My example of previous games' use of tactical chits was meant to suggest a way out of the design problem Oz was facing. I wanted to remind him of the idea behind the use of tactical chits in game design. I was in no way suggesting he actually use tactical chits as my further example of mission chits and player selected victory conditions illustrated.
As you point out, the use of tactical chits in a operational/strategic level game is ludicrous.
Looking over my game collection, Joe Miranda's
Wars of the Imperial Age for
SPI magazine seem to illustrate the point I'm trying to raise here. The series covers the Wars of Italian Unification, Austro-Prussian War, Franco-Prussian War, and Russo-Turkish War. Chit draws and usage figure heavily in game play.
The players control armies and corps with occasionally detached divisions. Movement is not certain with chits controlling how far a force moves, how cohesive a force is after the move, and whether a force even moves at all. Chits also effect the results of the battles which occur between forces by modeling the varying missions those forces have been tasked with.
Not every encounter between opposing forces is a knock down, drag out, toe to toe, donnybrook. A force might be under orders to withdraw when the enemy makes contact, to only advance until contact is made, or not to precipitate a general battle. The use of chits allows players to model the operational control of their forces so, for example, the Prussian players in the FPW game can mimic history by advancing multiple forces towards Sedan and encircling the French there without each of his separate forces launching a lone and doomed assault the moment it makes contact.
(If anyone is interested in those games, this
link will take you to the consimworld forum dedicated to them where you'll find several AARs.)[1]
Along with the use of chits which effect the conduct, course, and outcome of a battle, I'll point again to the use of mission selection
prior to any battle. While operational chits and mission chits somewhat overlap, having a specific mission in mind and planned for before jumping into a system models real strategic concerns.
Contrary to the belief of some, an intruder jumping into a system doesn't
always mean a planetary invasion will take place, let along an invasion of a high-tech, hi-population planet. Such invasions are the exception and not the rule, no matter if some cannot see the forest for the twigs and automatically presume the worst and most difficult situation will always occur. :rofl:
Sometime an intruder arrives to refuel and move on, sometimes to conduct reconnaissance, sometimes to raid shipping and infrastructure, sometimes to strike at military targets, sometimes to seize fuel sources, and sometimes -
not all the time or every time - an intruder arrives to invade the mainworld.
Just as importantly, the defender will have varying mission goals in mind too; goals which will control their conduct in any prospective battle just as much as an intruder's goals control their conduct.
GDW's Battlerider is a game which employs these pre-battle mission goals relatively well. It's another mechanism Oz may find some use in examining.
Traveller has never had a war game which dealt with issues at the operational level, although the
Imperium/Dark Nebula do have operational-like mechanisms in them. The so-called flaws in
Traveller's strategic level war games are well known; I believe those flaws mostly to be design choices meant to aid playability.
I think, however, that with the example of the last few decades or so of war games in front us, games that use chit and card play to quickly model operational and strategic concerns, there are mechanisms we can employ to hopefully design an operational/strategic level war game for
Traveller.
Well, a man can wish, can't he? :rofl:
Edit: [1] grognard.com also has links to reviews and AARs of the games I mentioned.