Scenario and Orders of Battle. Part One.
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- Grizzly Madam
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Re: Scenario and Orders of Battle. Part One.
That was what I meant, would it affect the flow if it was drawn while the previous one was being acted on, so the player could plan ready for his turn, speeding things up a little.
Re: Scenario and Orders of Battle. Part One.
I don't think it would work that way, Fred. When you're deciding what to do with your activation, it's a rather important feature that you don't know when you'll get to activate again or what your opponent might be able to do. If you turn up the 'next' card, it rather gives the game away - you'll know either that you'll be going again, or that your opponent is going to be able to move 'x' unit or brigades, or shoot twice (?) or whatever.
Iain
Iain
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- Grizzly Madam
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Re: Scenario and Orders of Battle. Part One.
The activation sequence works fine, we’ve had a few big games before and it doesnt slow anything down
- Tim Hall
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Re: Scenario and Orders of Battle. Part One.
What they said. The only wrinkle I was going to suggest, and I have talked this over with EB, and we experimented with it in our refresher game a couple of weeks back, was that as each command has more than one player, each command only need draw one card, and that card will be used for each player within the command, rather than a command having to draw one card for each player. Hope that makes sense. We tried it out and it works quite well. It will reduce some of the waiting time.
Rules? You ask me what rules do I use. No, I don't do rules.
Re: Scenario and Orders of Battle. Part One.
I think that the Unit distinctions add a lot to the character of the game as they give units a "History". Maybe allow a each player a couple of distinctions each plus one for every deficiency taken? (The one per unit given in the rules seems over the top?)
I felt that the "What Luck" cards don't really work in such a big multiplayer game, slow things down and add confusion so totally agree with dropping them.
Just my two penneth worth.
- Buff Redux
- PurpleBot
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Re: Scenario and Orders of Battle. Part One.
It's a glorious day here so, naturally I am in full panic mode to get the painting finished.
On the plus side, the bridge is sturdy enough to allow all but the heaviest artillery across.
On the plus side, the bridge is sturdy enough to allow all but the heaviest artillery across.
Re: Scenario and Orders of Battle. Part One.
Well that all sounds rather awesome.
- Tim Hall
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Re: Scenario and Orders of Battle. Part One.
I take your point. Simon and I have discussed removing the more tiresome "what luck" cards from the pack. And we can discuss the merits of distinctions in the lead up time.Paul wrote: ↑Thu Nov 18, 2021 10:59 pmI think that the Unit distinctions add a lot to the character of the game as they give units a "History". Maybe allow a each player a couple of distinctions each plus one for every deficiency taken? (The one per unit given in the rules seems over the top?)
I felt that the "What Luck" cards don't really work in such a big multiplayer game, slow things down and add confusion so totally agree with dropping them.
Just my two penneth worth.
Rules? You ask me what rules do I use. No, I don't do rules.
- Buff Redux
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Re: Scenario and Orders of Battle. Part One.
Tim, I need to make a small change to my orbat. An accident during embarking meant that my Marines lost their arms overboard*. They have been held back awaiting resupply.
I don't think that removing one unit will affect the balance much.
*In truth I just can't find their arms.
I don't think that removing one unit will affect the balance much.
*In truth I just can't find their arms.
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- Grizzly Madam
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Re: Scenario and Orders of Battle. Part One.
First time anyone has called a Marine 'armless....