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Subject: Small inventions that make a big difference rss

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Hunga Dunga
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Maple Ridge
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It was a small thing someone thought of: print a white or yellow band across the flip side of wargame counters to signify the unit is on its final step.

Genius. That tiny idea, for me at least, has made wargaming so much easier, saving lots of time.

Is there a small innovation in wargames that you have noticed that has made a big difference for you?
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Russ Williams
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Blocks giving fog of war and successive step loss.

Indexes and glossaries in rulebooks.
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Holman
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Computers?

[ducks for cover]
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Holman
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But seriously...

russ wrote:
Indexes and glossaries in rulebooks.


I think a specific innovation here is a glossary defining every game term very clearly at the beginning of the rulebook.

See Chad Jensen's designs for great examples of this.
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ROGER DEAL
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Oak Ridge
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Hungadunga wrote:
It was a small thing someone thought of: print a white or yellow band across the flip side of wargame counters to signify the unit is on its final step.

Genius. That tiny idea, for me at least, has made wargaming so much easier, saving lots of time.

Is there a small innovation in wargames that you have noticed that has made a big difference for you?


The counters in a Rourke's Drift game I have use all four sides of the counter to illustrate step loss. You just turn the counter so that the number of steps remaining is on the bottom. That gives you 4 steps before the unit is eliminated.
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Bob Zurunkel
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The idea of double sided counters was quite innovative itself.
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Jason Kruse
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The first person to lay a sheet of plexiglass over a map must have felt pretty good about himself.
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Caleb
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Oregon laminations deluxe corner rounder. Makes games so much easier to play when counters don't catch their neighbors' corners all the time.
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Andrew Ogden
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Stockport
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Colour to designate different formations. I recently played an old GDW game called Eylau; there were morale effects for each formation but black text on dark colours on 1/2 inch counter made it very difficult to distinguish the different formations. This is true for most 1970's and 1980's wargames.
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Cameron Taylor
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So serious...
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Hex grids.
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suPUR DUEper
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Villa Hills
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Using cards to 1) inject historical events and 2) keep chrome and special rules manageable (i.e. the rule is on the card; read it as you play it).
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Andrew Kluck
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Area impulse is pretty clever and a simple solution to IGO-UGO issues. Games that use this mechanism have yet to capture my passion, but I concede it is hella simple.

Chit pull is clever too.
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JP Laurio
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russ wrote:
Indexes and glossaries in rulebooks.

QFT. In ASL the Index is obviously such a crucial part, and then when another game doesn't have one... ggnnnaahh! You feel like it's impossible to find anything
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Daniel Blumentritt
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Quote:
Using cards to 1) inject historical events and 2) keep chrome and special rules manageable (i.e. the rule is on the card; read it as you play it).


Oddly enough, I'd say it actually increases the number of special rules needed (even outside of the cards), but in compensation, most of those rules you'll never run into in most games - they end up in the FAQ as really odd card combinations in specific situations that rarely come up.
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Eddy Sterckx
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What the original Squad Leader called the programmed instruction method. Basically a rulebook that says "Stop - now you know enough to play Scenario 1 - go play it and then come back"
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June Hwang Wah
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In Dark Valley, smaller units can be amalgamated into more capable units over time. This keeps counter density manageable.


Can't remember if this was in Bitter Woods. Heavy tank units with special movement restrictions can be printed with vehicle sihoulettes instead of standard NATO symbols.

Added: Hit markers in Conflict of Heroes to give different/unknown effects after units are hit by fire.
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Kenneth Lury
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Blowing rock
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I liked the casualty chits in Fighting Formations.
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John Middleton
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A cardstock sheet of charts and tables for each player.
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Steve
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I remember being very impressed the first time I saw charts and tables printed directly onto a board / map.
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John Middleton
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slashing wrote:
I remember being very impressed the first time I saw charts and tables printed directly onto a board / map.


It's funny how people complain about stuff that was innovative at the time.

Didn't Streets of Stalingrad originally use German Unit symbols and it was called innovative in reviews.

A few years later Longest Day is criticized for it.


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dan pancaldi
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Stemless wine glass. whistle
Doesn't knock over quite as easy!
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Using color bands to show that units belong to the same formation.



I like it that 1 Guards Cavalry Corps is creamsicle, or 19th Pz is mint.


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Jason Cawley
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Anthem
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The stirrup.

Wait, you meant for wargame components...

More seriously, I love set up cards that show each unit in a scenario with the hex number where it should be. Especially when they aren't for whole areas with "free set up" (which means do your entire turn in your head before you place a counter, for the Analysis Paralysis crowd, aka start the game 2 hours late). With a different scenario on the back, cards for each side, and so forth. Great idea.
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Peter Collins
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Prince Rupert
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Dice.
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Russ Williams
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PeteyWA wrote:
Dice.

Dice with various numbers of sides (6, 10, 20, 12, 8, 4, ...)!
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