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Future takes two hour wargames
Future takes two hour wargames








future takes two hour wargames

One Hour Wargames: Pushing the envelope.I hope that this clarifies the situation. Once all the cards in the stack of unit activation cards have been turned over - and each unit has been activated once - the turn is over and the set of unit activation cards are re-shuffled. A unit can only be activated once each turn. The next playing card is turned over, and the procedure is repeated. The top card is turned over, and the colour of the playing card determines which side activates a unit. At the start of each turn the unit activation cards are shuffled and placed face down. The system is very simple a set of unit activation cards is made up using one red playing card for each red unit and one black playing card for each of the opposing side's units.

future takes two hour wargames

I had jotted the card activation system down on my copy of Martin Rapier's variant, and thought that I had copied it down from the book. Robert (Bob) Cordery Friday, Aug6:16:00 pm I intend to rectify this situation as soon as I can. I started off using a 1 and a 5 to make up 15 (each unit's starting strength), but as units began to suffer casualties, I had to total the numbers on each base as I didn't have any number 6s, 7s, 8s or 9s. Note: I kept a note of each unit's strength by using small magnetic numbers that I originally made for my Megablitz battles. I will also revert to the 'move or fire' rule as written, as allowing units that have moved to fire during the same turn speeded things up a bit too much. I will certainly be using them again, although I do have a few developments/changes of my own that I want to try out. and I spent more time taking photographs and writing up the battle report than I did actually moving the troops and throwing the dice.

future takes two hour wargames

I fought the whole battle in about an hour. In my opinion these are an excellent set of rules.

future takes two hour wargames

but they had given it a bloody nose and left the invaders seriously weakened. The Eastlanders might not have stopped the advance completely. The Morschauserlanders had achieved their aim of continuing their advance, but at the cost of severe losses. The attacking Morschauserland force comprised: The Eastland commander had three units at his disposal: (This was done to see if this speeded up the pace of the game.)Įastland troops were trying to hold up an advance into Eastland by Morschauserland troops, who had crossed the border to try to regain control part of the disputed border area. The only changes I made to the rules were to use a card-driven unit activation system (as experience has shown me that this makes for a more interesting situation when fighting a solo wargame) and to allow units that have moved to fire during the same turn. I used my mini-campaign board and Hexon II hexed terrain, some of my Megablitz Soviet and German troops, and Scenario 30: 'Last Stand' from the book. I finally managed to try out Martin Rapier's hexed-based variant of the World War II rules in Neil Thomas's ONE-HOUR WARGAMES book.










Future takes two hour wargames