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PostPosted: Thu Jan 02, 2025 1:19 pm 
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Location: Tennessee
Richard Coyne wrote:
For Me the Biggest frustration is the Variances in game titles
1..Weapons that have different ranges in different titles and even battles within the same title VERY ODD

2..differences in terrain effects some woods are -40% others only -10% ect

While i can see possibly tying Map features to season Weather ect i have discovered this to not be the case
In Forgotten some battles allow 48 MP for Cavalry and 24 for Infantry ?
but then cost to change formation goes up and other actions Whats the reason


I quote Richard above to open up a new topic about the freedom of game designers to modify PDTs versus the benefit of having a standard PDT across the board for all games.

Richard asks why some games have different movement point totals for units. The issue is also brought up in relation to Movement Point costs when moving through various terrain being different from title to title, or even within the same titles.

The answer is that all game scenarios are developed by men who have an opinion on how the battlefield should be represented, how far man can march in 20 minutes, and even how effective weaponry is at varying ranges. These creative opinions are reflected in the PDT files they create for their scenarios. The PDT file is the "blueprint" for the scenario and regulates all of these things.

A classic example of designers "not agreeing" about PDT files occurs in the Overland release. There are two different OOB's featured in the Battle of the Wilderness scenarios. They actually made EIGHT Battle of the Wilderness scenarios because they just couldn't quite decide how best to present it. One OOB (wilderness2.oob) features higher-rated Union regiments than does the other (Wilderness.oob).

There are also four different variations of the Wilderness map being used in these scenarios (1st Epoch, wild2sub, wild3sub, wild5sub). These maps contain different creek and stream settings and are of various sizes.

Lastly, there are three different PDT files being used for the scenarios. These PDT files control the length of the turns (20 vs 30 minutes) and the firepower of the units fighting. The firepower ratings in all three PDT files are different from one another. The PDT files also control whether the stacking units are 800 men or 1,000 men in the scenario.

While allowing designers the ultimate freedom to design as they see fit - it does create a headache for those who wish for more standardized approach to the scenarios. The obvious advantages and disadvantages with standardized PDT files are obvious. If they were set in stone then designers would be barred from editing them which would limit the creativity of those creating new scenarios. On the other hand, having a standard PDT would eliminate the variances in weapon effectiveness, hex limitations, turn length, and many other variables. It would probably make the games easier to play for the majority of players who do not wish to constantly be checking for such things.

I don't think a right answer exists in regards to this issue. But I know WDS has opted to allow full creativity to the designers and left it up to us to do our homework before playing a scenario. Even though I complain about the varying point costs for making the same movement in different games, I guess I'd rather put up with that than to see the PDT's locked and not be able to edit them when designing games. But that's just me of course.

Feel free to throw your own thoughts out there - no right or wrong answer with this one :mrgreen:

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PostPosted: Fri Jan 03, 2025 2:41 pm 
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Blake wrote:
Richard Coyne wrote:
For Me the Biggest frustration is the Variances in game titles
1..Weapons that have different ranges in different titles and even battles within the same title VERY ODD

2..differences in terrain effects some woods are -40% others only -10% ect

While i can see possibly tying Map features to season Weather ect i have discovered this to not be the case
In Forgotten some battles allow 48 MP for Cavalry and 24 for Infantry ?
but then cost to change formation goes up and other actions Whats the reason


I quote Richard above to open up a new topic about the freedom of game designers to modify PDTs versus the benefit of having a standard PDT across the board for all games.

Richard asks why some games have different movement point totals for units. The issue is also brought up in relation to Movement Point costs when moving through various terrain being different from title to title, or even within the same titles.

The answer is that all game scenarios are developed by men who have an opinion on how the battlefield should be represented, how far man can march in 20 minutes, and even how effective weaponry is at varying ranges. These creative opinions are reflected in the PDT files they create for their scenarios. The PDT file is the "blueprint" for the scenario and regulates all of these things.

A classic example of designers "not agreeing" about PDT files occurs in the Overland release. There are two different OOB's featured in the Battle of the Wilderness scenarios. They actually made EIGHT Battle of the Wilderness scenarios because they just couldn't quite decide how best to present it. One OOB (wilderness2.oob) features higher-rated Union regiments than does the other (Wilderness.oob).

There are also four different variations of the Wilderness map being used in these scenarios (1st Epoch, wild2sub, wild3sub, wild5sub). These maps contain different creek and stream settings and are of various sizes.

Lastly, there are three different PDT files being used for the scenarios. These PDT files control the length of the turns (20 vs 30 minutes) and the firepower of the units fighting. The firepower ratings in all three PDT files are different from one another. The PDT files also control whether the stacking units are 800 men or 1,000 men in the scenario.

While allowing designers the ultimate freedom to design as they see fit - it does create a headache for those who wish for more standardized approach to the scenarios. The obvious advantages and disadvantages with standardized PDT files are obvious. If they were set in stone then designers would be barred from editing them which would limit the creativity of those creating new scenarios. On the other hand, having a standard PDT would eliminate the variances in weapon effectiveness, hex limitations, turn length, and many other variables. It would probably make the games easier to play for the majority of players who do not wish to constantly be checking for such things.

I don't think a right answer exists in regards to this issue. But I know WDS has opted to allow full creativity to the designers and left it up to us to do our homework before playing a scenario. Even though I complain about the varying point costs for making the same movement in different games, I guess I'd rather put up with that than to see the PDT's locked and not be able to edit them when designing games. But that's just me of course.

Feel free to throw your own thoughts out there - no right or wrong answer with this one :mrgreen:


I will throw in my thoughts to open the discussion. Firstly, a very well thought out and penned response to Richard and one which, to some degree, I agree with, in principle. It is good and even proper that game designers have the flexibility to work with the PDT's as they see fit, from a game designers POV. However, from a players POV this may not be the case, I propose, where the variance that appears within the PDT's can be confusing, annoying and downright disruptive to smooth play of a game series/scenario. In this contention I refer to both board games and indeed miniatures games rules whereby, generally, I have found over decades of play, that basic standard rules within a specific game/rule set apply, as a standard, except where a scenario has specific terrain etc requirements. This is, I believe understandable and acceptable by players generally. However, having different PDT values within a game series because different designers have/had differing views on how far or fast a unit could march or shoot is unhelpful and indeed often, as noted, disruptive to smooth play. As a case in point, I started out playing these games. ACW, by making my own personalised PDT tables from the game PDT's in an effort to streamline my play and ensure I had the correct values to hand, until I later discovered that they were to some degree defunct, by virtue of differing PDT values from game to game and indeed within an individual game itself ! In conclusion, and as noted by Blake, there is no right or wrong answer, only personal opinions and preferences. I imagine from a commercial viewpoint, let along a financial one, the possibility of releasing separate game series with standarised PDT values and non standard values will never happen. My personal viewpoint is however that PDT values should ideally be standarised across, at least a specific game, if not, game series, and that where this is not the case, that the non standardisation within the PDT be duly and clearly noted and highlighted. This, I believe, may have been the case in some games but I have also found, to my discomfort, not to be always the case. You pays your money & takes your chances !

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PostPosted: Fri Jan 03, 2025 4:41 pm 
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I generally feel that there should be set standards across all titles in all aspects. But, and it's a big 'but', designers should have the freedom to change things. That is generally so in respect to historical scenarios although the designer should explain why 'standards' were changed. I know Blake provides some explanation in scenarios he has designed and even provided a detailed explanation in regards to the custom historical Gettysburg scenario of the full battle. I don't completely agree with all the design decisions made but I know the reasoning behind them.
[I believe in some circumstances the game mechanics corrupt some aspects of the design intentions. I recently played Gettysburg BG001 and thoroughly enjoyed it. It was such a pleasure not having to worry about a greatly deficiency in supply wagons which is unrealistic in the original scenario. Neither side was short of small arms ammunition; the CSA wasn't short on artillery rounds either as commonly thought, evidenced by this report - https://babel.hathitrust.org/cgi/pt?id=coo.31924077728255&seq=357&q1=.]

In terms of the two examples given. Perhaps the weapon ranges were shortened in some scenarios to reflect some weather situation. Fog may have lessened visibility or wet weather may have affected ammunition. Terrain effects may also be changed to reflect the historical situation. maybe the woods were denser, or lighter, than the standard thereby affecting weapon effectiveness and/or movement. Such things may have been significant enough so that design changes were made to properly reflect the historical situation. Still, if the designer doesn't say why he did such things we never know if it is justified or not.

So, I'd like to have it both ways. There should be set standards across all scenarios. The designer should have the freedom to change those standards provided he explains why changes were made. In many cases this could be done with an additional sentence or two added to the scenario description (e.g. woods in this area were dense forests so movement and weapon effectiveness will be hampered, units from X Army were completely surprised (or suffering from illness) on that day so start the battle fatigued). In others, a more detailed explanation may be required: Units in X and Y divisions arrive later at their historical entry points as those units had suffered some mishap that slowed their rate of march.
[It should also be noted that the game mechanics do corrupt some things that are largely unavoidable (e.g. stacking and road movement, artillery stacking, road movement in general - road columns were very long affairs, they certainly didn't cram up to 1,000 men in a 125 yard stretch of road at the end of every 20 minute period).]

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PostPosted: Sat Jan 04, 2025 10:23 am 
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There should be a standard PDT for all of the ACW games. Designers should be required to point out any deviations in their scenario description. Making changes without warning the customer is an intolerable practice.

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PostPosted: Sun Jan 05, 2025 5:04 pm 
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I agree that any changes from the standard 12/24/12/10 movement numbers, or 1000/20 stacking limits, or major changes to weaponry effectiveness should be notes in the scenario description. I don't mind playing with alternate PDTs but I do not like being surprised. I more often skip alternate PDTs though because I prefer the more standard approach to all this.

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