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Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
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joncleaves Moderator
Joined: 29 Mar 2006 Posts: 16447
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Posted: Wed Sep 05, 2001 12:54 pm Post subject: Re: whinning continued |
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Good thread Boyd. While I will not say for certain if any of the exact
mechanics you recommend will or can work, we are working on exactly such a
project.
The moment the base rules are done, that is.
_________________ Roll Up and Win! |
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Centurion
Joined: 12 Apr 2006 Posts: 933
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Posted: Wed Sep 05, 2001 3:44 pm Post subject: whinning continued |
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In order to spend less than 8 hours responding to all
the bad vibes, I'm spin this new thread and attempt to
summerize what I'm trying to say. Due to the
imperfection of email as a communication media, and in
an effort to forestall further consternation, I will
put forth these thoughts:
1. I want Warrior to work.
2. I want it more complex than DBM.
3. I think Warrior's manual calculations could be
reduced in order to speed the game and make it more
enjoyable for a wider variety of players.
That having been said, here are my thoughts on just
how it could be improved--someone said I should put up
an idea or be quiet, and I agree.
tiredness.
This issue could be handled in two ways.
a. Everyone not under wait orders or in ambush become
tired on bound 5. Those units under wait orders, as
noted on deployment diagram (battle plan) receive a
marker on the bound they either shoot/are shot at,
move, or spring ambush/or are sprung. This marker is
placed behind the unit for 5 bounds subsequent to it's
placement. Upon the fifth bound, the marker is
removed and the unit is tired. the marker can be a
singular herald figure, a schit, a penny, or any clear
indicator of its status.
b. weapons modifiers.
Recalculate the current matrix so that all figures in
a unit are counted for fighting if:
1. the element is in frontal contact with enemy
element, or is an element directly to the rear or to
the side of such an element.
2. they elements for calculation are not already
enguaged in other combats.
3. they are traditionally deep fighting troops such as
pikes.
For example you and a 24 man unit of HI LTS facing a
16 man reg LMI JLS unit...
LLLLLLLL
LLLLLLLL
HHHHHHHHHHHH
HHHHHHHHOOOO
L = LMI troop counted in combat
H = HI troop counted in combat
O = HI troop not counted in combat
This is not new, just rework the current matrix to
count for all figures in combat. No more 1.5 ranks
here and there.
also rework the calculations for shields so that
counting shielded or shieldless is clear.
I'll try to work up a mock partial matrix and post is.
I hope you can see I am not trying to detract from the
game mechanics, nor am I trying to dumb down the
variety of the troops. I am trying to say that
simplification of the math can only be a good thing.
If I want to run blades, then I'll play DBM, but if I
want to play samurai, then I should have to break out
the slide rules to determine when I get the extra .5
ranks and what stops my HCW from being used when
recieving a charge.
=====
Wake up and smell the Assyrians
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Centurion
Joined: 12 Apr 2006 Posts: 933
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Posted: Wed Sep 05, 2001 4:30 pm Post subject: Re: whinning continued |
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Of course I simply omited way number two, so here it
is:
> tiredness.
> This issue could be handled in two ways.
b. A unit becomes tired after initial
charge/combat/shooting exchange. All tiredness = -1,
or all units get a +1 on initial engagement.
=====
Wake up and smell the Assyrians
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