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Home >> Articles >> Scenario design articles  >> Articles for The Operational Art of War Series >> TOAW-Behind the Scenario: Creating balanced scenarios

TOAW-Behind the Scenario: Creating balanced scenarios

Article written by The Blitz [Sat Dec 05, 2009 5:28 pm]

When you have created a scenario how do you go by to balance it? First of all try to trim the PO so he acts rather decent. If you haven't done this you need to playtest in a human vs human mode which is more time-consuming and you need more playtesters. Then make sure all units that should be included are included. Then try to get as many as possible to playtest the scenario. In the beginning of playtesting the designer should try to fix as much as possible by himself. But eventually the designer knows the scenario so good that he actually don't make a good playtester (for his own scenarios). So for fine-tuning you need other playtesters.

What do you do then when one side is too strong? Here are a few tips that I suggest and in what order you should try to make the scenario more even.


  • First of all, try to stay out of using the SHOCK event. The shock event should only be used to represent a short period (one to three turns) no more. The reason for this is that units, which have lots of shock, will end up reorganising most of the time. This will not only make that side weaker it will render him immobilised and thus a very easy target.
  • Second, try to use the replacement editor to make the sides more even. For instance when having the US as one side give him more Shermans, or give the Russian More T-34s. You probably know what tanks that was most common or aircrafts so try to increas or decrease this first. The reason for this is that the scenario lasts all turns not only one turn and thus this change might have a bigger impact than reducing the number of assigned squads.
  • Third, try to change the victory objectives. It is better to change them than to change the units. For instance decrease the values of certain objectives, add or increase of others. Give extra VP (victory points) for preventing the fall of a given hex. This way you can keep the units as you want them however sometimes the scenario is all about the victory point and therefore it might be hard to edit them.
  • Fourth, if the scenario is still uneven try to change the assigned units. Reduce the number of tanks available in the field, or reduce the number of artillery ordinance. Artillery is a good way to reduce the offensive value. Reducing the number of squads has effect on both defence and offence values. Tanks and AT guns have a severe effect on antitank values and so on.
  • Fifth, as one of the last resorts I would suggest that you add some extra units, preferably small units. That is if you have mostly divisional unit's send in some extra regiments or battalions. Don't add an extra panzer Korps. You might even consider removing some units from either side.
  • Sixth, if nothing else helps and you don't want to redo the order of battle, you might want to consider the two emergency means available. First, change the supply availability. Maybe you need to add supply routes (by using railroads where there should be none or extra roads or something. Maybe you just need to add supply distribution or supply level. But be careful this has a severe impact and can easily distort the scenario. Second, only if you have no other resort you should turn to SHOCK events.
By HardCore News

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