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Popular Wargame Systems & Mechanics
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I remember when I started playing wargames when I was a kid. Back then (now you aren't going to ask me my age now are you?) most wargames used a variation of the tried and true hex and counter system. You had a map with a hex grid, some combat tables, dice and some counters. For the most part in the late 1970s 95% of the wargames were descendants of Charles Roberts' early Avalon Hill titles like Gettysburg.

Today however while the hex and counter game system is still widely used, we also have seen a ton of other innovative systems and mechanics in use. Today we have CDGs, battle card driven, area impulse and block games. There seems to be an explosion in our hobby of new and innovative systems and mechanics. I think in part this is due to the loss of Avalon Hill. In the 70s and 80s Avalon Hill ruled the hobby and while they put out great games, I think anytime you put all your eggs in one basket you lose a bit on the innovation side. Many of the newer game mechanics have been created or refined in the last 10 years as more companies emerge and new designers create new games. Game companies that may not have been able to survive had Avalon Hill still ruled the hobby.

So with all that in mind I thought it might be fun to explore the many different systems and game mechanics that are currently popular in the wargaming hobby.
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1. Board Game: Rise and Decline of the Third Reich [Average Rating:6.74 Overall Rank:819]
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Hex and Counter

A classic example of the hex and counter wargame. You got your hex map, dice, unit markers and your combat tables. The tried and true system. If you're a wargamer this is the one system you are most likely to have at least one game of in your collection. The system likely had it's heyday in the 70s and 80s with Avalon Hill and SPI. Today probably MMP is the top company in terms of the classic hex and counter wargame. Especially with it now publishing the games of Dean Essig.
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Ian Engleback
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TBH, I'm going to have to say you may as well have put Chess in this position, any game with a grid and pieces with variable powers or movement and attack is ultimately descended from it. I know its a grand reductionist argument, but it is basically true.
 
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  • Posted Tue Nov 13, 2007 7:31 pm
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Robert Wesley
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Then, there's Nieuchess!
what! WHAT! WHAT!?!?
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  • Edited Tue Nov 13, 2007 10:36 pm
  • Posted Tue Nov 13, 2007 10:35 pm
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Michael Von Ahnen
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While hex and counter, I would not put this as the classic hex and counter, with only limited ZOC, not to mention no room for maneuvering, particularly on the West Front.
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  • Posted Wed Nov 14, 2007 2:07 am
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Mark Machado
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San Jose
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The Maverick wrote:
ian54 wrote:
I'm going to have to say you may as well have put Chess in this position


Uh... no. Chess would not be a very good example of the hex and counter style of wargame, for many reasons. For instance, chess didn't use hexes, didn't use counters, didn't use dice, and didn't use a CRT.


... and furthermore, Chess isn't a wargame in any but the most extremely broad definition of the term...
 
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  • Posted Wed Nov 14, 2007 5:50 pm
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Just call me Erik
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YosemiteMark wrote:
The Maverick wrote:
ian54 wrote:
I'm going to have to say you may as well have put Chess in this position


Uh... no. Chess would not be a very good example of the hex and counter style of wargame, for many reasons. For instance, chess didn't use hexes, didn't use counters, didn't use dice, and didn't use a CRT.


... and furthermore, Chess isn't a wargame in any but the most extremely broad definition of the term...


On my "What, Exactly, is a Wargame?" geeklist ( http://boardgamegeek.com/geeklist/21941/) We surmised that Chess was abstract, but war-themed or war-like. Not really a wargame as such.

I love the Hex-and-counter system. Classic Battletech (Non-miniatures rules), Panzer Leader, Squad Leader and ASL have all shown this to be a very versatile and long-lived system. However, Civ doesn't fit here. that's Area Control (or something much akin to it.)
 
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  • Posted Thu Nov 15, 2007 5:50 pm
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2. Board Game: Crusader Rex [Average Rating:7.25 Overall Rank:447]
Brian Morris
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Block Games

I'm not sure of Columbia Games created the first block game but it sure popularized them. They and Worthington Games have made blockgames the center of their gaming companies. The system works great for wargaming as it allows for the fog of war where your opponent is unsure of your unit strengths. Something that is extremely hard to do with classic hex and counter. It's also makes keeping track of unit strengths easy. You take a hit you turn your block. If your unit gains strength you turn it the other way. Simple.

GMT has recently taken strong strides in this area. They've published several popular titles in the past such as Europe Engulfed and have a large number of titles in the works including PQ-17, Fast Action Battles: The Bulge and Asia Engulfed.
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  • 12 comments [Hide]
Glenn Pruitt
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My oldest recollection of a block game was Napoleon - 1974.
http://www.boardgamegeek.com/game/1662

However, there is an older block game by the same designer called Quebec.
http://www.boardgamegeek.com/game/85
 
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  • Posted Tue Nov 13, 2007 9:06 pm
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Chris Martin
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Surely block games are really just L'Attaque with bells on?
 
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  • Posted Thu Nov 15, 2007 12:31 pm
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Just call me Erik
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GROGnads wrote:
Didn't the very 1st rr and bb GAMES have wooden components? Then there's also gg with having "Fleets" as well with "Armies"!
cool


Wooden Blocks do not a block game make. Block games have the defining characteristic of a printed/stickered side with unit strengths (possibly variable) so your opponents can't see exactly what it is or how strong it is. Replacing the Soldiers in M44 with green cubes wouldn't make it a block game.
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  • Posted Thu Nov 15, 2007 5:53 pm
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Robert Wesley
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unixrevolution wrote:
GROGnads wrote:
Didn't the very 1st RISK and STRATEGO GAMES have wooden components? Then there's also DIPLOMACY with having "Fleets" as well with "Armies"!
cool


Wooden Blocks do not a block game make. Block games have the defining characteristic of a printed/stickered side with unit strengths (possibly variable) so your opponents can't see exactly what it is or how strong it is. Replacing the Soldiers in M44 with green cubes wouldn't make it a block game.
Such as WHAT you "describe" for 'blocks' with the LIKES of that STRATEGO!?! yeah, 'I' thought SO! and they WERE "wood"!
"D'oh!"
surprise
 
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  • Edited Fri Nov 16, 2007 1:27 am
  • Posted Fri Nov 16, 2007 1:25 am
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Just call me Erik
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GROGnads wrote:
unixrevolution wrote:
GROGnads wrote:
Didn't the very 1st rr and bb GAMES have wooden components? Then there's also gg with having "Fleets" as well with "Armies"!
cool


Wooden Blocks do not a block game make. Block games have the defining characteristic of a printed/stickered side with unit strengths (possibly variable) so your opponents can't see exactly what it is or how strong it is. Replacing the Soldiers in M44 with green cubes wouldn't make it a block game.
Such as WHAT you "describe" for 'blocks' with the LIKES of that STRATEGO!?! yeah, 'I' thought SO! and they WERE "wood"!
"D'oh!"
surprise


OK, so the stratego pieces DO hide the unit type. But there's no damage tracking.
 
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  • Posted Fri Nov 16, 2007 6:09 pm
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3. Board Game: Paths of Glory [Average Rating:8.06 Overall Rank:23]
Brian Morris
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Card Driven Wargame

Some people don't like this term and others try to drop in any wargame that uses cards into this category. A card driven wargame however is the term used today to refer to games descended from Mark Herman's Avalon Hill title We The People. In a CDG the cards are used for a variety purposes including OPs, replacement points and historical events that effected the conflict.

The advantage of the CDG is it allows for outside political and social events to influence the conflict in a way similar to how they did in reality. It does this without having to rely on random event tables and thus players can use them as part of a hand management strategy and use those events to their advantage or their opponents disadvantage.

The card driven system is an excellent system for strategic level simulations but so far hasn't been used really for tactical wargaming.
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Robert Wesley
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shake THIS is a "commoner's" misperception, that "We the People" FIRST introduced the 'concept', when clearly "Kingmaker" ought to HOLD that distinction! Where else did that evolve from? What with its many differing types of 'cards', and even having several "decks" for such! There is probably MORE variety from that alone, than what you HAVE with the formerly "proclaimed" 'one'!
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  • Edited Tue Nov 13, 2007 10:37 pm
  • Posted Tue Nov 13, 2007 9:39 pm
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Lance McMillan
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GROGnads wrote:
...clearly "Kingmaker" ought to HOLD that distinction! Where else did that evolve from?


As great a game as it is, "Kingmaker" doesn't really qualify as a CDG. The WtP system is (to my knowledge) the first one that used cards to control how many on-board actions you could take -- it drove the game because if you didn't hold the right cards you litterally couldn't more any of your on-board assets. Conversely, in "Kingmaker," while the cards you hold may indirectly shape the options available to you (in the form of either dragging you nobles off to smite those revolting peasants via the event deck, or by limiting the assets you have available by not getting decent nobles from the crown deck), they don't directly drive what you can do -- your actions aren't *driven* by the cards.

Frankly, the sorry thing about "Kingmaker" is that there really wasn't a lot of effort to follow up on the idea of its card influenced (rather than driven) mechanic. Something that might be interesting for an enterprising game designer to consider...
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  • Posted Wed Nov 14, 2007 5:35 am
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Michael Debije
Netherlands
Eindhoven
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Normally, I grumble about almost all new-fangled ideas, but for some reason, I have fallen in love with these games. Hannibal, We the People, Here I Stand, even Twilight Struggle -- I can't seem to get enough.
 
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  • Posted Thu Nov 15, 2007 2:17 pm
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Karl Deckard
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GROGnads wrote:
shake THIS is a "commoner's" misperception, that "We the People" FIRST introduced the 'concept', when clearly "Kingmaker" ought to HOLD that distinction! Where else did that evolve from? What with its many differing types of 'cards', and even having several "decks" for such! There is probably MORE variety from that alone, than what you HAVE with the formerly "proclaimed" 'one'!
surprise


Respectfully, I think Paths of Glory has more similarities with We the People than it does with Kingmaker. If you had players blind-test the three games, I believe most players would agree.
 
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  • Posted Thu Nov 15, 2007 7:02 pm
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john f stup
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one of the earliest were put out in 1974 by RESEARCH GAMES, inc. these games of which there are 2 with 3 scenarios each used cards to decide how many movement points a player could use each turn. the active player turned a card from his half of the deck and added the # to the # of the card of the previous active player to find out how many movement points he has for that turn. the games are called the major campaigns of generals george s. patton and douglas macarther. and by the way, these were two of the earliest wargames to use point to point movement something like frank chadwick's a house divided. if you can find these on e-bay they are worth while but i don't think i'll be selling mine.
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  • Posted Thu Nov 15, 2007 8:42 pm
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4. Board Game: Combat Commander: Europe [Average Rating:7.96 Overall Rank:29]
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Battle Card Driven

Sometimes people call games of this type CDGs but truth is they are in no way descended from Mark Herman's system. The battle card system is a fuzzy area as it involves the cards being used to directly effect the combat. Combat Commander: Europe and Memoir'44 are both good examples of battle card driven wargames. I've heard Kingmaker called a battle card driven wargame and I can see the merits in that argument I think.

We're definitely seeing cards used more and more in wargame design these days. Where in the past they were mostly used for random events and things of that nature, they are being used more and more in tactical simulations.
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Sheamus Parkes
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I just got through boxing up Battle Masters to trade it away. It'd been a long time since I'd played it, and I forgot how much it was similar to the Command and Colors series.

Seriously, when reading through the rules, you'd almost think Richard Borg should put a dedication to Stephan Baker in his C&C games.
 
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  • Posted Tue Nov 13, 2007 8:19 pm
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Robert Wesley
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No, clearly HE 'copied' from plenty of many others, such as Sirocco; Major Battles and Campaigns of General George S. Patton; Dogfight; Rommel in the Desert; and yet, there will be others who shall derive from HIS "designs" for many another as well. Oh yeah, there already ARE!
cool
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  • Posted Tue Nov 13, 2007 10:07 pm
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Todd Pytel
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It's not clear to me that this is really different in principle from CDG's. It seems like it just takes the idea and applies it to a tactical scale. In both "systems", the cards in your hand determine what can be moved/activated, provide a source of randomness, and lead to significant hand management in the game. While they may not use Herman's system per se, the basic concepts are the same IMO.
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  • Posted Tue Nov 13, 2007 11:28 pm
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Mark Mokszycki
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I don't want to overgeneralize here, but I don't like the fact that you have to really know the particular cards of a CDG in order to do well at it. I like to focus on maneuver and strategy in my wargames... not memorizing a deck of cards.

Yes, I know what you'll say... you can play and enjoy the games even if you don't memorize the cards. But there's nothing as frustrating as burning a particular card only to discover later that you needed it in order to do some other thing that you didn't know exisited, because playing one card was a prerequisite for another card.

I've tried several of these games, including the ones that are supposedly the best, and I've come to the conclusion that they just aren't my style.
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  • Posted Wed Nov 14, 2007 6:52 am
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5. Board Game: Shifting Sands [Average Rating:7.35 Overall Rank:692]
 
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Point to Point Movement

Not a mechanic really but a map type that is becoming more and more popular today, especially in the CDGs although Herman's Empire of the Sun used a classic hex map.

I've heard some people say they prefer the classic hex map or even an area map. However truth be told the point to point is no different from the area map style we've seen for so many years in games like Risk. Each territory is connected to certain number of neighboring territories. So I think in the end the point to point really isn't a huge innovation and whether you like it over an area map is simply a matter of personal taste rather than one of any practical reasoning as tactically they are the same.

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Robert Wesley
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Actually, it truly IS a 'method' in which to portray some features that will have importance or impose precedence, with using the "system" derived from it all. There are the "Orders" or "Marches" to begin with, then you proceed along a 'route', whether this be with a "Road", "River", or some others such as a "Naval Transport" and the like. Then we have the NEXT 'Point' to where you are going, and does this have some benefit for its "locale", or with having gotten to that, then does the "Attacker" suffer some detriment along his 'pathway'? It would then effect some *Bonus* or perhaps a reduction on their capabilities and hence, make it more difficult now for them to conduct their "OPS"! There can also BE some limiting aspects FOR the "Travel Routes" as well, so yes, there is quite a LOT to it all.
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  • Posted Tue Nov 13, 2007 11:30 pm
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Gideon Marcus
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D-Rider wrote:
Quote:
However truth be told the point to point is no different from the area map style we've seen for so many years in games like Risk.


PtP maps are functionally the same as area maps if you assume some area borders are impassable, but IMO the PtP overlay makes otherwise beautiful maps gaudy and ugly. This is the biggest trend in modern wargaming that I'd like to see reversed...




You are absolutely correct. I think the real problem is PtP done poorly. Empires of the Middle Ages and Pax Britannica are both point to point, and are great maps and great games.

But I generally prefer my PtP to be at the strategic level. Otherwise it looks and feels like Candyland.
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  • Posted Thu Nov 15, 2007 8:33 pm
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Moshe Callen
Israel
Jerusalem
I like to exchange ideas but I have no interest in a pissing contest.
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bleakgeek wrote:
I think Brian means hex, area or point, they are all territories connected to a certain number of neighboring territories.
And tactics are defined by the amount of features (or lack there off)within the territory, compare Tomorrow the World to A House Divided.
I personally like a hex map, with lots of features and freedom of manoeuvre.


I'm new to the idea of game collecting. [Although I've been acquring and taking care of games for over two decades only recently did I consciously think of it as a "collection" per se.] So I shan't comment on those aspects. What I CAN comment on is how meaningfully to compare hexagonal, point-to-point and area map systems. [I will try to minimize the group theory but the mathematics does make it clearer.]

In both a point to point and hexagonal system, each point has a constant number of adjacent points. For a hexagonal grid it's six; for a rectangular grid [like say that used in Skirmish, it's four. The fundamental characteristic here is a fixed lattice with some number n adjacent points to any given point. These two systems are identical essentially. In an area map system like that of say Risk, the number of adjacent spaces is variable; n is not constant. That fundamentally changes the nature of the game because each local area is fundamentally different whereas in a lattice-based system all local areas not on the edge of the board are identical. The relative tactical position of pieces is not changed by a uniform shift of all pieces some number of spaces in a given direction on a grid/lattice. On an area map, such an operation is likely not even unambiguously definable.
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  • Posted Fri Nov 16, 2007 3:03 am
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Lexingtonian
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Do some of the games on Dan Cermak's recent geeklist, Grand Old Games (Part 1), like GHQ, count as point-to-point games? If so, it's quite an old board-type.
http://www.boardgamegeek.com/geeklist/26146
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  • Posted Sat Nov 17, 2007 10:40 pm
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Frank Feldmann
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Neopeius wrote:

But I generally prefer my PtP to be at the strategic level. Otherwise it looks and feels like Candyland.


Thumbed for comparing wargames to Candyland!
 
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  • Posted Tue Nov 2, 2010 9:32 pm
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6. Board Game: Not War But Murder [Average Rating:6.93 Overall Rank:2492]
Brian Morris
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Area Impulse

A system that's been around for a while but recently got a kick start as the result of several new games released by designer Michael Rinella. These games being this one and Monty's Gamble. Both have been very well received. In this system a specific area is activated for movement of combat rather than specific units.

The system is difficult to get your head around at first if your use to the more traditional type of wargames. Not War But Murder however is a great intro into this as it's not as complex as Monty's Gamble or Breakout Normandy.
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Paul Glenn
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This is a terrific system that I would like to see used more. Thank god Mike Rinella is around to expand it. I know he's got a pre-order game using this system on the battle of Cambrai, and I've heard that he's also working on one for the Battle of El Alamein.
 
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  • Posted Wed Nov 14, 2007 9:13 pm
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Michael Lucey
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He is working on an Alamain game. Ken Dunn of MMP is also doing one on Guadal Canal.

 
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  • Edited Thu Nov 15, 2007 8:55 pm
  • Posted Thu Nov 15, 2007 8:54 pm
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Scoobysnacks wrote:
He is working on an Alamain game. Ken Dunn of MMP is also doing one on Guadal Canal.



That sounds great--I don't have a Guadalcanal game. Is it only land battles? Or does it include air and naval?
 
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  • Posted Sat Nov 17, 2007 7:52 pm
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Michael Lucey
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It is a land battle only, one night battle for Edson's Ridge near Henderson Field. No air or sea. The game turns are in hours and the units are mainly company level. CSW has a folder, we are actually doing real time playtesting through the folder.
 
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  • Posted Mon Nov 19, 2007 2:02 pm
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I'm also certain that my next game will be for ATO, developing the NWBM system, on the Seven Days campaign of 1862. That's on the table for spring 2008.

After that, I want to finally finally do El Alamein for MMP, developing the Cambrai system. Probably will get to it in fall 2008.

Michael Rinella
Designer, Not War But Murder
 
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  • Posted Mon Feb 11, 2008 6:57 pm
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Well I was half right. I did get around to designing the Seven Days campaign game for ATO in late 2008/early 2009, and it just made it to print in July of 2011 with the title Birth of a Legend.

But El Alamein, no. I will not wait half a decade, again, to see a game printed. I'm on a design break until next summer, having published something like 5 games and 4 articles since 2009. After that it will be another Civil War topic for ATO, most likely.

Michael Rinella
Designer, Birth of a Legend


 
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  • Edited Fri Sep 16, 2011 2:31 am
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7. Board Game: Atlantic Storm [Average Rating:6.55 Overall Rank:1580]
Brian Morris
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Card Games

Ok, card games aren't exactly a mechanic or a system in and of itself. However they are becoming more and more popular in wargaming as fillers. You could do a whole geeklist on card game mechanics in and of itself so I won't delve to deeply on this. However if you are just getting into wargaming it wouldn't be a bad idea to have one or two wargame themed card games in your collection for night you just want to toss something simple down on the table and play for an hour or so.
 
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"Soitenly!" While the likes of "Up Front", "Naval War", and the true "Grandaddy" of these ALL:
"Nuclear War"!
robot "YOUR PLANET A SPLODE!"
 
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  • Posted Wed Nov 14, 2007 12:05 am
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Tom Hancock
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I've heard good things about atlantic storm from some eurogamer friends. Anyone have a comment on it?
 
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  • Posted Wed Nov 14, 2007 12:52 am
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Tom wrote:
I've heard good things about atlantic storm from some eurogamer friends. Anyone have a comment on it?


This is a clever trick-taking game with a couple different suit 'dimensions'. The connection to the convoy war in the North Atlantic is purely incidental, though the theme is deeply embedded, particularly via the Fate mechanic (ships/units have improved performance versus enemies they vanquished historically - think Bismarck/Hood). It is a very well presented game - solid graphics and good ergonomics. We call it 'Atlantic Euchre' locally but it is an affectionate nickname. A gem, worthy of a reprint - in the meantime, consider Pacific Typhoon, GMT's upcoming port of the system to the PTO.

JR
 
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  • Edited Wed Nov 14, 2007 2:42 pm
  • Posted Wed Nov 14, 2007 2:33 pm
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Just call me Erik
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Naval Battles and Wings of War: Famous Aces are 2 War-themed card games I love. I own them both, and WoW: Dawn of War.

The Wings of War series may not qualify, they seem to be more of a "Miniatures game with really flat miniatures" thing.
 
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  • Posted Thu Nov 15, 2007 6:00 pm
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unixrevolution wrote:
The Wings of War series may not qualify, they seem to be more of a "Miniatures game with really flat miniatures" thing.


I agree - in fact, the Wings of War series might merit a mechanic category of its own, for its clever card-based order/maneuver simove system.

JR
 
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  • Posted Fri Nov 16, 2007 3:00 pm
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jrtracy wrote:
unixrevolution wrote:
The Wings of War series may not qualify, they seem to be more of a "Miniatures game with really flat miniatures" thing.


I agree - in fact, the Wings of War series might merit a mechanic category of its own, for its clever card-based order/maneuver simove system.

JR


Just think of the cards as very small single-purpose tape measures
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  • Posted Fri Nov 16, 2007 6:10 pm
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8. Board Game: Fire and Fury [Average Rating:7.67 Overall Rank:1575]
Brian Morris
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Miniatures

Another backbone of the wargaming hobby is the miniature combat system. There are a ton of different miniature systems covering land, sea, air and even space. Rule systems such as DBA, Shako, Fire & Fury, General Quarters and Raiders & Blockaders cover the gambit of historical conflict. In general however they all use measured movement rather than hexes. Here the tape measure is king.
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Glenn Pruitt
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I have a bit of a problem here. From my experience, miniature gaming covers nearly the enitre scope of this list. There are hex based, and free-form mini games. I've played card-activated and card-driven mini games. I've played Igo-Ugo games as well as random-ish unit activation systems. Just this past weekend I played a mini game with zero charts! Imagine that! I think minis are a form of presentation and not a mechanic in themselves.
 
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  • Posted Tue Nov 13, 2007 9:12 pm
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Robert Wesley
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Venton wrote:
I'm not much of a gaming historian, but would H. G. Wells' Little Wars(1913) be considered the first rules for miniatures?

At Project Gutenberg
Not only that, but his "Floor Games" ought to have a prominent 'place' here also. Someone look it UP, and enter this into here if you please!
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  • Posted Wed Nov 14, 2007 3:50 am
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Ray
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For a list of early (pre-1974) miniature games on BGG see:

Early Miniatures Games
http://www.boardgamegeek.com/geeklist/18123

I'll echo Grognads request of if you don't see a favorite on BGG add it!
 
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  • Edited Wed Nov 14, 2007 5:11 pm
  • Posted Wed Nov 14, 2007 5:03 pm
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Just call me Erik
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gpruitt wrote:
I have a bit of a problem here. From my experience, miniature gaming covers nearly the enitre scope of this list. There are hex based, and free-form mini games. I've played card-activated and card-driven mini games. I've played Igo-Ugo games as well as random-ish unit activation systems. Just this past weekend I played a mini game with zero charts! Imagine that! I think minis are a form of presentation and not a mechanic in themselves.


Minis are a form of presentation. However, the Miniatures Game usually has free-form movement and range, and some sort of CRT or dice/card driven combat. Wings of War (mentioned Earlier) plays like a minis game, but with cards in place of Airplane miniatures (There are Minis, if you buy WoW: Miniatures.) Battletech (also mentioned earlier) when played on a hex-map is a hex and counter game; the lead minis just stand in as very impressive and expensive counters. In fact, you could use cardboard chits or cardboard stand-ups in place of the expensive lead figures (The base game comes with cardboard stand-ups.) However, Battletech also has a true-blue Miniatures system as well.

There are arguments for both. Any wargame can be presented as a minis game. But it's not really a "Minis Game" unless you gotta break out the tape measure and the laser-level.
 
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  • Posted Thu Nov 15, 2007 6:04 pm
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unixrevolution wrote:
Any wargame can be presented as a minis game. But it's not really a "Minis Game" unless you gotta break out the tape measure and the laser-level.


So Jutland would be considered a "minis game" here (albeit with counters).
 
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  • Posted Mon Jan 12, 2009 11:55 pm
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9. Board Game: Mechwarrior: Dark Age [Average Rating:6.19 Overall Rank:2073]
Brian Morris
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Clix

Sort of a variation on the classic miniatures, The Clix system is a system used by Wizkids to simulate a wide variety of themes including wargame themes such as Mechwarrior. The system uses either measured movement such as with Mechwarrior or square grid movement such as in the game Heroclix. while not used for games with a historical conflict base so far, I think we can definitely say Mechwarrior is a wargame. Clix games are definitely games of conflict and tactical mechanics.
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Robert Wesley
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I was going to bring UP about this 'clix' method NOW, being with what we had for "step reduction" from many others. Then, I recalled that IT hadn't been brought UP as of yet, so I added with 1914 on that aspect.
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  • Posted Wed Nov 14, 2007 4:37 am
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Scott Muir
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The problem I've run into with Clix miniatures games aside from the ones that have actual game boards with them, like the HeroClix one, is the fact that when a miniature takes a hit, you have to then pick up the miniature from the table.. often fight the damn thing to make it click and if you're lucky on some of them, you don't break the miniature off it's base while you do it, and then you have to put the damn thing back on the table exactly where you picked it up from. In miniature wargames, placement is everything. If you pick up a unit to click it and then put it back down, often you won't be able to remember is's EXACT position and have to aproximate. I don't like this mechanic at all for standard miniatures games. I would rather use a step reduction reccord sheet for the miniatures instead so you don't disturb them on the table. I'm just too anal retentive to "approximate" where to put the miniature back onto the table with the "approximate" facing it had.
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  • Posted Thu Nov 15, 2007 1:33 am
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Blackburn wrote:
The problem I've run into with Clix miniatures games aside from the ones that have actual game boards with them, like the HeroClix one, is the fact that when a miniature takes a hit, you have to then pick up the miniature from the table.. often fight the damn thing to make it click and if you're lucky on some of them, you don't break the miniature off it's base while you do it, and then you have to put the damn thing back on the table exactly where you picked it up from. In miniature wargames, placement is everything. If you pick up a unit to click it and then put it back down, often you won't be able to remember is's EXACT position and have to aproximate. I don't like this mechanic at all for standard miniatures games. I would rather use a step reduction reccord sheet for the miniatures instead so you don't disturb them on the table. I'm just too anal retentive to "approximate" where to put the miniature back onto the table with the "approximate" facing it had.


Generally, you solve this problem by marking a clear reference point (say, center of the front facing) on the mini with a token on the field, then picking it up, clicking through it, and putting it down again.

One thing I really like about Mechwarrior (and I presume this appears in the other clix games) is the formalizing of the reference points on the minis. Ranges and LOS all go from the center dot of one unit to the center dot of another. There's none of those approximate "I can see one quarter of your guy" stuff -- you know exactly when you are or are not in LOS, cover etc. In turn, in play we made a practice of declaring distances in case of accidental table jogging, etc (as happens in all minis games from time to time). So you move your guy, measure center to center, and then say, "My tank is stopping just outside of 14" away from your infantry unit." Your opponent acknowledges it, and you're good to go.

A more general issue with clix games and any game in which units incrementally degrade is that getting in the first hit can be a tremendous advantage, and the system is bad at simulating simultaneity.
 
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  • Posted Thu Nov 15, 2007 2:05 am
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Bill Eldard
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GROGnads wrote:
I was going to bring UP about this 'clix' method NOW, being with what we had for "step reduction" from many others. Then, I recalled that IT hadn't been brought UP as of yet, so I added with gg on that aspect.


Yep. Clix are just miniatures with Step Reduction. Clever, but not innnovtive.
 
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  • Posted Sat Nov 17, 2007 2:00 pm
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10. Board Game: Friedrich [Average Rating:7.59 Overall Rank:160]
Brian Morris
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Hand Management

More and more games today are using hand management mechanics. Be they card driven, battle card driven or what have you. Friedrich is a good example of how the cards in your hand can dictate your strategic options and managing your hand is as important as making a wise decision on where to move your pieces.

A lot of people don't really care for hand management in wargames. I often hear people claim it brings to much luck into a game (like dice don't?. However a player with strong hand management skills will certainly have an advantage. It's just as important how you play your hand as it is what's in it. If you just rely on the luck of the draw and always play the best card in your hand every turn, you will lose to another player with a poorer hand if he knows how to manage that hand better than you.
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Chris Martin
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What? Hand management is important in any CDG. It's certainly crucial in PoG.
 
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  • Posted Thu Nov 15, 2007 12:15 pm
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Bill Eldard
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Hand management is neither innovative nor a mechanic. It describes what one does in a game that uses cards. Milton Bradley's Dogfight (mid-'60s) used cards that you might say needed to be 'managed.'

Up Front and Naval War are later examples -- both were published by Avalon Hill long before it was bought by Hasbro.
 
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  • Posted Sat Nov 17, 2007 12:34 am
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THE MAVERICK
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The Ace of Aces games are played using two picture books (one Allied and one German, in the World War I editions) which show different views "from the cockpit" on each page. A list of maneuvers appears at the bottom of each page. The players secretly select their maneuvers, and when these are simultaneously revealed they are cross-indexed to lead to a page showing the resulting position of the two aircraft.

The basic system is deceptively easy and fast playing. Later editions of the game extended the system to World War II and modern jet combat. The game system also reached out into the realms of science fiction (Star Wars fighters), fantasy (Dragonriders of Pern), and even a western gunfight game.
 
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Robert Wesley
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Yep! I even have one similar to THIS based upon the exploits of the "C.S.S. Hunley" from during the "A.C.W."!
surprise
 
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  • Posted Tue Nov 13, 2007 10:30 pm
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Keith Carter


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FWIW the distance and angles portrayed in the pictures, at least in the original rotary series, are based on a hex grid. Three, two, and one hex away represented long, medium, and short ranges. All facings of the other plane in the pictures are in 60 degree increments.

I guess I had better get my act together and post the hex based maneuver map distilled by having one player stall while the other chose a maneuver that changed their relative positions.
 
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  • Posted Wed Nov 14, 2007 11:40 pm
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Dick Ruck
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Keith_C wrote:
I guess I had better get my act together and post the hex based maneuver map distilled by having one player stall while the other chose a maneuver that changed their relative positions.

I remember doing that too. I wonder where it went...
 
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  • Posted Thu Nov 15, 2007 12:44 pm
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I have trouble calling these wargames. I have a whole punch of those fighting books which involve fantasy players, and while they're a hoot, they hardly simulate war. They simulate single combat.

Are roleplaying games wargames?
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  • Posted Thu Nov 15, 2007 8:37 pm
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Dylan Kirk
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Neopeius wrote:
I have trouble calling these wargames. I have a whole punch of those fighting books which involve fantasy players, and while they're a hoot, they hardly simulate war. They simulate single combat.

Are roleplaying games wargames?


Role Playing Games (specifically the first role-playing game of note, Dungeons and Dragons) evolved from miniatures wargames. Gygax & Co. kept wanting to fight with smaller and smaller squads with more and more personalization, to the point that they stepped over the threshold.
 
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  • Posted Fri Nov 16, 2007 4:43 pm
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Gideon Marcus
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dnjkirk wrote:
Neopeius wrote:
I have trouble calling these wargames. I have a whole punch of those fighting books which involve fantasy players, and while they're a hoot, they hardly simulate war. They simulate single combat.

Are roleplaying games wargames?


Role Playing Games (specifically the first role-playing game of note, Dungeons and Dragons) evolved from miniatures wargames. Gygax & Co. kept wanting to fight with smaller and smaller squads with more and more personalization, to the point that they stepped over the threshold.


Right. So, are role playing games wargames?
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  • Posted Sat Nov 24, 2007 8:34 pm
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12. Board Game: Across 5 Aprils [Average Rating:6.90 Overall Rank:1287]
Ted Kim
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Torrance
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Chit pull - units/commands activated by random chit picks from a cup. It's an attempt to show limitations on player control to orchestrate events (execution of orders) in a precise sequence and schedule. In particular the cooperation between commands has severe limits.

This game is probably not the first to use this mechanic, but it is known for using it (even the timing of the combat phase is dependent on chit pull).
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Paul Glenn
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Does anyone know what the first chit-pull game was?
 
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  • Posted Wed Nov 14, 2007 9:15 pm
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Brandon Pennington
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no, but I know my favorite one is A Victory Lost

I really like the chit pull when playing solo, it also creates some unpredictability which is nice.
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  • Posted Thu Nov 15, 2007 5:23 pm
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Robert Wesley
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pfglenn wrote:
Does anyone know what the first chit-pull game was?
For the time being, and until some other is provided as "proof", then I'd have to say that Samurai ought to have that distinctive feature first of all. It isn't EXACTLY as what you have with this 'one' shown here, while several had that basic 'aspect' of a "Chit Pull/Draw", were with Ikusa -(with its draw of a 'swords' determining a TURN "order"). The additional means on this, was through a "bidding" process for getting the ONE that you wanted, and it didn't have to be the 1st "Turn" on the matter.
cool
 
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  • Posted Fri Nov 16, 2007 1:46 am
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Franklin Turner
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Close Assault used chit pull activation in 1983.
 
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  • Posted Fri Oct 31, 2008 3:51 pm
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13. Board Game: Invasion: America [Average Rating:6.61 Overall Rank:2594]
Ted Kim
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Untried Units - the true combat strengths of a unit are unknown until actually in combat. I think Invasion America was the first game to do this in modern wargames. Later there variants were untried units were drawn from different pools depending on the average quality, so you would have some clue about which units were better than others.

I think most people really noticed this with PanzerGruppe Guderian, but that was actually published slightly later. PGG has the famous case where the units may turn out to have zero combat strengths and evaporate completely in combat.

 
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Quote:
I think Invasion America was the first game to do this in modern wargames.


Panzergruppe Guderian

 
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  • Posted Wed Nov 14, 2007 2:56 pm
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Ted Kim
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Torrance
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DarrellKH wrote:
Quote:
I think Invasion America was the first game to do this in modern wargames.


Panzergruppe Guderian



It's quite common to think that untried units first came up in PGG. In fact, that is where they seemed to have made quite a splash. But actually, it first came out in Invasion: America. I think you will find that fact documented in Wargame Design on page 50.

BTW, what is that avatar anyway?
 
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  • Edited Thu Nov 15, 2007 1:11 am
  • Posted Thu Nov 15, 2007 1:09 am
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Gisli Sigtryggsson
Canada
Amherst
Nova Scotia
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tedhkim wrote:


BTW, what is that avatar anyway?


[shock]You've never met a Vorlon?![/shock]
 
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  • Posted Fri Nov 16, 2007 3:15 am
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Moshe Callen
Israel
Jerusalem
I like to exchange ideas but I have no interest in a pissing contest.
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tedhkim wrote:
DarrellKH wrote:
Quote:
I think Invasion America was the first game to do this in modern wargames.


Panzergruppe Guderian



It's quite common to think that untried units first came up in PGG. In fact, that is where they seemed to have made quite a splash. But actually, it first came out in Invasion: America. I think you will find that fact documented in Wargame Design on page 50.

BTW, what is that avatar anyway?


It's a Vorlon from "Babylon 5".
 
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  • Posted Fri Nov 16, 2007 3:16 am
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Darrell Hanning
United States
Jacksonville
Florida
Love women in action movies and shows. It all started with Diana Rigg, in the Avengers.
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Well, I subscribed to S&T when it came out, and ordered I:A when it was first available, and my memory tells me PGG was the first place I saw them...but, hey, my memory has betrayed me before.
 
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  • Posted Wed Dec 5, 2007 2:12 am
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14. Board Game: Europe Aflame [Average Rating:5.59 Overall Rank:6337]
Robert Wesley
Nepal
Aberdeen
Washington
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Standup Hidden Counters

Sort of the "cheaper man's" alternative to the 'blocks'! There are several kinds for this as well, what with the likes of that The Hunt for Red October, and Red Storm Rising, or even A Line in the Sand: The Battle of Iraq, being more similar to one another than to this 'one' I've shown here. The "Europe Aflame" also has 'break-down' counters, to denote smaller or larger denominations of the basic same type. Then, there are the "Army Groups" feature, which allows for greater concentrations of forces and "woe" to someone uncovering ONE of THAT, where they had expected JUST a single 'Unit' instead!
surprise
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Bill Eldard
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Burke
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These are in block game category, which is a sub-category of 'hidden information' or limited intelligence games, focusing on fog of war. Whether cardboard, plastic, or wood standing on edge, they are no different than the basic unit counter game with the info-side of the counters face-down. And the granddaddy of that genre was probably Stratego.
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  • Posted Sat Nov 17, 2007 12:01 am
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Robert Wesley
Nepal
Aberdeen
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While the MAIN & most important "differences" between the likes of the 'block' and "stand up counters", especially with "Red Storm Rising" & "Line in the Sand" et al, are that they can become 'enhanced' with the addition of a small "strip" marker, inserted where that has this 'counter' folded over to form the FRONT and BACK of it. That is the same SIZE as what they use to denote "damage", and in the GAME, then it could get confusing were YOU to make the certain "mistake" of taking "ON" some 'Unit' that you had thought was "crippled", but was instead some "beefed up" type then! With having several different kinds of "Support" markers as well, that then gives you yet another 'factor' of which to bring into "play" with as well.
surprise
 
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  • Edited Sun Nov 18, 2007 11:23 pm
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15. Board Game: Europe at War [Average Rating:6.10 Overall Rank:5293]
Robert Wesley
Nepal
Aberdeen
Washington
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cool Area Movement and Accumulating Points Ability

This would include plenty of others, such as "Axis & Allies", while also denoting that you want to "capture" the higher 'points' ones, in order to amass "building power" for costlier 'projects'. Many of these also have some manner of "Technology" advances that you may wish to attempt and gain, for using such to have your current 'Units' become "improved" through those.
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16. Board Game: Wooden Ships & Iron Men [Average Rating:6.96 Overall Rank:541]
Robert Wesley
Nepal
Aberdeen
Washington
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Pre-plotted Movement of Units

There have been quite a few for this 'method', with not too many becoming truly *popular* due to that, in fact. Some have even provided a "Phased" manner, in which a step-by-step approach is used, to resolve these as the TURN progresses throughout such. It allows certain 'aspects' to become realized, like when you "align" your vessel to either bring around or turn away from favoring ONE 'side', to yet another.
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Todd Pytel
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Or, for a more modern example, The Burning Blue, though only one side pre-plots in that case.
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  • Posted Wed Nov 14, 2007 5:39 am
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Mark Mokszycki
United States
Snohomish
Washington
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Avalanche Press' series Great War at Sea and Second World War at Sea are also examples of two modern game systems utilizing this mechanic.
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  • Posted Wed Nov 14, 2007 6:04 pm
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17. Board Game: Ogre [Average Rating:6.88 Overall Rank:602]
Robert Wesley
Nepal
Aberdeen
Washington
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robot Futuristic Settings

Of course, we have plentiful another that surmises some "contemporary" event taking place, while yet others will take US w-a-y INTO the "Future"!... OR within some "Past" "mythical" places!
sauron
 
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18. Board Game: Iron and Fire [Average Rating:6.00 Unranked]
Robert Wesley
Nepal
Aberdeen
Washington
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Luckless and/or Diceless Systems

I noticed someone 'mentioning' about these in the 'comments' below, so here you go now! Usually, you will have a "comparison" between the 'involved' 'Units', with varying results obtained depending on certain "factors", or their disparities of such as are presented for determining an "outcome".
cool
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Based upon my poor understanding of history, science, and ethics...
United States
North Pole
Alaska
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William the Conqueror - 1066 Played this one. It's only luckless if you are smarter than me, which means it's luckless for most people.
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  • Posted Wed Nov 14, 2007 10:35 am
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Ray
United States
Carpentersville
Illinois
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I listed all the luckless wargames here: http://www.boardgamegeek.com/geeklist/23065
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  • Posted Wed Nov 14, 2007 5:13 pm
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Gideon Marcus
United States
Vista
California
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Nice spin on a very old joke, but Diplomacy is luckless. As are 6 of the 7 who play it.
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  • Posted Fri Nov 16, 2007 5:41 am
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19. Board Game: Rommel: The War for North Africa [Average Rating:6.30 Unranked]
Ted Kim
United States
Torrance
California
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Reaction Movement - the comments for this list have debated whether the demise of AH had anything to do with a wave of innovation, such as getting away from the standard "Ugo-Igo" (really "you go, I go", meaning strictly alternating turns). Surprisingly, even games as old as this RAND game (from 1974) had reaction movement in it, wherein you could put some units in reserve and move them in your opponents turn to spoil their carefully planned attacks.
 
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Bill Wood
United States
Eden
North Carolina
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Gameforms Combat uses reaction movement; circa 1981. You did not use reserves to do it, either, it was part of the Sequence of Play.
 
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  • Posted Fri Nov 16, 2007 11:58 am
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20. Board Game: The Russian Campaign [Average Rating:7.14 Overall Rank:498]
Michael Von Ahnen
United States
Dallas
Texas
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Now this is what I would call a classic hex and counter. Not exactly one of AH Classics, given its dual impulse movement. But my all time favorite. Given that it is still in print 30+ years later, I guess I am not the only one.
 
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Mark Mokszycki
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Snohomish
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Nearly flawless in terms of balance and strategy. The game's detractors slam it for a lack of realism, especially in terms of the supply rules (and they are right!). But as a highly competetive strategy game with an east front theme, this one has been honed to near perfection.
 
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  • Posted Wed Nov 14, 2007 6:58 am
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Paul Glenn
United States
Wheaton
Maryland
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duckweed wrote:
Nearly flawless in terms of balance and strategy. The game's detractors slam it for a lack of realism, especially in terms of the supply rules (and they are right!). But as a highly competetive strategy game with an east front theme, this one has been honed to near perfection.


I agree wholeheartedly--maybe my favorite wargame.
 
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  • Posted Wed Nov 14, 2007 9:17 pm
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Mark Mokszycki
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Snohomish
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And one day soon, I'll send you my opening moves, Paul. My mom is in town presently, and not a lot of gaming is getting done (whatsoever).
 
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  • Posted Thu Nov 15, 2007 4:05 am
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Robert Wesley
Nepal
Aberdeen
Washington
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First of all, it was given their "treatment" FROM the "designer" that drew HIS 'inspirations' of wanting something BETTER! We have EACH of these folks to thank on it all, since they managed to create what you have here NOW! Check this out too:

http://www.boardgamegeek.com/article/1481655#1481655

It adds much more to the "game" then, including a few that were "missing" to begin with, such as the Soviet 62nd Army, you know, the ONE that was AT "Stalingrad"!
surprise
 
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  • Posted Fri Nov 16, 2007 2:03 am
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21. Board Game: 1914 [Average Rating:5.52 Overall Rank:6402]
Robert Wesley
Nepal
Aberdeen
Washington
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Step Reduction, Inverted & Hidden Units

Also having a pre-plotted "Deployment" map, along with VARIANT "Event" 'Cards', as well with a very artistic game board rendering for it all. There were even some "solitaire" RULES included, and that sure was handy!
cool
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Steve Herron
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Johnson City
Tennessee
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I believe the first use of step reduction was used in Anzio first.
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  • Posted Fri Nov 16, 2007 3:21 am
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Robert Wesley
Nepal
Aberdeen
Washington
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sherron wrote:
I believe the first use of step reduction was used in Anzio first.
Of which THAT was published in 1969 and THIS in 1968! hmmmm? surprise
 
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  • Posted Fri Nov 16, 2007 6:48 am
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Bill Eldard
United States
Burke
Virginia
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sherron wrote:
I believe the first use of step reduction was used in Anzio first.


AH's Guadalcanal and Blitzkrieg pre-date both. Blitzkrieg included reduced strength counters, whereas Guadalcanal had a pad of sheets for tracking the step reduction of each unit.

But one might also include AH's Midway, in as much that ships absorbed damage in hits recorded on a HIT RECORD sheet. But more importantly, the aircraft were represented by generic counters labeled with letters to represent type: F = fighter; D = dive bomber; T = torpedo bomber, plus a combat factor. The total strength of aircraft counters attacking a ship from the same adjacent space were weighed against the ship's defense (and possibly contributing defense of neighboring ships) to determine an odds ratio and resolve combat on a standard table, with losses taken in number of air points destroyed. Thus, Midway (164) was a genuine step-reduction game and perhaps the first, though it wasn't classified as such at the time.
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  • Edited Sat Nov 17, 2007 12:19 am
  • Posted Sat Nov 17, 2007 12:13 am
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Robert Wesley
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Oh sure, those are ALL fine examples as well, while the purpose of which I had in 'mind' was to also bring UP about the additional features from THIS 'one'. Did you see what I'd 'done' for the "Midway" GAME here?:

http://www.boardgamegeek.com/thread/193765

Along with that "Coral Sea" VARIANT:

http://www.boardgamegeek.com/thread/188705

and http://www.boardgamegeek.com/thread/191319

So, what do you think? I wanted to have these look as closely to the original kinds as I could, except that I liked the bolder "colors" from the "C.S." ones.
cool

 
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  • Posted Sat Nov 17, 2007 9:04 pm
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22. Board Game: B-17: Queen of the Skies [Average Rating:6.77 Overall Rank:786]
Winky Blinky
Canada

Tables and Charts

Most wargames make extensive use of various tables and charts. The CRT is one of the defining features that usually separate a wargame from a "regular" boardgame. Some wargames, especially solitary ones, make extensive use of tables to generate what happens in the game.
 
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23. Board Game: Ambush! [Average Rating:7.27 Overall Rank:332]
Winky Blinky
Canada

Programmed Paragraph

This may not quite fit the popular stipulation of the list since it is not in common use. However, it is definitely worth mentioning since it is so different. A rather unique system where the gamer consults a paragraph to see what happens. The Ambush series is the only one I can think of (or at least from the games I own) that uses this unusual approach. Anyone know of other wargames that use this system?
 
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THE MAVERICK
Afghanistan
(Currently far from) Herald
California
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Another highly innovative concept that was started by SPI and further refined by SPI alumni under the mantle of AH/Victory Games.

More examples of paragraph bases boardgame systems:
http://www.boardgamegeek.com/geeklist/1413
 
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  • Edited Wed Nov 14, 2007 8:41 am
  • Posted Wed Nov 14, 2007 8:39 am
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24. Board Game: Wings of War: Famous Aces [Average Rating:6.95 Overall Rank:375]
Jan van der Laan
Netherlands
Leeuwarden
Friesland
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I dont't know how to exactly describe this game system (tabletop/minis, carddriven, hidden movement) but imho it's a mixture of some of the above mentioned games and thereby a fairly different gamesystem on it's own. And above all: it's a very nice game to play.
 
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Robert Wesley
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I'd consider it a "flair" above with what we began with, and more like a "flare" in comparisons! laugh
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  • Edited Fri Nov 16, 2007 6:49 am
  • Posted Wed Nov 14, 2007 10:25 am
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THE MAVERICK
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(Currently far from) Herald
California
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At its heart, Wings of War is a miniatures system played without miniatures - or, now, with them since the system was fortunate enough to become sufficiently popular and profitable to support three dimensional aircraft as official components.

Jutland was the probably the grandaddy of the "horizontal miniatures" genre, which is heavily populated with games from Tabletop Games.

The geeklist "miniatures games with counters" includes many of these sorts games which are played directly on the tabletop:
http://www.boardgamegeek.com/geeklist/3791
 
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  • Posted Wed Nov 14, 2007 11:30 am
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25. Board Game: Thunder at the Crossroads (second edition) [Average Rating:7.70 Overall Rank:1538]
Hunga Dunga
United States
Portland
Oregon
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Acceptance of Orders

Gameplay is dependent upon written orders that can be lost or only partially interpretted.
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David Kahnt
United States
Upper Gwynedd
Pennsylvania
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It's fun, it's healthy, it's good exercise. The kids will just love it. And we put a little sand inside to make the experience more pleasant.
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Great List,

I always find it difficult to explain different Wargame mechanics to people who don't know anything about them... this will help!

-DK
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  • Posted Tue Nov 13, 2007 6:20 pm
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Glenn Pruitt
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Purcellville
Virginia
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Lancer4321 wrote:
Curious that a thread that discusses "systems and mechanics" makes no mention of zones of control (in it's many facets), odds ratio based combat resolution, roll to hit (aka "buckets o' dice") combat resolution, impulse based movement, stacking rules, random events tables, variable forces, variable time/location reinforcement entry, stacking rules, etc... So much of board wargaming is built upon these different sub-systems, elements that have become so commonplace that nobody even thinks of them as having once been innovative.


Absolutely. And I would guess that much if not most of this innovation was done by AH and their main competition, SPI. I would also add in opportunity fire as a big innovation, and morale factors, and elevated LOS rules...it goes on and on.

Truth is AH & SPI were responsible for a TON of innovation, and in fact built the foundation upon which wargaming now stands. If you don't think AH was innovative I would suggest you take a look at Squad Leader and Magic Realm, and then look at what else was available at that time. These two in particular were ground-breakers.
 
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  • Posted Wed Nov 14, 2007 4:43 pm
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Michael Lucey
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E Windsor
Connecticut
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Lancer4321 wrote:
Curious that a thread that discusses "systems and mechanics" makes no mention of zones of control (in it's many facets), odds ratio based combat resolution, roll to hit (aka "buckets o' dice") combat resolution, impulse based movement, stacking rules, random events tables, variable forces, variable time/location reinforcement entry, stacking rules, etc... So much of board wargaming is built upon these different sub-systems, elements that have become so commonplace that nobody even thinks of them as having once been innovative.


Most of those are not GAME mechanics but rule mechanics. You have a game dependant on card play, but how many games are dependant on how high your units are stacked? Unit stacking is a product of the game system or type and not a system itself. Impulse based movement, does have a system, area/ impulse BTW. ZOC's are mainly a product of hex games, may have been adapted to other systems but important for hex games. Regardless ZOC's are dependant on a map or other movement mechanic, not the other way around so not really a GAME mechanic. Same for random events and variable time/ location, unless there is a game that plays based on this (like Stop Thief or Clue) its not really a game mechanic. I don't know any game out there other then the card game War based exclusively on just performing combat, you could add combat itself as a game mechanic, say Risk as a pioneer, but how you conduct combat does not really fit into the theme of this list, those are rules mechanics and not game mechanics.
 
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  • Posted Thu Nov 15, 2007 2:29 pm
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Antonio B-D
Spain
Madrid
Madrid
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Some time ago, I did a geeklist on a similar topic http://www.boardgamegeek.com/geeklist/17242 Wargames fighting downtime, centered on the different ways to break the traditional Igo-Ugo which are, at the same time, "popular wargame system & mechanics" if anyone is still interested.
 
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  • Posted Thu Nov 15, 2007 7:44 pm
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Bill Eldard
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Burke
Virginia
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Kenfeldman wrote:
Quote:
My point was that since the demise of AH we've seen an increase in innovation in the hobby.


I don't think that's the case. Every mechanic on this list was in existance in 1998, the year that AH failed. AH games introduced some of these mechanics, such as the Card Driven Wargame (We The People), area-impluse (Storm Over Arnhem).


That's right, Ken. In fact, considering the innovations that were already in existence at the time of Avalon Hill's demise, one could offer a better argument that innovation in the wargaming hobby has virtually stagnated since 1998. True, there are some outstanding games out there improving upon those earlier mechanics, such as Wilderness War and Bonaparte at Marengo, but the basic innovations pre-existed AH's end.

 
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  • Posted Sat Nov 17, 2007 12:28 am
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