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Post by scalydemon on Sept 8, 2013 15:33:33 GMT -6
I like it when the game scenario involves the use of political support markers
I like it when the ZOC means you have to stop
I like a by unit cup draw mechanism as opposed to , I go - you go
I am starting to like an event card component at times
What individual mechanics have you found you like?
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Post by jmccann on Sept 8, 2013 18:36:23 GMT -6
I like cards to some extent but I am not a fan of newfangled (since the 90s or so) card-driven designs. I don't mind the Totaller Krieg mechanisms where resources are allocated by card draw even though they are very intrusive and drive player strategy in a major way, but I don't like the sound of We the People (I have never played it but the descriptions I have read do not make me want to use it).
I like a pretty fine grained sequence of play. I think Squad Leader and ASL work pretty well with all of the phases in the sequence of play.
I like strong representations of intel, command and control and fog of war to mess up players perfect knowledge and control.
I don't think simultaneous movement works well, just because it ends up being too much work.
Random events are good, but they can cause a lot of bitterness if they affect the outcome of a game (and if they can't, what's the point?).
I like multi-player games where there is a sense of chaos and more going on than anyone can really grasp (just like real life).
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 9, 2013 12:31:10 GMT -6
TFL just released a new miniatures game that has a cool "patrol phase" which is a subsystem where players move markers which are used to set the deployment zones rather than using the typical 12" from the edge or somesuch. The patrol markers are used to determine your safe zone where you can deploy your forces. It lets you avoid the walking-towards-the-enemy part of the game. You can also capture an enemy's jump off points thus allowing you to deploy your reserves much closer to the action than miniature games typically allow. www.youtube.com/watch?v=XiT70m6CJO8The game also uses a die roll mechanic to replace the card draw mechanic that their older games do.
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Post by DungeonDevil on Sept 10, 2013 5:43:06 GMT -6
The Sword and the Flame turned me on to variable move rates. Brilliant!
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Post by thorswulf on Sept 10, 2013 7:40:58 GMT -6
Things I like about wargames:
Random card draws for movement/combat/actions works pretty well even with a plain deck of cards. I like purpose built decks with the elements/figures assigned to it as well. My favorite skirmish rule set Fistfull of Lead uses a random card draw, one card per figure, with the highest cards going first and you can allot them to whatever figures you like.
Random movement with dice rolls works pretty well, but I get tired of losing stragglers.....
Simple to hit rules for ranged combat are nice, and simple melee rules are pretty nice as well.
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skars
Level 6 Magician
Posts: 407
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Post by skars on Sept 10, 2013 11:29:34 GMT -6
I like it when the game scenario involves the use of political support markers I like it when the ZOC means you have to stop I like a by unit cup draw mechanism as opposed to , I go - you go I am starting to like an event card component at times What individual mechanics have you found you like? - The "chit-pull" method is definitely one of my favorites as well.
- I am also with you that as long as the cards are limited in scope, like an occasional event, they are fun. When used to drive the tactics or command structure, they just don't work in practice - Combat Commander, Commands & Colors I am looking squarely at you.
- I want a TEC - Which basically means give me hexes and hold off on the point to point movement
- I want a CRT - Rock Paper scissors, Dirk Henn cube towers, buckets of dice, and other hokey combat resolution gimmicks can be left out of my consim
- Double Blind Setup when possible - the single best feature of block games and done easily with decoy chits and the like in others. Fading Glory has a lightweight (little bookkeeping) mechanism for this that works well
- ZOC should mean something - this is my partners single most frustrating aspect of a lot of wargames. She hates the Im gonna just march around you and stab you in the back or flank aspect of the lighter games (what can I say, she is a keeper )
- Trump aspect of the command structure in the GBoH line of games is also very fun and thematic. Keeps each game fresh and keeps players engaged.
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