what area the scenario will cover? The answer to this may also depend upon the goals of the scenario...see the next section...
3. Overall Goals - What sort of overall goal do I want for each side in the scenario? Occupy a location/deny access to a location? Defeat a certain force/defend a certain force? Transit a certain location? Escort merchant ships/convoy or destroy merchant ships? Bombard or destroy certain land targets/defend land targets?...etc...etc...
4. Nations involved: What nations are going to be involved in the scenario? Is it going to include any neutral nations?
5. Motivations: Why is each nation involved? Why is this scenario occurring at this time in the conflict? What does each nation want/expect from its involvement? What are the political reasons (if any) for the action, and what might be the political 'fallout' from the action for each side? What special rules may be needed based on the answers to these questions?
6. Location: Where is the scenario taking place? Why is it taking place at this particular location? Any special rules needed for the location/geography? Any locations/territory that units are not allowed to enter/cross?
7. Units involved: Which units are involved from each side (and from neutrals)? What is the crew quality for each unit? Where does each unit/group start at?
8. Specific Goals: What is the specific purpose/use/goal for each group (or individual unit if required) involved in the scenario? Are there any 'fallback' or alternate purposes/goals for any group or side?
9. Locations: Where does each unit/group start the game at? Any off-map starting points or time required to reach a map-edge?
10. Orders: What are the specific orders for each side (or for each group/unit if needed)? Any time limits or requirements related to time?
11. Victory Conditions: What are the victory conditions for each level of victory/loss? Is there a single condition, or are there multiple conditions - for example, can you can win "part" of the scenario but "lose" another part of it? Are any victory conditions tied into time limits or time frames?
12. Final questions; Is nuclear release allowed...if so under that conditions (if any)? What is the weather/environment like, and will it change at some point? What game turns do Day and Night fall upon? If there is a time limit on which game turn does this occur? Anything else I have forgot to think of at this point?
After you answer the above 12 questions you should have a very rough draft of the scenario for testing purposes.
At this point it might help to do a mental 'walk through' of the scenario, basically playing out the scenario in your mind and just assigning damage results and such as you see fit. You may find issues with your setup, missing elements, or other problems at this point - adjust those as needed.
Now you are ready for the first playtest of the scenario...setup the scenario on the map and play it out by yourself (i.e. play all sides), as this way you can appreciate the scenario from all sides (use the dice and rules for this). Play it again if you find issues.
Full playtest - Play the scenario with your gaming group, let them know it is new and may need some adjustments/change though. After you are happy with the scenario (this may require more than one full playtest) then the scenario is finally ready!
Note: I have also posted this as a sticky thread in this forum in case it may be helpful to other players.
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Post by sandersan on Feb 13, 2016 3:57:16 GMT -6
Great tips for novice players and scenarios designers! I also think that would be also useful for other naval wargames in some extent. May I transfer your post to our group of wargaming, along with your signature?
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Post by williammiller on Feb 13, 2016 11:34:51 GMT -6
Great tips for novice players and scenarios designers! I also think that would be also useful for other naval wargames in some extent. May I transfer your post to our group of wargaming, along with your signature?
Thanks for the kind words! I have no problem if you post this elsewhere if you include my signature along with it.
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