Schwerpunkt was created in 1995 in Pearland, Texas. The company is a true “Ma and Pa” organization, as KC and Ron  are its only employees. We met and worked in the aerospace industry, and now work together on wargames. We have had the great fortune of having a very dynamic and talented group of playtesters to support each effort. The best way to understand us is to read our Design Philosophy.

KC (Ma) is a biologist, writer, fountain pen enthusiast, and graphics expert.

 

Ron DockalRon (Pa) played boardgames from 1961 to present, starting with the early Avalon Hill games. We have a good collection of boardgames, along with many copies of The General magazine. Ron built his first boardgame in the 60’s, but it was played by neighborhood friends only. Ron’s favorite boardgames are Avalon Hill’s Panzerblitz, Panzer Leader and Arab-Israeli Wars. He also like West End’s East Front and West Front Tank Leader games. His day job continues to be in the aerospace business.

 

Design Philosophy

  • Create operational level wargames which are all at the corps/division/brigade level
  • Use the computer to keep track of the mundane tasks and mechanics of play that are associated with wargames.
  • Create a Computer Artificial Intelligence (AI) that is realistic, challenging and aggressive, but not predictable.
  • Use graphics as a tool to enable the player to more easily understand the game, not for eye-candy. Use sparingly.
  • Music and sound are okay for an arcade game, but are distracting for an operational level wargame.
  • Create wargames with an order of battle that is as historically accurate as possible.
  • Keep the computer system’s configuration requirements minimal to allow wargamer’s with older computers to play the games without upgrades.
  • Keep the wargame play very similar to the old operational level wargames in the boardgame format to bring back old wargamers to the hobby.
  • Attract new wargamers by appealing to people who enjoy history and love a game that is fun to play AND offers a challenge.
  • Keep the cost low for wargamers that have families and other life commitments that are more important.
  • Create wargames with scenarios in areas of World War II, the US Civil War and the Middle East that have not been previously been done.
  • Simulate these battles, which are in some cases one-sided, using a victory point system that compares players capabilities to their historical counterparts.
  • Automate the combat results table so that players can concentrate on strategy.
  • Publish wargames with improvements based on customer and reviewer feedback.
  • Offer optional rules that allow veteran wargamers to more closely simulate command and control of units.
  • Create games that can be used as educational tools in universities/schools