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A Four Horsemen Enterprises Rules Set
 
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The High Casualty Alternative

 
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Greg Regets
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PostPosted: Tue Dec 16, 2003 9:30 pm    Post subject: The High Casualty Alternative


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
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PostPosted: Tue Dec 16, 2003 9:34 pm    Post subject: RE: The High Casualty Alternative


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:)SmileSmile
Oops, just revealed what passes for tactics when I play:)Smile:)

scott


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joncleaves
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PostPosted: Tue Dec 16, 2003 9:49 pm    Post subject: Re: The High Casualty Alternative


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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Greg Regets
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PostPosted: Wed Dec 17, 2003 12:57 am    Post subject: Re: The High Casualty Alternative


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:)SmileSmile Oops, just revealed what passes for tactics
when I play:)SmileSmile
>
> scott

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PostPosted: Thu Dec 18, 2003 2:00 am    Post subject: Re: The High Casualty Alternative


--- 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:)SmileSmile Oops, just revealed what passes for tactics
when I play:)SmileSmile
>
> 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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PostPosted: Thu Dec 18, 2003 2:01 am    Post subject: Re: The High Casualty Alternative


--- 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:)SmileSmile Oops, just revealed what passes for tactics
when I play:)SmileSmile
>
> 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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