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				|  | Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
 
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		| Greg Regets Imperator
 
  
 
 Joined: 12 Apr 2006
 Posts: 2988
 
 
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				|  Posted: Tue Dec 16, 2003 9:30 pm    Post subject: The High Casualty Alternative |  |  
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				| Just something fun to do in a friendly game.
 
 Let any portion of a down roll in combat cancel out the down roll on
 the other, such that a down3 by player A and a down2 by player B,
 nets a down one to player A and an even roll to player B.
 
 This speeds up the game quite a bit.
 
 Just for fun ... g
 
 
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		| scott holder Moderator
 
  
  
 Joined: 30 Mar 2006
 Posts: 6079
 Location: Bonnots Mill, MO
 
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				|  Posted: Tue Dec 16, 2003 9:34 pm    Post subject: RE: The High Casualty Alternative |  |  
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				| Let any portion of a down roll in combat cancel out the down roll on
 the other, such that a down3 by player A and a down2 by player B,
 nets a down one to player A and an even roll to player B.
 
 This speeds up the game quite a bit.
 
 >Hmmmmm, I fail to see how this speeds up the game.  In my experience, lotsa
 down rolls by my opponent and none by myself really speeds up the game:)
    Oops, just revealed what passes for tactics when I play:)
  :) 
 scott
 
 
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 These Rules Suck, Let's Paint!
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		| joncleaves Moderator
 
  
  
 Joined: 29 Mar 2006
 Posts: 16447
 
 
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				|  Posted: Tue Dec 16, 2003 9:49 pm    Post subject: Re: The High Casualty Alternative |  |  
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				| In a message dated 12/16/2003 1:34:36 PM Eastern Standard Time,
 Scott.Holder@... writes:
 
 > Let any portion of a down roll in combat cancel out the down roll on
 > the other, such that a down3 by player A and a down2 by
 > player B,
 > nets a down one to player A and an even roll to player B.
 >
 > This speeds up the game quite a bit.>>
 
 That is an interesting alternative and I'd encourage folks to mess around with
 things like this and deeper rear zones and other such minor changes to framework
 that do no harm to rules but make for faster games.
 
 The combat system for Warrior Battles, as a related issue to the above, is very
 'fast'.  Each player totals up all the factors from a table into one number and
 add to it his combat dice roll.  The higher modified number wins, with the
 difference deciding how much of a win.  No multiplication or division required.
 :)
 
 I am building this combat system such that players will be able to drop it
 directly into a 'normal' Warrior game.....
 
 Jon
 
 
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 Roll Up and Win!
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		| Greg Regets Imperator
 
  
 
 Joined: 12 Apr 2006
 Posts: 2988
 
 
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				|  Posted: Wed Dec 17, 2003 12:57 am    Post subject: Re: The High Casualty Alternative |  |  
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				| Well ... you only cancel when BOTH roll down. If only one rolls down,
 or one rolls up, or both roll up, there is no cancelling.
 
 Give it a try some time, when you are bored with 1600 points, fair
 and open!
 
 g
 
 
 --- In WarriorRules@yahoogroups.com, "Holder, Scott"
 <Scott.Holder@f...> wrote:
 > Let any portion of a down roll in combat cancel out the down roll
 on
 > the other, such that a down3 by player A and a down2 by player B,
 > nets a down one to player A and an even roll to player B.
 >
 > This speeds up the game quite a bit.
 >
 > >Hmmmmm, I fail to see how this speeds up the game.  In my
 experience, lotsa down rolls by my opponent and none by myself really
 speeds up the game:)
   Oops, just revealed what passes for tactics when I play:)
    >
 > scott
 
 
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 Joined: 12 Apr 2006
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				|  Posted: Thu Dec 18, 2003 2:00 am    Post subject: Re: The High Casualty Alternative |  |  
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				| --- In WarriorRules@yahoogroups.com, "Holder, Scott"
 <Scott.Holder@f...> wrote:
 > Let any portion of a down roll in combat cancel out the down roll
 on
 > the other, such that a down3 by player A and a down2 by player B,
 > nets a down one to player A and an even roll to player B.
 >
 > This speeds up the game quite a bit.
 >
 > >Hmmmmm, I fail to see how this speeds up the game.  In my
 experience, lotsa down rolls by my opponent and none by myself really
 speeds up the game:)
   Oops, just revealed what passes for tactics when I play:)
    >
 > scott
 
 Scott, this speeds up play because casualties are greater with an
 even roll or a down one result vs. down 2 and down three respectively.
 
 I think Greg is mentioning this because of what happened in the last
 tourney here in his game with Kelly. Lots of combats + lots of down
 rolls = little points for either side. Results would have been
 different if causualties mounted up quicker. Probably not an issue
 with 4 hour games but definitely with 3 hour ones! :-)
 
 If I am not mistaken, part of the reason for going to fatigue
 recording from 6th to 7th was to quicken game results; right? I would
 think the other reason was that a unit could theoretically keep
 charging, have lots of combats and be none the worse for wear!
 
 Chris Tebo
 
 Chris Tebo
 
 
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 Joined: 12 Apr 2006
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				|  Posted: Thu Dec 18, 2003 2:01 am    Post subject: Re: The High Casualty Alternative |  |  
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				| --- In WarriorRules@yahoogroups.com, "Holder, Scott"
 <Scott.Holder@f...> wrote:
 > Let any portion of a down roll in combat cancel out the down roll
 on
 > the other, such that a down3 by player A and a down2 by player B,
 > nets a down one to player A and an even roll to player B.
 >
 > This speeds up the game quite a bit.
 >
 > >Hmmmmm, I fail to see how this speeds up the game.  In my
 experience, lotsa down rolls by my opponent and none by myself really
 speeds up the game:)
   Oops, just revealed what passes for tactics when I play:)
    >
 > scott
 
 Scott, this speeds up play because casualties are greater with an
 even roll or a down one result vs. down 2 and down three respectively.
 
 I think Greg is mentioning this because of what happened in the last
 tourney here in his game with Kelly. Lots of combats + lots of down
 rolls = little points for either side. Results would have been
 different if causualties mounted up quicker. Probably not an issue
 with 4 hour games but definitely with 3 hour ones! :-)
 
 If I am not mistaken, part of the reason for going to fatigue
 recording from 6th to 7th was to quicken game results; right? I would
 think the other reason was that a unit could theoretically keep
 charging, have lots of combats and be none the worse for wear!
 
 Chris Tebo
 
 Chris Tebo
 
 
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