tag:blogger.com,1999:blog-9140646711960604590.post4928829503072738847..comments2024-03-27T12:37:27.837-07:00Comments on Tim's Miniature Wargaming Blog: The Egyptians of Iskedumdrumtimhttp://www.blogger.com/profile/09928949644765765070noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-9140646711960604590.post-69298721446108170962014-08-22T12:16:18.288-07:002014-08-22T12:16:18.288-07:00Fantastic looking game!Fantastic looking game!Philhttps://www.blogger.com/profile/08913029478686087197noreply@blogger.comtag:blogger.com,1999:blog-9140646711960604590.post-34833715813160415582014-08-18T18:12:24.827-07:002014-08-18T18:12:24.827-07:00Yeah that's a perfect example of the sort of t...Yeah that's a perfect example of the sort of thing I'm talking about. <br /><br />Sorry, I wasn't trying to say that the system in the "Song of..." series of games is the ONLY way to cover the random/human element of conflict. I was simply saying that I don't mind, and actually prefer, SOME sort of system by which troops have to be activated or tested to see if they will actually do what you want them to do. I really liked Force on Force and the AAG mechanic as well. timhttps://www.blogger.com/profile/09928949644765765070noreply@blogger.comtag:blogger.com,1999:blog-9140646711960604590.post-61197349594361215642014-08-18T18:03:53.502-07:002014-08-18T18:03:53.502-07:00The question was cleared up by the author in the S...The question was cleared up by the author in the SOBH Facebook group this morning - Leaving the table (on their own table edge) with the stash would have trigger the end of the scenario. <br /><br />It does say elsewhere in the book that (in addition to scenario dictated VP - for killing or causing others to flee or any objective based VP) anyone voluntarily leaving the table gives the enemy 1VP. I think this is to prevent people from scoring a couple of quick VP and they quickly running off the table to claim a victory before they opponent can score any VP. <br />timhttps://www.blogger.com/profile/09928949644765765070noreply@blogger.comtag:blogger.com,1999:blog-9140646711960604590.post-15514629053084220372014-08-18T17:28:50.045-07:002014-08-18T17:28:50.045-07:00The random number of activations side of the rolls...The random number of activations side of the rolls seems fine from a simulation and gameplay perspective a good idea in my opinion, but the turn-overs seem more gamest rather then simulationist to me. (Of course it <i>is</i> a game, so that's not necessarily a problem)<br /><br />Probably one of the most "accurate" ways to model this sort of thing that I've seen was a free indie SF game called KR 16. You could give each unit an order each turn, but you had to roll (with a bonus for troop quality, and a penalty for suppression) against a difficulty to decide whether the order was obeyed or not. The table had difficulties between 2+ and 5+, with orders like Take Cover, Move & Fire, Charge, Move away from the enemy & Fire, etc. I never actually played it, but in theory it seems like a reasonable way to handle that.TimPhttp://blog.timp.com.aunoreply@blogger.comtag:blogger.com,1999:blog-9140646711960604590.post-45124551787066855412014-08-18T17:14:25.484-07:002014-08-18T17:14:25.484-07:00I don't have the rules, but from the way you&#...I don't have the rules, but from the way you've been saying it it sounds like you get victory points for opposing figures that are killed or <i>flee</i>, not figures that voluntarily withdraw. This makes a bit more sense to me since a gang that withdraws in good order isn't as serious as one that routes out of the battlefield, so that's probably how I'd play it, even though it does offer a few cheap, gamey strategies.TimPhttp://blog.timp.com.aunoreply@blogger.comtag:blogger.com,1999:blog-9140646711960604590.post-65561971489111851742014-08-18T16:35:43.203-07:002014-08-18T16:35:43.203-07:00I don't mind games like this at all - I also l...I don't mind games like this at all - I also like DBA and HOTT and even stuff like Warmaster/Black Powder/etc - I think it is a far better representation of what goes on in a conflict (whether a skirmish or a large battle) than one where every model on one side goes.. then every model on the other side goes... but to each his own. <br /><br />Nothing else really covers that fact that humans have a strong sense of self preservation and express that in wildly different ways. Some hesitate and whether paralyzed with fear or just needing to take in as much information about their surroundings and circumstances to come up with some sort of conclusion conclusion as to what the best next course of action would be. Others, seemly recklessly, charge headlong into the thick of it presumably figuring the quicker I can kill all the others that oppose me the sooner I will feel safe...? timhttps://www.blogger.com/profile/09928949644765765070noreply@blogger.comtag:blogger.com,1999:blog-9140646711960604590.post-11087298730545290022014-08-18T15:46:52.565-07:002014-08-18T15:46:52.565-07:00That activation roll is why we don't play &quo...That activation roll is why we don't play "Song of X" games any more. It was painful. You seem to have a better time of it mate.Millsyhttps://www.blogger.com/profile/17580692168847505881noreply@blogger.comtag:blogger.com,1999:blog-9140646711960604590.post-20196997396990427182014-08-18T11:34:22.471-07:002014-08-18T11:34:22.471-07:00I definitely have been having a lot of fun with th...I definitely have been having a lot of fun with this lately!timhttps://www.blogger.com/profile/09928949644765765070noreply@blogger.comtag:blogger.com,1999:blog-9140646711960604590.post-8864598262717933132014-08-18T10:49:22.611-07:002014-08-18T10:49:22.611-07:00Not played this but that seemed to have been a fun...Not played this but that seemed to have been a fun game.John Lambsheadhttps://www.blogger.com/profile/04598696442104566164noreply@blogger.com