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Subject: What means "area impulse" rss

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Bert Nerdsen
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Browsing through the game mechanics, I found one called "area impulse". What does this mean exactly?
 
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Kevin Moody
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If you're referring to wargames, it's a means of contolling the progress of the game -- rather than an "Igo-Ugo" method where players alternate moving their entire line of forces, or a command/HQ method whereby players alternate activating units under a specific command or HQ radius for movement, an area impulse game allows for activation (movement and/or combat) in one specific area on the map at a time. The maps are typically broken up into differing sizes and shapes depending on the type of terrain there. Breakout:Normandy's map is a good example.
 
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Richard Irving
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bert_nerdsen wrote:
Browsing through the game mechanics, I found one called "area impulse". What does this mean exactly?


These refer to a type of wargame: The first was AH's Storm Over Arnhem. Others are Thunder at Cassino, Turning Point Stilingrad, Breakout Normandy, Monty's Gamble.

The "area" part refers to the board consisting of non-uniform areas, unlike many wargames with hexes. The "stacking limit" (the areas are large enough so that you never have to stack them) in these game is usually very high (if not infinite).

"Impulse" refers to instead of being allowed to move every unit is game turn, the turn is broken up into mini-turns called "impulses" where you are only allowed to move or fire with a few units, usually limited to single area.

In early games, once a unit is moved, it is "spent" and it cannot moved ot fired again for the remainder of the turn. (Units could also become spent as a result of enemy fire.) The turn ended when both sides elected to pass--which usually happen when both ran out of units to move. Every unit could be moved or fired once in a game turn, but a game turn consisted of many impulses.

Later games like Breakout Normandy, added a variable time clock to the game, the turn would end based on a dice roll (You had about 5-7 turns per game turn which represented a full day) after which there would rest & resupply phase where units can be returned from spent to fresh status--but it was usually limited to fixed number of supply points.

These games do a good a job simulating urban combat, house-house fighting.

These games also usually used a simple combat system where each side rolled two dice and added the strength of their units/defensive terrain/bonuses for extra units adding to the attack, with lower total having to "spend" fresh units and/or remove spent units based upon the difference between the totals. They also had a nifty little rule where a player could call for an immediate reroll--but then he'd have to cede this option to his opponent after he used it once. (Similar to backgammon's doubling cube.)
 
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Mark McEvoy
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Are there any non-wargames where this game mechanic is applicable? I mean, I've seen this mechanic applied to what look like children's action/dexterity games (Ant Eater, Froggles, Beat The 8 Ball, Pass teh Trash) as well as the occasional abstract (Hunde und Schakale, Push). Are these miscategorizations, or is there some definition of "area impulse" that would include these titles?
 
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Iain K
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Try using the advanced search, with "area impulse" seleced, and "wargame" de-selected:


http://www.boardgamegeek.com/search.php3?title=&designerid=&...

 
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Matthew Frederick
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Right, but Mark's question (and mine as well) is if the term is applied accurately to those games.
 
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