Battlegroup Clash: Baltics - Designer Diary #2
Mar 14
3 min read
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There have been a number of developments in relation to Battlegroup Clash: Baltics to catch up on, as I highlight below. More substantially, I will use this entry to explain a bit more about the Orders and Fire Plan system that the game uses.
Recent Developments
Playtesting Progress: Around 10 testers are working with the Purtse Bridge scenario. Feedback is positive, but the Sync Matrix is proving a bit of a challenge for some hobby gamers to grok.
Three Game Modes Introduced: To address the issue of hobby gamers struggling with the Sync Matrix, and in general to provide a clearer pathway for learning the game, I’ve now restructured the ruleset into three distinct modes.
Basic: No Orders, Sync Matrix, or Morale rules. This means faster gameplay while maintaining most of the core simulation elements of the game.
Standard: The original full ruleset.
Advanced: This adds mechanics that reflect blue and red doctrine and tactics (Blue can put forces in Reserve; Red must rigidly follow Orders, but gains additional units and fire missions), plus ammo management.
Enhanced Scenarios: The Scenarios will now include randomised Commander's Intent (victory conditions) and Advanced mode ORBATs with additional features.
Production Update: Three prototype copies of the game are in production. The first map is completed. The map designer is working on the second and third maps for the largest scenario in the game - a proper battlegroup clash (prototype example below, lots still to be added).

Orders and Fire Plans
As I noted in the first designer diary, BC:B is a derivative of the game Battlegroup Wargame System (BGWS). While each iteration of the game has seen it move further away from that system, a key feature of BGWS that has been retained is the concept of preparation before the battle, specifically the drafting of Orders on a form called a Sync Matrix (an example of which is pictured below). Units in the game - Force Element and Support Assets - must follow these Orders.

The idea of planning every action that every Task Group must take, on every turn of the game, before the game has even begun, will sound familiar to professional practitioners, but wild to hobby gamers.
However, it’s what makes BC:B unique as a commercial game. It reflects the kind of process that occurs in reality prior to a battle. Each unit receives its orders, generally in the form of a timeline, location and objective, and it is expected to meet them.
As in real life, orders in the game can be changed, but this takes time and generates electronic transmissions - something to be avoided (for reasons to be discussed in the next Designer Diary).
Something I have introduced that isn’t in BGWS is the concept of Fire Plans for Indirect Fire. These are written down in advance like an Order, and represent a set of pre-planned fire coordinates for mortar, artillery and first-person-view (FPV) drone assets.
In general you are able to order fires outside of a Fire Plan, but this generates more electronic transmissions than if you stick to the Fire Plan. This can presents players with some tough decisions: address a threat your plan didn't anticipate, but present your enemy with valuable information they can use to better target you on a subsequent turn.

Example: Red’s Fire Plan allows it to target any enemy unit in the four grid squares indicated by blue arrows. It is allowed to target B (outside the Fire Plan), but this would generate more electronic transmissions, which Red will be penalised for in the next turn.
As I noted in my overview, I’ve now created a Basic mode for the game that does not include Orders or Fire Plans. But I hope most players will play the game using this mechanic. Having to properly plan ahead really encourages you to better think like a commander in the field. And when a plan comes together, it can be glorious.
That’s it for this update. Hopefully in the next one there will be more final art to show, and I’ll do a deep dive on what I think is one of the most interesting and important parts of BC:B - electronic and drone warfare.
As ever, please reach out to me if you want to learn more. And if you haven't already definitely sign up for updates on the game via the webform on the product page here.
The amatuer wargamer who has no professional experience still has to figure out how to lay out a basic scheme of maneuver and pick tasks for each maneuver element. If reinforcements are slated for arrival, I supposse they would visualize where they would like be needed. A synchronization matrix was adopted by military staffs/leaders as a recording of the formal or informal process of visualizing how a battle will unfold. It does not imply that the plan cannot be changed. There will be branches and sequels that arise from the friction of the battle. The matrix gives the commanders and staff a common script to work from.