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Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
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scott holder Moderator


Joined: 30 Mar 2006 Posts: 6066 Location: Bonnots Mill, MO
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Posted: Sun Sep 16, 2001 12:26 am Post subject: Re: Army Sizes for Warrior |
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1600 pts is the "standard". However, we've also been running for 9 years now
a "mini" tourney with 1200 pt lists and 3 hour games. I actually prefer the
Mini format to 1600 pts
>>> bdunlap@... 09/15/01 11:51 AM >>>
Hello
My printer is on the whatever and is not working at present. Having mainly
used Essex armies in the past although trying and liking other brands as well.
I am wondering if an Essex RMA army of 22 packs is enough to have a Warrior
army ? Is 1600 pts still used alot or when the rules are published will there
be 1100 as the norm in friendly maches ?
Thanks
Brad
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Recruit

Joined: 12 Apr 2006 Posts: 10
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Posted: Sun Sep 16, 2001 2:55 am Post subject: Re: Army Sizes for Warrior |
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--- In WarriorRules@y..., "Holder, Scott <FHWA>" <Scott.Holder@f...>
wrote:
> 1600 pts is the "standard". However, we've also been running for 9
years now
> a "mini" tourney with 1200 pt lists and 3 hour games. I actually
prefer the
> Mini format to 1600 pts
>
> >>> bdunlap@i... 09/15/01 11:51 AM >>>
>
>
What do you like about the mini? Shorter games?
John
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scott holder Moderator


Joined: 30 Mar 2006 Posts: 6066 Location: Bonnots Mill, MO
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Posted: Mon Sep 17, 2001 2:13 pm Post subject: Re: Army Sizes for Warrior |
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What do you like about the mini? Shorter games?
>Much different playing dynamic. No longer do you run up against 400 *more*
points of "air" so that many many games become hours of situational
development. At 1200 points, armies are fragile. Now I know what many people
are thinking, that later "expensive" medieval armies suffer at smaller point
values. Not so, I've played Burgundian Ordonnance at 1200 points in 15mm no
less and played them well.
Scott
List Ho
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Legionary

Joined: 12 Apr 2006 Posts: 594
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Posted: Tue Sep 18, 2001 2:03 am Post subject: Re: Army Sizes for Warrior |
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The 7th edition 25mm comps here in Oz usually range in points from
1250 to a max of 1500. This allows for two 3 hour games per day over
a (usually) 3 day weekend. I have tried to get interest in bigger
point games but I get the "it takes too long, the table isn't big
enough" etc. As for "taking too long", some players would take 30
minutes per move even if they had only 5 units!
I guess tho, the idea is to get a result within the 3 hours but I've
seen and played many three hour games that still resulted in a 5/5 due
to the sheer amount of mutual slaughter that occured on the table.
--- In WarriorRules@y..., "Holder, Scott <FHWA>" <Scott.Holder@f...>
wrote:
> What do you like about the mini? Shorter games?
>
> >Much different playing dynamic. No longer do you run up against
400 *more*
> points of "air" so that many many games become hours of situational
> development. At 1200 points, armies are fragile. Now I know what
many people
> are thinking, that later "expensive" medieval armies suffer at
smaller point
> values. Not so, I've played Burgundian Ordonnance at 1200 points in
15mm no
> less and played them well.
>
> Scott
> List Ho
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Chris Bump Legate

Joined: 12 Apr 2006 Posts: 1625
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Posted: Tue Sep 18, 2001 11:55 am Post subject: Re: Re: Army Sizes for Warrior |
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Steve,
Thats interesting, because it is quite the opposite of what we are
experiencing out here. We typically find that 25mm games end more quickly
because the board is proportionally smaller and opponents close more rapidly.
We play both 25 and 15 and range in points between 1600 and 3000. Granted
the 3000 point games ussually last a full day, but we are able to get
multiple 1600 point games into a single Saturday and the same is true with
the 25mm games.
We have instituted a bit of a regimine out here though. The phase is called
out and the players are consistently querried as to whether or not they are
done. Each player gets 3 take-backs per game in which he can change a move
or go back one phase because he forgot to move something. Once everyone is
on board for that the games tend to move along pretty smoothly and hence more
rapidly than before we started doing this. Just a thought.
Chris
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Kelly Wilkinson Dictator

Joined: 12 Apr 2006 Posts: 4172 Location: Raytown, MO
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Posted: Tue Sep 18, 2001 11:40 pm Post subject: Re: Re: Army Sizes for Warrior |
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That's a great idea Chris!
Kelly
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joncleaves Moderator


Joined: 29 Mar 2006 Posts: 16447
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Posted: Wed Sep 26, 2001 1:15 am Post subject: Re: Re: Army Sizes for Warrior |
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What is wrong with just leaving a back-rank element in place until you make
your final move?
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Legionary

Joined: 12 Apr 2006 Posts: 594
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Posted: Wed Sep 26, 2001 3:37 am Post subject: Re: Army Sizes for Warrior |
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Chris,
Three take-backs per game? Sheesh! You guys are waaaAAAAaaayyyy too
forgiving! Down here it be cut throat all the way. Ya snooze, ya
lose! The only phase that is called out is the dreaded "last bound!
Do not start another bound!" usually followed by my C-in-C immediatly
throwing a "1" on a waver test! To ensure "morale fibre" there is a
penalty imposed for slow playing.
This weekend I will be attending MOAB (Mother Of All Battlegames)
here in Sydney. 7th edition (with local modifcations and I Phoned
Phil suppliments) in 25mm, 1300 points on a 6 x 4 table, fixed list
and pre-set terrain, 2 games per day over 3 days. There will be 18
of us so it should be an interesting weekend. We use the 50% / 150%
points for shaken, offtable / routed, destroyed and use the resulting
points difference to score from 5-5 to 10-0. Highest score over the
weekend wins.
I'll let the group know what Warrior type problems arise.
Cheers
Steve
--- In WarriorRules@y..., cncbump@a... wrote:
> Steve,
Thats interesting, because it is quite the opposite of what we are
experiencing out here. We typically find that 25mm games end more
quickly because the board is proportionally smaller and opponents
close more rapidly.
We play both 25 and 15 and range in points between 1600 and 3000.
Granted the 3000 point games ussually last a full day, but we are
able to get multiple 1600 point games into a single Saturday and the
same is true with the 25mm games.
>
> We have instituted a bit of a regimine out here though. The phase
is called out and the players are consistently querried as to whether
or not they are done. Each player gets 3 take-backs per game in
which he can change a move or go back one phase because he forgot to
move something. Once everyone is on board for that the games tend to
move along pretty smoothly and hence more rapidly than before we
started doing this. Just a thought.
>
> Chris
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Don Coon Imperator

Joined: 12 Apr 2006 Posts: 2742
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Posted: Wed Sep 26, 2001 4:40 am Post subject: Re: Re: Army Sizes for Warrior |
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> Chris,
>
> Three take-backs per game? Sheesh! You guys are waaaAAAAaaayyyy too
> forgiving! Down here it be cut throat all the way. Ya snooze, ya
> lose! The only phase that is called out is the dreaded "last bound!
> Do not start another bound!" usually followed by my C-in-C immediatly
> throwing a "1" on a waver test! To ensure "morale fibre" there is a
> penalty imposed for slow playing.
You may be missing what we call a take-back. If you move an element at all,
then put it back it is a take back. You have to asses the proposed new
position a unit will be in before moving to it. If you move the unit and do
not like where it is, tough.
Don
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Patrick Byrne Centurion

Joined: 12 Apr 2006 Posts: 1433
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Posted: Wed Sep 26, 2001 5:55 am Post subject: Re: Re: Army Sizes for Warrior |
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Steve,
How many games do you all play? Do you game both Sat and Sun?
I am looking for ways to increase the amount of players atending our
tournaments. We had 16 said they were going to be here this past weekend for
our DFW tourney. Only 8 showed.
To Lurkers and non-Lurkers alike,
Does anyone else have a format that people seem to enjoy? Do you go less
points, and less time, to get more games in, or just the opposite? Has
anyone else had success with 2 day tournaments, or do most people prefer just
a Saturday, with Sunday reserved for fun games?
I am looking into the possibility of holding a tourney during TwisterCon in
Oklahoma City in March '02. I am open to all suggestions, feedback, and
encouragement that I can get. You can email me privately if you wish at
cuan@....
-PB
Steve Honeyman wrote:
> Chris,
>
> Three take-backs per game? Sheesh! You guys are waaaAAAAaaayyyy too
> forgiving! Down here it be cut throat all the way. Ya snooze, ya
> lose! The only phase that is called out is the dreaded "last bound!
> Do not start another bound!" usually followed by my C-in-C immediatly
> throwing a "1" on a waver test! To ensure "morale fibre" there is a
> penalty imposed for slow playing.
>
> This weekend I will be attending MOAB (Mother Of All Battlegames)
> here in Sydney. 7th edition (with local modifcations and I Phoned
> Phil suppliments) in 25mm, 1300 points on a 6 x 4 table, fixed list
> and pre-set terrain, 2 games per day over 3 days. There will be 18
> of us so it should be an interesting weekend. We use the 50% / 150%
> points for shaken, offtable / routed, destroyed and use the resulting
> points difference to score from 5-5 to 10-0. Highest score over the
> weekend wins.
>
> I'll let the group know what Warrior type problems arise.
>
> Cheers
>
> Steve
>
> --- In WarriorRules@y..., cncbump@a... wrote:
> > Steve,
>
> Thats interesting, because it is quite the opposite of what we are
> experiencing out here. We typically find that 25mm games end more
> quickly because the board is proportionally smaller and opponents
> close more rapidly.
> We play both 25 and 15 and range in points between 1600 and 3000.
> Granted the 3000 point games ussually last a full day, but we are
> able to get multiple 1600 point games into a single Saturday and the
> same is true with the 25mm games.
> >
> > We have instituted a bit of a regimine out here though. The phase
> is called out and the players are consistently querried as to whether
> or not they are done. Each player gets 3 take-backs per game in
> which he can change a move or go back one phase because he forgot to
> move something. Once everyone is on board for that the games tend to
> move along pretty smoothly and hence more rapidly than before we
> started doing this. Just a thought.
> >
> > Chris
>
>
> To unsubscribe from this group, send an email to:
> WarriorRules-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
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Patrick Byrne Centurion

Joined: 12 Apr 2006 Posts: 1433
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Posted: Wed Sep 26, 2001 6:06 am Post subject: Re: Re: Army Sizes for Warrior |
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I enjoy the no-takeback rule because it better simulates the actual condition on
the field. It also forces someone to move more in 40p increments to avoid
pitfalls. But I must say that being allowed three take-backs is better than
zero take-backs because it sucks to have one bad move ruin and entire Saturday.
And most importantly, it is very frustrating to see your opponent go back and
forth with a whole unit three, four, and five times. I know millimeters
shouldn't matter, but to see an opponent end up in a spot that would involve two
wheels, a 90 degree turn and a refuse, all in one approach phase, drives me
batty.
Now that you've got me started....
Have you ever planned a move because you know your opponent couldn't wheel,
approach, and fit between two other units. Then you watch them go back and
forth, back and forth, contemplating on how to do it with unit in hand. Then
the next thing you know, they did it!
Please, when you perform a move, leave the back rank in place to give your
opponent the courtesy to see that the move was legal.
-PB
DONALD COON wrote:
> > Chris,
> >
> > Three take-backs per game? Sheesh! You guys are waaaAAAAaaayyyy too
> > forgiving! Down here it be cut throat all the way. Ya snooze, ya
> > lose! The only phase that is called out is the dreaded "last bound!
> > Do not start another bound!" usually followed by my C-in-C immediatly
> > throwing a "1" on a waver test! To ensure "morale fibre" there is a
> > penalty imposed for slow playing.
>
> You may be missing what we call a take-back. If you move an element at all,
> then put it back it is a take back. You have to asses the proposed new
> position a unit will be in before moving to it. If you move the unit and do
> not like where it is, tough.
>
> Don
>
>
> To unsubscribe from this group, send an email to:
> WarriorRules-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
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Kelly Wilkinson Dictator

Joined: 12 Apr 2006 Posts: 4172 Location: Raytown, MO
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Posted: Wed Sep 26, 2001 6:10 am Post subject: Re: Re: Army Sizes for Warrior |
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I agree with jon here(OMG!). This is how we play it
here in KC. Besides, it's just smart practice!
Kelly
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Kelly Wilkinson Dictator

Joined: 12 Apr 2006 Posts: 4172 Location: Raytown, MO
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Posted: Wed Sep 26, 2001 6:20 am Post subject: Re: Re: Army Sizes for Warrior |
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Patrick,
I found it most enjoyable when mr. holder ran
matched pairs "Fast Warrior"(historical opponents)
here in KC. You could have the terrain pre set and
each player can then just dice for the side they want.
You could get in 6 games in a period of 7 or 8
hours(or less bc it's "FAST"!) of playing time and be
done in one day. Spacing a tournament over Satuday and
Sunday is not considerate for people driving 8 or more
hours away. No one would want to have to stick around
for a finals round till 1600 hrs and then bust their
ass's to get home for work the next morning. If your
running this at twister con. you could use a format
similar to this with just 4 games and folks could get
their games done within a reasonable amount of time
and still get their shopping done.
Kelly Wilkinson
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Kelly Wilkinson Dictator

Joined: 12 Apr 2006 Posts: 4172 Location: Raytown, MO
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Posted: Wed Sep 26, 2001 6:23 am Post subject: Re: Re: Army Sizes for Warrior |
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Pat,
Just do what jon suggests and leave the rear
elements in place. That way you always know where the
unit started and there is never any cheese!
Kelly
(agreeing w/jc?)
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Legionary

Joined: 12 Apr 2006 Posts: 594
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Posted: Wed Sep 26, 2001 7:37 am Post subject: Re: Army Sizes for Warrior |
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Patrick,
It is over three days (love them long weekends) Sat, Sun Monday with
2 x 3 hour games each day. As far as I know there is only one
regular comp here that is on for two days. The rest are three day
events. As for encouraging entrats, we had one situation where about
5 players walked out half way through the second day! Talk about
screwing up the standings!
--- In WarriorRules@y..., Patrick Byrnes <cuan@f...> wrote:
> Steve,
> How many games do you all play? Do you game both Sat and Sun?
>
> I am looking for ways to increase the amount of players atending our
> tournaments. We had 16 said they were going to be here this past
weekend for
> our DFW tourney. Only 8 showed.
>
>
> To Lurkers and non-Lurkers alike,
> Does anyone else have a format that people seem to enjoy? Do you
go less
> points, and less time, to get more games in, or just the opposite?
Has
> anyone else had success with 2 day tournaments, or do most people
prefer just
> a Saturday, with Sunday reserved for fun games?
>
> I am looking into the possibility of holding a tourney during
TwisterCon in
> Oklahoma City in March '02. I am open to all suggestions,
feedback, and
> encouragement that I can get. You can email me privately if you
wish at
> cuan@f...
> -PB
>
>
> Steve Honeyman wrote:
>
> > Chris,
> >
> > Three take-backs per game? Sheesh! You guys are waaaAAAAaaayyyy
too
> > forgiving! Down here it be cut throat all the way. Ya snooze, ya
> > lose! The only phase that is called out is the dreaded "last
bound!
> > Do not start another bound!" usually followed by my C-in-C
immediatly
> > throwing a "1" on a waver test! To ensure "morale fibre" there
is a
> > penalty imposed for slow playing.
> >
> > This weekend I will be attending MOAB (Mother Of All Battlegames)
> > here in Sydney. 7th edition (with local modifcations and I Phoned
> > Phil suppliments) in 25mm, 1300 points on a 6 x 4 table, fixed
list
> > and pre-set terrain, 2 games per day over 3 days. There will be
18
> > of us so it should be an interesting weekend. We use the 50% /
150%
> > points for shaken, offtable / routed, destroyed and use the
resulting
> > points difference to score from 5-5 to 10-0. Highest score over
the
> > weekend wins.
> >
> > I'll let the group know what Warrior type problems arise.
> >
> > Cheers
> >
> > Steve
> >
> > --- In WarriorRules@y..., cncbump@a... wrote:
> > > Steve,
> >
> > Thats interesting, because it is quite the opposite of what we are
> > experiencing out here. We typically find that 25mm games end more
> > quickly because the board is proportionally smaller and opponents
> > close more rapidly.
> > We play both 25 and 15 and range in points between 1600 and 3000.
> > Granted the 3000 point games ussually last a full day, but we are
> > able to get multiple 1600 point games into a single Saturday and
the
> > same is true with the 25mm games.
> > >
> > > We have instituted a bit of a regimine out here though. The
phase
> > is called out and the players are consistently querried as to
whether
> > or not they are done. Each player gets 3 take-backs per game in
> > which he can change a move or go back one phase because he forgot
to
> > move something. Once everyone is on board for that the games
tend to
> > move along pretty smoothly and hence more rapidly than before we
> > started doing this. Just a thought.
> > >
> > > Chris
> >
> >
> > To unsubscribe from this group, send an email to:
> > WarriorRules-unsubscribe@egroups.com
> >
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
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