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We have a name!

 Post subject: We have a name!
PostPosted: Tue Apr 08, 2008 7:18 pm 
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the DRM site is back on again....... :)

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 Post subject: We have a name!
PostPosted: Tue Apr 08, 2008 11:41 pm 
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(pixelgeek @ Apr. 07 2008,23:08)
QUOTE

(primarch @ Apr. 07 2008,18:33)
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Is the site down?

Appears to be. PM me with your email and I can send you a copy of the PDF

Hi!

Thanks for the offer PG, much appreciated.

The site is up and got to download it.

Thanks!

Primarch

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 Post subject: We have a name!
PostPosted: Wed Apr 09, 2008 4:58 pm 

(Legion 4 @ Apr. 08 2008,10:55)
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Even if Epic was going strong, these SoW rules, IMO, are light years ahead of any Epic rules.

Example, please?


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 Post subject: We have a name!
PostPosted: Wed Apr 09, 2008 5:01 pm 
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Agreed, I'd be interested in reading a "compare and contrast."

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 Post subject: We have a name!
PostPosted: Wed Apr 09, 2008 5:01 pm 
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I'm always dubious of a game system that requires counters / tokens to be placed at the start of the turn (I just don't like counters, heh).

I'm looking forwards to being proven wrong at Salute though!

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 Post subject: We have a name!
PostPosted: Wed Apr 09, 2008 5:19 pm 
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It is a bit irritating - surely we have enough ideas to render it un-needed by now! :)

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 Post subject: We have a name!
PostPosted: Wed Apr 09, 2008 7:11 pm 
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It is a bit irritating - surely we have enough ideas to render it un-needed by now!


IMO that depends on whether you are trying to create a game that just happens to be about war, or whether you are trying to replicate war in a game.

IMO orders reflects better the risk a force takes when engaging an enemy. You can never predict what is going to happen next therefore you have a plan and you go with it.

I've read the rules and they look good, I love the infantry digging in rule, I've always liked that about Flames of War, ?the firing system is elegant also.

What are the plans to demo it, we run a games convention LEGIONARY every year and I'd love to see this next year!






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 Post subject: We have a name!
PostPosted: Wed Apr 09, 2008 9:44 pm 
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Well, firstly, I should say that I had almost nothing to do with these rules mechanics.

Counters, like most things in wargaming, are a compromise. I dont particularly like the time involved and the restrictive nature of them. However, they are a great way of bringing the simultaneous nature of battle. For example, with Epic, you can activate whatever unit you like, and decide what they do at that point. This means that they can react to an enemy action earlier in the same turn. Order counters give a better simulation of units using their initiative, but still having to follow a plan which was set out before the battle started. Counters and orders do force players to think more generally about forces and and think more advanced and strategically.

Any game set is really focussed along a specific design path. I think that the key is just to give them a go. I am sure that there will be people here who dont like the rules as much as others, and to those people I say 'use DRM minis for your favourite game anyway'!  :D

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 Post subject: We have a name!
PostPosted: Thu Apr 10, 2008 4:11 am 
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Well IMO O-man, the things that I like off the top of my head (and I think SoW does much better then other game systems), Leadership, training, artillery, FOs, Digging in, hiding, aircraft, activation, etc. ... ?And I like counters. For some of the reasons C/S and Fredster (good points Boyz !) mentioned and others. IMO the counters work for DRM and some other games too. ?All of you Read the DRM SoW rules ... thats an order ! :R. Lee Ermey icon:




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 Post subject: We have a name!
PostPosted: Tue Apr 22, 2008 3:57 pm 
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Well I've had a read through and to be honest I think I'll stick with EpicA.


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 Post subject: We have a name!
PostPosted: Tue Apr 22, 2008 5:27 pm 
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Always Do What Works For You - DWWFY ... Not me ... :)

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 Post subject: We have a name!
PostPosted: Tue Apr 22, 2008 5:42 pm 
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As I always say, that's why they make chocolate and vanilla.  :D




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 Post subject: We have a name!
PostPosted: Tue Apr 22, 2008 10:25 pm 
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Indeed. And thank you for having an open mind and giving it a read. No-one can ask for more than that. If there are specific reasons or minor things that you dont like, please feel free to let me know (comments from people that dont find it 'their game' are in many ways the most valuable). If it is just a case of 'not for you', then fair enough.

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 Post subject: We have a name!
PostPosted: Wed Apr 23, 2008 4:16 pm 
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(CyberShadow @ Apr. 22 2008,22:25)
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Indeed. And thank you for having an open mind and giving it a read. No-one can ask for more than that. If there are specific reasons or minor things that you dont like, please feel free to let me know (comments from people that dont find it 'their game' are in many ways the most valuable). If it is just a case of 'not for you', then fair enough.

I think the main sticking points for me are

1 - Order counters. Not sure I want to go back to a SM2 mechanism and then have to dice to see if they happen or not.

2 - Flyers on the table. I'm well documented to not liking this approach to flyers. Having said that I do like the limit placed on them by buying the number of turns you can use them.

I'm sure I'll give them a play sometime, but I suspect it will be a one off experience similar to my trial of dirtside II some years ago.


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