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Murphy's laws of wargaming -let's create!

 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Thu Dec 16, 2004 8:21 am 
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I don't know if there are said laws anywhere but if there aren't it's time somebody made them! Add to the list by creating your own! Let's be creative!  }:)

1) Mojarn's Axiom: No plan survives contact with the dice.
2) The probability of an artillery barrage scattering on your own troops is directly proportional to the importance of your unit.
3) High morale troops will always fail morale tests at crucial moments.
4) The enemy's low morale troops are unbreakable.
5) If you need a "2" to succeed in an important die roll you'll probably roll a "1".
6) No amount of skill will beat good luck.
7) No amount of skill will survive bad luck.

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Thu Dec 16, 2004 10:28 am 
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No. 5 is known as the Betts field effect: for all 3+ power armour saves in 40K, I get 2; for all terminator saves (2+), I get 1. For all leadership tests in WHFB, 11 or 12. I think it's a good job I don;t find Epic players (barring one busy one) around. the Betts field is also known for crashing computers in range and shorting HV cables. On occasion it makes me invisible to motion sensors, so that I have to wait until someone else approaches an automatic door, or the energy-saving motion sensor operated switch on the photocopier. If I'm in a hurry, I crash into the door. The Betts field also intensifies static electricity so that I am the only person to ever get static shocks by getting off cars, or off metal doors. This really happens.   :(

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Thu Dec 16, 2004 10:38 am 
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My wife suffers from the Betts Field too and can verify that car doors are shocking (or any thing else metal for that matter).

8) The unit that you most need will be the one left on your shelf at home. (this isn't practical experience, yet, but I've heard it several times.

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Thu Dec 16, 2004 2:54 pm 
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9, The more points a model is worth, the more likely it is to be damaged in transit.
10, The more recently a model was completed, the more likely your opponent is to target

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Thu Dec 16, 2004 3:22 pm 
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Quote (dysartes @ 16 2004 Dec.,14:54)
9, The more points a model is worth, the more likely it is to be damaged in transit.
10, The more recently a model was completed, the more likely your opponent is to target

As a corollary to 9 and 10:
11 - the cheapest (in $) and worst painted troops generally do best on the field.

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Thu Dec 16, 2004 3:27 pm 
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Great idea. This would make a good web site article.

12 - A reroll will always produce a worse result than the original at the more important time.

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Thu Dec 16, 2004 3:33 pm 
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13) your troops are always in the worst possible position when the enemy 'comes over the hill'

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Thu Dec 16, 2004 9:22 pm 
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:p This really fits into 6 and 7.
Yout Termies will survive any and all MW attacks but will die from Rhino "support" FF attacks. :(

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Thu Dec 16, 2004 11:58 pm 
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15, When you have a conversion or paint job you are really proud of, an unsupervised kid will pick it up and drop it.....
16, Close combat specialists in your army will be defeated by basic troops in the enemies army.
17, Fetching a knife to a gun-fight works.
18, There are guns, big guns, and deaths statistics.

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Fri Dec 17, 2004 1:40 am 
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Quote (dysartes @ 16 2004 Dec.,14:58)
15, When you have a conversion or paint job you are really proud of, an unsupervised kid will pick it up and drop it.....

... Or your best friend thus making it harder to kill the offender.  :p

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Fri Dec 17, 2004 1:42 am 
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19. No matter how well you paint, someone will always find somethng wrong with your mini.

20. No matter how bad a paint job you did, someone will like it.

21. "I have not played this in years" always means "I have not played for years, so I might forget one or two of the obscure rules."

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Fri Dec 17, 2004 5:53 am 
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21,a, Expect your opponent to have forgotten rules which are either beneficial to you and/or detrimental to himself.

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Fri Dec 17, 2004 5:30 pm 
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22) The word 'crisis' in crisis suit means that which is caused by total refusal to follow orders and not activate-EVER!
23)Units used as proxies will perform above and beyond the call of duty.Until you buy the real minis, then they become lame ducks.
24)vigorous dice rolling is always done in the direction of the most fragile mini.
Cheers.

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Fri Dec 17, 2004 6:26 pm 
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25. Crisps ate during battle will always be too salty.

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 Post subject: Murphy's laws of wargaming -let's create!
PostPosted: Tue Dec 21, 2004 7:47 am 
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26) You'll only remember the one modifier which would have turned the one crucial miss to a hit after you lost the game.
27) Your opponent never forgets it.
28) The best cover provided to enemy troops are always your own troops.





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