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		| joncleaves Moderator
 
  
  
 Joined: 29 Mar 2006
 Posts: 16447
 
 
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				|  Posted: Sat Feb 25, 2006 1:12 pm    Post subject: Re: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| In a message dated 2/25/2006 08:35:23 Central Standard Time,
 hailkaeser@... writes:
 
 Please,  lets move on and have Jon finish the rules so everyone can be on the
 same  page?!?!  >>
 Todd, this discussion is not delaying me - other things are, but not
 this...lol
 
 I am letting all x-rule discussions just flow and will look at them when  the
 book is done.
 
 Jon
 
 
 
 
 [Non-text portions of this message have been removed]
 
 
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		| Todd Kaeser Centurion
 
  
  
 Joined: 12 Apr 2006
 Posts: 1221
 Location: Foxborough, Massachusetts
 
 | 
			
				|  Posted: Sat Feb 25, 2006 5:33 pm    Post subject: Re: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| WARNING - Rant coming up - feel free to ignore.
 
 As if WARRIOR isn't already unbelieveably complicated - why toy w/ the terrain
 placement?  I understand the difficulties that come from playing an opponent who
 takes up defensive position and doesn't want to come out and fight.  It sucks
 and it takes both of you out of the tournament.  I've never understood why
 people throw terrain like that or bring armies like that, but I guess it's their
 choice.  I don't find the enjoyment in a 1-1 battle and i'll not risk entering
 certain death.
 
 That being said - I don't think that too many people are placing horrific
 terrain and not coming out to fight.  Tinkering with a system that works most of
 the time seems a waste of manpower considering all the other things that have to
 be worked on.  I want a clean and finished rules set.  I'm very tired of
 constantly adding little rules here and there to my rulesbook or adding errata
 to my lists.
 
 With the current tournament format almost everyone comes out to fight b/c
 otherwise they won't gets points.  Most of the players out there would rather
 lose 5-3 than get a 1-1 draw.  A 3 keeps you in the hunt.  Now some don't play
 it that way.  They sit back behind fortifications/terrain/whatever and take a
 skirmish game for 4 hours.  Why??? - beats the hell out of me.  Why spend so
 much money and time and not come to fight???  Drives me nuts (obviously).
 
 With the current system, depending upon the luck of the dice, an opponent can
 keep a board terrain free (opens and road) or cluster it up w/ terrain depending
 upon the type of army.  It goes both ways.  I've been the unfortunate victim of
 luck and have had too much or to little terrain to work with.  It's the luck of
 the die sometimes.
 
 Please, lets move on and have Jon finish the rules so everyone can be on the
 same page?!?!  I would like to see siege warrior, or fantasy warrior, or
 campaign warrior, or naval warrior sometime before I cannot enjoy it any longer.
 
 Sorry to upset anyone, had to rant.
 
 Todd K
 
 Todd Schneider <thresh1642@...> wrote:
 Well, the bigger issue in my mind is this:
 
 What as a player is preventing me from dicing for
 terrain thats puts my opponenet at a disadvantage?
 
 Even if there was to be an "Agression Factor" based on
 whatever reason being assigned to an Army, why
 wouldn't I want to place as much terrain as possible
 to disrupt his now mandatory advancce, thereby giving
 myself an advantage.  That is to say, as an example
 Mongols have a High Agression factor, that compels
 them to advance to fulfill the new "X-Rule".  Whats to
 prevent me from throwing out a minor water feature and
 other terrain designed and placed specifically to
 disorder his troops and make any advance he does make
 a losing proposistion?  Wheres the fun in that game?
 
 From my readings, which are admittedly thin, ancient
 battles took place on as open a ground as possible,
 with perhpas their flanks protected or anchored on a
 prominent terrain feature.  Currently the terrain
 chart reflects this, as many of the results are
 "Either Flank" or "Not in Forward Zones of Central
 Sector".
 
 I am not completely sure of the justification behind
 the Mongol List rules, I believe it has something to
 do with the fact they almost always outscouted their
 opponent and was generally always fought on the
 terrain of their choosing, which was generally open
 space so as to use thier mounted most effectively.
 So, if aplayer is trying to lay dow as much terrain as
 possiblr to disrupt his mongol opponent, the Mongol
 player has the option of removing the terrain in
 question, but only if he has the scouting points.  If
 I have the wrong I apologize, my books are packed.
 
 I don;t think theres any rule out there that can
 compel a player to advance that won't be abused in one
 form or another.
 
 Todd
 
 --- Doug <rockd@...> wrote:
 
 > >1. Tournament: how will this affect scoring?
 > >2. Casual play: again, I think if I was the player
 > "forced" to attack,
 > >I might just say "you win" and not bother to
 > actually play it out
 >
 > How about a "do over" rule where the player invoking
 > it concedes some
 > amount of victory points, and the terrain setup is
 > done again?  But
 > you need a way to make sure the 'defensive' player
 > can't just set up
 > the same way again.
 >
 > Or maybe allowing the invoking player to take away
 > from his opponent
 > certain things - enemy fortifications and terrain
 > picks - up to an
 > allowed AP value, while losing some higher multiple
 > of his own army
 > points.
 >
 > And if you let the formerly fortified player pick
 > _which_ of his
 > opponents units are discarded, things could get
 > interesting.
 >
 > You could rationalize it by saying that the attacker
 > force marched to
 > the battlefield before there was time to construct
 > the
 > fortifications, but some of his army is straggling
 > and doesn't show
 > up for the battle.
 >
 
 
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		| Mark Stone Moderator
 
  
  
 Joined: 12 Apr 2006
 Posts: 2102
 Location: Buckley, WA
 
 | 
			
				|  Posted: Sat Feb 25, 2006 8:57 pm    Post subject: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| --- On February 25 Todd said: ---
 
 > With the current tournament format almost everyone comes out to fight b/c
 > otherwise they won't gets points.  Most of the players out there would rather
 > lose 5-3 than get a 1-1 draw.  A 3 keeps you in the hunt.  Now some don't play
 > it that way.  They sit back behind fortifications/terrain/whatever and take a
 > skirmish game for 4 hours.  Why??? - beats the hell out of me.  Why spend so
 > much money and time and not come to fight???  Drives me nuts (obviously).
 
 I'm glad to see some of the more veteran voices chiming in to point out how
 silly and futile it would be to tinker with the terrain placement rules. Todd
 has hit the nail on the head with what he says here.
 
 If:
 You find yourself regularly facing an opponent who avoids a decisive fight by
 hiding behind terrain, and
 You want to fix the problem by changing the terrain rules,
 Then:
 YOU'RE LOOKING IN THE WRONG PLACE.
 
 No amount of tinkering with terrain will force a player to fight who'd rather
 get a 1-1 draw than a 5-3 loss. The incentive to fight is in the scoring
 system, not in terrain placement.
 
 Several fallacies have lurked in this discussion:
 
 First, a defensive army does not mean an indecisive one. I've yet to see Dave
 Stier or Frank Gilson cross the center line with a single unit in their 100YWE
 army, and they've won Cold Wars with it three years in a row.
 
 Second, if you want a large swath of open field on the table, you can absolutely
 get it (road, open space, etc.). That doesn't mean you can make your opponent go
 there.
 
 Third, if you want a large swath of difficult terrain on the table, you can
 absolutely get it (brush, minor water, marsh, steep hill, etc.). That doesn't
 mean you can make your opponent go there.
 
 Fourth, nothing compels you to charge headlong into a death trap. That's what
 "Wait" orders are for. Use them.
 
 Put all this together and come up with a terrain strategy. Where can you fight
 that plays to your army's strengths, and yet entices your opponent to fight as
 well. All great generals knew how to do this. The better Warrior players know
 how too.
 
 
 
 -Mark Stone
 
 
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 Joined: 12 Apr 2006
 Posts: 9
 
 
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				|  Posted: Sat Feb 25, 2006 9:44 pm    Post subject: Re: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| This question is coming from someone who is still learning the rules of
 tournament play. From what I read, you could "lose" every game in a tournament
 and still win on points?
 
 Harmon
 
 Mark Stone <mark@...> wrote:
 --- On February 25 Todd said: ---
 
 > With the current tournament format almost everyone comes out to fight b/c
 > otherwise they won't gets points. Most of the players out there would rather
 > lose 5-3 than get a 1-1 draw. A 3 keeps you in the hunt. Now some don't play
 > it that way. They sit back behind fortifications/terrain/whatever and take a
 > skirmish game for 4 hours. Why??? - beats the hell out of me. Why spend so
 > much money and time and not come to fight??? Drives me nuts (obviously).
 
 I'm glad to see some of the more veteran voices chiming in to point out how
 silly and futile it would be to tinker with the terrain placement rules. Todd
 has hit the nail on the head with what he says here.
 
 If:
 You find yourself regularly facing an opponent who avoids a decisive fight by
 hiding behind terrain, and
 You want to fix the problem by changing the terrain rules,
 Then:
 YOU'RE LOOKING IN THE WRONG PLACE.
 
 No amount of tinkering with terrain will force a player to fight who'd rather
 get a 1-1 draw than a 5-3 loss. The incentive to fight is in the scoring
 system, not in terrain placement.
 
 Several fallacies have lurked in this discussion:
 
 First, a defensive army does not mean an indecisive one. I've yet to see Dave
 Stier or Frank Gilson cross the center line with a single unit in their 100YWE
 army, and they've won Cold Wars with it three years in a row.
 
 Second, if you want a large swath of open field on the table, you can absolutely
 get it (road, open space, etc.). That doesn't mean you can make your opponent go
 there.
 
 Third, if you want a large swath of difficult terrain on the table, you can
 absolutely get it (brush, minor water, marsh, steep hill, etc.). That doesn't
 mean you can make your opponent go there.
 
 Fourth, nothing compels you to charge headlong into a death trap. That's what
 "Wait" orders are for. Use them.
 
 Put all this together and come up with a terrain strategy. Where can you fight
 that plays to your army's strengths, and yet entices your opponent to fight as
 well. All great generals knew how to do this. The better Warrior players know
 how too.
 
 
 
 -Mark Stone
 
 
 
 
 Yahoo! Groups Links
 
 
 
 
 
 
 
 
 
 
 
 [Non-text portions of this message have been removed]
 
 
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 Joined: 12 Apr 2006
 Posts: 76
 
 
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				|  Posted: Sat Feb 25, 2006 10:45 pm    Post subject: Re: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| As a "experiment" one tournament I ran my 25MM Holy Roman Empire (late) very
 defensively (this was in DBM but it still applies to this discussion). Pike
 blocks with their flanks protected by arty behind fortifications backed up by
 mounted knights, with light infantry screening the pikes.  My thought process
 was this was often how the army fought historically and I was curious to see how
 it would work against the varied opponents I would meet in a tournament setting.
 I fully expected a lot of ties.  Almost every opponent came right at me. In
 retrospect they probably felt that they had a chance of beating the pike and
 that if they wanted to win the tournament they couldn't settle for a tie.  As a
 result I won more games than I expected, though I did lose one to an opponent
 who successfully attacked over the fortifications and turned the flank of the
 pike.  Knowing that your opponents have to attack you to win the event opens up
 some interesting deployment possibilities.  Of course you
 need to balance this line of thinking with the fact that you want to have games
 that are enjoyable to play for both players, especially as players may have
 driven or flow long distances, etc to play.  It was an interesting experiment
 though......
 
 I think if I ever ran the list like this again I would want a second list
 that was very offensively oriented so that based on my knowledge of my
 opponent's style of play (i.e will he attack me or will he wait me out) and his
 army selection I could choose to play either defensively or offensively.
 
 Mark Stone <mark@...> wrote:
 --- On February 25 Todd said: ---
 
 > With the current tournament format almost everyone comes out to fight b/c
 > otherwise they won't gets points.  Most of the players out there would rather
 > lose 5-3 than get a 1-1 draw.  A 3 keeps you in the hunt.  Now some don't play
 > it that way.  They sit back behind fortifications/terrain/whatever and take a
 > skirmish game for 4 hours.  Why??? - beats the hell out of me.  Why spend so
 > much money and time and not come to fight???  Drives me nuts (obviously).
 
 I'm glad to see some of the more veteran voices chiming in to point out how
 silly and futile it would be to tinker with the terrain placement rules. Todd
 has hit the nail on the head with what he says here.
 
 If:
 You find yourself regularly facing an opponent who avoids a decisive fight by
 hiding behind terrain, and
 You want to fix the problem by changing the terrain rules,
 Then:
 YOU'RE LOOKING IN THE WRONG PLACE.
 
 No amount of tinkering with terrain will force a player to fight who'd rather
 get a 1-1 draw than a 5-3 loss. The incentive to fight is in the scoring
 system, not in terrain placement.
 
 Several fallacies have lurked in this discussion:
 
 First, a defensive army does not mean an indecisive one. I've yet to see Dave
 Stier or Frank Gilson cross the center line with a single unit in their 100YWE
 army, and they've won Cold Wars with it three years in a row.
 
 Second, if you want a large swath of open field on the table, you can absolutely
 get it (road, open space, etc.). That doesn't mean you can make your opponent go
 there.
 
 Third, if you want a large swath of difficult terrain on the table, you can
 absolutely get it (brush, minor water, marsh, steep hill, etc.). That doesn't
 mean you can make your opponent go there.
 
 Fourth, nothing compels you to charge headlong into a death trap. That's what
 "Wait" orders are for. Use them.
 
 Put all this together and come up with a terrain strategy. Where can you fight
 that plays to your army's strengths, and yet entices your opponent to fight as
 well. All great generals knew how to do this. The better Warrior players know
 how too.
 
 
 
 -Mark Stone
 
 
 
 SPONSORED LINKS
 Miniature wargaming   Wargaming   Warrior
 
 ---------------------------------
 YAHOO! GROUPS LINKS
 
 
 Visit your group "WarriorRules" on the web.
 
 To unsubscribe from this group, send an email to:
 WarriorRules-unsubscribe@yahoogroups.com
 
 Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
 
 
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		| Todd Kaeser Centurion
 
  
  
 Joined: 12 Apr 2006
 Posts: 1221
 Location: Foxborough, Massachusetts
 
 | 
			
				|  Posted: Sat Feb 25, 2006 10:47 pm    Post subject: Re: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| Harmon,
 
 The likelihood that losing every game could put you in 1st is almost
 impossible, HOWEVER... I have had times where I have lost 5-3 or 5-2 in the
 first round of the NICT and come back to almost win the whole enchilada.  I have
 also seen two opponents refuse to take chances due to either defensive terrain
 placement (minor rivers do this awlfully well sometimes) or a defensive stance
 and they've fought to a 1-1 draw.  Now both are out of the tournament.  I'm sure
 that there are many others who would echo my feelings and take the 5-3 loss vs.
 the 1-1 draw.
 
 I don't always understand the mentality of some gamers.  I've been in battles
 where I've be winning decidedly (would be a 3-1 or 4-1 type score) and my
 opponent refuses to come out and fight... WHY??? - He's already lost with the
 current point total, but doesn't want to lose worse???  (even happened in the
 final round of a tournament) I'd risk it all (the big 1 here) and come out guns
 ablazing trying to make something happen.  Don't get it.
 
 Todd K
 
 Harmon Ward <hjw@...> wrote:
 This question is coming from someone who is still learning the rules of
 tournament play. From what I read, you could "lose" every game in a tournament
 and still win on points?
 
 Harmon
 
 Mark Stone <mark@...> wrote:
 --- On February 25 Todd said: ---
 
 > With the current tournament format almost everyone comes out to fight b/c
 > otherwise they won't gets points. Most of the players out there would rather
 > lose 5-3 than get a 1-1 draw. A 3 keeps you in the hunt. Now some don't play
 > it that way. They sit back behind fortifications/terrain/whatever and take a
 > skirmish game for 4 hours. Why??? - beats the hell out of me. Why spend so
 > much money and time and not come to fight??? Drives me nuts (obviously).
 
 I'm glad to see some of the more veteran voices chiming in to point out how
 silly and futile it would be to tinker with the terrain placement rules. Todd
 has hit the nail on the head with what he says here.
 
 If:
 You find yourself regularly facing an opponent who avoids a decisive fight by
 hiding behind terrain, and
 You want to fix the problem by changing the terrain rules,
 Then:
 YOU'RE LOOKING IN THE WRONG PLACE.
 
 No amount of tinkering with terrain will force a player to fight who'd rather
 get a 1-1 draw than a 5-3 loss. The incentive to fight is in the scoring
 system, not in terrain placement.
 
 Several fallacies have lurked in this discussion:
 
 First, a defensive army does not mean an indecisive one. I've yet to see Dave
 Stier or Frank Gilson cross the center line with a single unit in their 100YWE
 army, and they've won Cold Wars with it three years in a row.
 
 Second, if you want a large swath of open field on the table, you can absolutely
 get it (road, open space, etc.). That doesn't mean you can make your opponent go
 there.
 
 Third, if you want a large swath of difficult terrain on the table, you can
 absolutely get it (brush, minor water, marsh, steep hill, etc.). That doesn't
 mean you can make your opponent go there.
 
 Fourth, nothing compels you to charge headlong into a death trap. That's what
 "Wait" orders are for. Use them.
 
 Put all this together and come up with a terrain strategy. Where can you fight
 that plays to your army's strengths, and yet entices your opponent to fight as
 well. All great generals knew how to do this. The better Warrior players know
 how too.
 
 
 
 -Mark Stone
 
 
 
 
 Yahoo! Groups Links
 
 
 
 
 
 
 
 
 
 
 
 [Non-text portions of this message have been removed]
 
 
 
 SPONSORED LINKS
 Miniature wargaming   Wargaming   Warrior
 
 ---------------------------------
 YAHOO! GROUPS LINKS
 
 
 Visit your group "WarriorRules" on the web.
 
 To unsubscribe from this group, send an email to:
 WarriorRules-unsubscribe@yahoogroups.com
 
 Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
 
 
 ---------------------------------
 
 
 
 
 
 ---------------------------------
 Yahoo! Mail
 Bring photos to life! New PhotoMail  makes sharing a breeze.
 
 [Non-text portions of this message have been removed]
 
 
 _________________
 Nolite te Bastardes Carborundorum
 "Don't let the Bastards Grind You Down"
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		| John Murphy Legate
 
  
 
 Joined: 12 Apr 2006
 Posts: 1625
 
 
 | 
			
				|  Posted: Sat Feb 25, 2006 10:48 pm    Post subject: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| Ah, suck it up, be a man, and roll up 4 with your Irreg A's, Todd,
 geez d'ya wanna live forever? <grin>
 
 I have to admit I am with Todd and Tim 200% here these last two posts
 really hit the nail on the head I think.
 
 --- In WarriorRules@yahoogroups.com, Todd Kaeser <hailkaeser@...>
 wrote:
 >   As if WARRIOR isn't already unbelieveably complicated - why toy w/
 the terrain placement?  I understand the difficulties that come from
 playing an opponent who takes up defensive position and doesn't want
 to come out and fight.  It sucks and it takes both of you out of the
 tournament.  I've never understood why people throw terrain like that
 or bring armies like that, but I guess it's their choice.  I don't
 find the enjoyment in a 1-1 battle and i'll not risk entering certain
 death.
 
 
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		| Back to top |  |  
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		| John Murphy Legate
 
  
 
 Joined: 12 Apr 2006
 Posts: 1625
 
 
 | 
			
				|  Posted: Sat Feb 25, 2006 10:58 pm    Post subject: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| first round
 A beats B 5-3
 D beats C 1-0
 
 second round
 C beats A 1-0
 D beats B 5-3
 
 third round
 A beats D 1-0
 C beats B 5-3
 
 total points
 B 9 (3 losses)
 C 6 (2 wins)
 A 6 (2 wins)
 D 6 (2 wins)
 
 B loses every game, wins the tourney
 unlike other tourney systems there is not a fixed pool of points
 divided up so it is actually better to charge into a death trap and
 take a chance rather than play to a 0-0 draw
 
 --- In WarriorRules@yahoogroups.com, Harmon Ward <hjw@...> wrote:
 >
 > This question is coming from someone who is still learning the
 rules of tournament play. From what I read, you could "lose" every
 game in a tournament and still win on points?
 >
 >   Harmon
 >
 >   Mark Stone <mark@...> wrote:
 >   --- On February 25 Todd said: ---
 >
 > > With the current tournament format almost everyone comes out to
 fight b/c
 > > otherwise they won't gets points. Most of the players out there
 would rather
 > > lose 5-3 than get a 1-1 draw. A 3 keeps you in the hunt. Now
 some don't play
 > > it that way. They sit back behind
 fortifications/terrain/whatever and take a
 > > skirmish game for 4 hours. Why??? - beats the hell out of me.
 Why spend so
 > > much money and time and not come to fight??? Drives me nuts
 (obviously).
 >
 > I'm glad to see some of the more veteran voices chiming in to
 point out how
 > silly and futile it would be to tinker with the terrain placement
 rules. Todd
 > has hit the nail on the head with what he says here.
 >
 > If:
 > You find yourself regularly facing an opponent who avoids a
 decisive fight by
 > hiding behind terrain, and
 > You want to fix the problem by changing the terrain rules,
 > Then:
 > YOU'RE LOOKING IN THE WRONG PLACE.
 >
 > No amount of tinkering with terrain will force a player to fight
 who'd rather
 > get a 1-1 draw than a 5-3 loss. The incentive to fight is in the
 scoring
 > system, not in terrain placement.
 >
 > Several fallacies have lurked in this discussion:
 >
 > First, a defensive army does not mean an indecisive one. I've yet
 to see Dave
 > Stier or Frank Gilson cross the center line with a single unit in
 their 100YWE
 > army, and they've won Cold Wars with it three years in a row.
 >
 > Second, if you want a large swath of open field on the table, you
 can absolutely
 > get it (road, open space, etc.). That doesn't mean you can make
 your opponent go
 > there.
 >
 > Third, if you want a large swath of difficult terrain on the
 table, you can
 > absolutely get it (brush, minor water, marsh, steep hill, etc.).
 That doesn't
 > mean you can make your opponent go there.
 >
 > Fourth, nothing compels you to charge headlong into a death trap.
 That's what
 > "Wait" orders are for. Use them.
 >
 > Put all this together and come up with a terrain strategy. Where
 can you fight
 > that plays to your army's strengths, and yet entices your opponent
 to fight as
 > well. All great generals knew how to do this. The better Warrior
 players know
 > how too.
 >
 >
 >
 > -Mark Stone
 >
 >
 >
 >
 > Yahoo! Groups Links
 >
 >
 >
 >
 >
 >
 >
 >
 >
 >
 >
 > [Non-text portions of this message have been removed]
 >
 
 
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		| joncleaves Moderator
 
  
  
 Joined: 29 Mar 2006
 Posts: 16447
 
 
 | 
			
				|  Posted: Sun Feb 26, 2006 2:30 am    Post subject: Re: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| In a message dated 2/25/2006 13:59:16 Central Standard Time,
 jjmurphy@... writes:
 
 B loses  every game, wins the tourney
 unlike other tourney systems there is not a  fixed pool of points
 divided up so it is actually better to charge into a  death trap and
 take a chance rather than play to a 0-0  draw>>
 Let's not jump to any conclusions based on a three round four player  tourney
 where everyone plays everyone else.  That is an example of theory  not
 reflecting real life.
 
 Jon
 
 
 
 
 [Non-text portions of this message have been removed]
 
 
 _________________
 Roll Up and Win!
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		|  |  
		| Tim Grimmett Legionary
 
  
 
 Joined: 12 Apr 2006
 Posts: 406
 Location: Northern Virginia
 
 | 
			
				|  Posted: Sun Feb 26, 2006 3:45 am    Post subject: Re: Re: forcing army to fight x-rule proposal- RANT |  |  
				| 
 |  
				| This last post from an opponent I slimed with all kinds of terrain--minor water
 feaure, marsh, woods as I recall-- in a fight where he showed up with Knights/LC
 against my Gauls (with hold orders no less) and still made a fight of it.
 
 John <jjmurphy@...> wrote:  Ah, suck it up, be a man, and roll up 4 with
 your Irreg A's, Todd,
 geez d'ya wanna live forever? <grin>
 
 I have to admit I am with Todd and Tim 200% here these last two posts
 really hit the nail on the head I think.
 
 --- In WarriorRules@yahoogroups.com, Todd Kaeser <hailkaeser@...>
 wrote:
 >   As if WARRIOR isn't already unbelieveably complicated - why toy w/
 the terrain placement?  I understand the difficulties that come from
 playing an opponent who takes up defensive position and doesn't want
 to come out and fight.  It sucks and it takes both of you out of the
 tournament.  I've never understood why people throw terrain like that
 or bring armies like that, but I guess it's their choice.  I don't
 find the enjoyment in a 1-1 battle and i'll not risk entering certain
 death.
 
 
 
 
 
 
 SPONSORED LINKS
 Miniature wargaming   Wargaming   Warrior
 
 ---------------------------------
 YAHOO! GROUPS LINKS
 
 
 Visit your group "WarriorRules" on the web.
 
 To unsubscribe from this group, send an email to:
 WarriorRules-unsubscribe@yahoogroups.com
 
 Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
 
 
 ---------------------------------
 
 
 
 
 
 ---------------------------------
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 Bring photos to life! New PhotoMail  makes sharing a breeze.
 
 [Non-text portions of this message have been removed]
 
 
 _________________
 Tim
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