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Subject: Variable reinforcements? rss

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Dave Langdon
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One of my favourite wargames is Light Division, its got a variable reinforcement phase each turn. It basically means by endgame you can have about 20% of the available countermix on the board, which is about 1 Full Infantry division out of the 5 available. You don't know how many points you'll get as reinforements and it adds alot of tension and replayability to each game.

So i'm looking for any other wargames out there that have this mechainc as a hinge to the game. I'm looking at Pacific Victory so far, possibly Paths of Glory or Barbarossa to Berlin. Any advice, the more variety the better in terms of countermix. Preferably a game made in the last 10 years.

Many thanks
 
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Robert Wesley
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Aberdeen
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sorry... NONE of those are available, and neither is any 'place' in "Tuscany", so don't even TRY!shake
 
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Dave Langdon
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Pencils in ears, pants on head...wibble, wibble.
 
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Dave Langdon
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Still looking for advice no matter what course of insanity this thread make take
 
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D T P
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Pikeville
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1776 has a variable reinforcement design built into it. The American player never really can be sure of his reinforcements. The British knows his regulars arrive on a set schedule, but the Tories are also variable. For both sides their militia may even disband in a variable manner.

Another game where the reinforcements are variable is Vietnam 1965-1975. In this game the amount of reinforcements can be manipulated, but doing so dramatically affects the ability of the two sides to win or lose.

But both of these games are more than ten years old!

And of course most grand strategic games where production is controlled by the players themselves would have variable reinforcements.
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J.L. Robert
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Sherman Oaks
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The first game that popped into my head, when I saw the thread title and before reading your post, was Fortress America.
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Sam Carroll
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Urbana
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Quote:
The first game that popped into my head, when I saw the thread title and before reading your post, was Fortress America.


Beat me to it.
 
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Ben Vincent
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Hammer of the Scots - The annual English muster is a random selection of half of the available force pool. What you draw has a significant impact on how that year's campaigning will unfold. Actually the Scottish builds are random too, but it's much less significant for them.

World in Flames - You choose the type of units to build (i.e infantry, armor, fighters, etc), but draw them randomly from the appropriate force pool. All units are not created equal. New (better) units are added to the mix each year. You can scrap outdated units to improve the quality of your force pool, but if you do you can never get them back (which may mean you run out of a particular unit type if you scrap too many old units).

Edit: Maybe I misinterpreted your question. If the variable is quantity rather than quality - well, pretty much any CDG is going to have this in some fashion.
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Carlos O.
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In the line of Hammer of the Scots you have Crusader Rex and Athens vs. Sparta. Hellenes should be published this year and (the rules are at the GMT site) it has a similar unknown reinforcements mechanic.
 
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Dave Langdon
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Many thanks for all the replies. I have Crusader Rex, it has a certain inevitability about recieving all the blocks. I like the replayability from thinking well maybe this game if I field these troops etc the outcome will be different, even better if it has some resource management. Any additional chrome around reinforcements is appreciated too. Light Division its key to take and hold airfields and ports otherwise you can't bring in reinforcements.

I'm checking out all suggested so cheers very much
 
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Mattwran
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LONGMEADOW
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Both the British and Americans have variable reinforcements in Monmouth.


 
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Rusty McFisticuffs
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Cage wrote:
So i'm looking for any other wargames out there that have this mechainc as a hinge to the game. I'm looking at Pacific Victory so far

Note that the reinforcements in Pacific Victory aren't random; you spend production points to build the steps/units you want.

EDIT: FAB: The Bulge has fixed reinforcements, but you draw asset & event chits every turn, so e.g. you may not have as many Engineer units as you would like.
 
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Dave Langdon
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I'm very surprised at the depth of Fab Bulge, i always assumed it was a "simple" introductory block game. Very interesting, i think regardless of "variable reinforcements" i'll be getting this one.

Still looking for advice though
 
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