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Subject: NEW IDEA FOR A WARGAME rss

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Jim Cote
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In both A Game of Thrones (first edition) and Senji, players assign face-down order tokens to each region. In the former, all orders are turned up, and players resolve one at a time in distinct phases. In the latter, the current emperor decides the order.

Adding chit-pull, though, is an interesting twist.
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    So you have duplicates of all chits, one for map placement and one for the draw pile, right?

    How big in scope? How many units are you visualizing on the board at once?

    Still pretty early to get a clear picture but I fear a lot of searching will occur on each turn.

             Sag.


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Leo Zappa
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Cool idea. Perhaps rather than a chit for every single unit, you would use a chit for various groups of units (companies of a battalion, divisions of a corps, etc.), so that the pull would activate all of the subordinate units of the larger organization. This would cut down on having to have a chit per unit, and allow each side to have more units on the board. Kind of like Heroscape, where an order marker can activate a squad of four figures.
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    Or number the hexes and call out the unit by location. Or number the chits. Everyone has a tablet like Wits & Wagers and lists their three units, everyone turning over at once.

    But that still presents a pretty solid limitation, since the number of units that move shall be three (that is indeed a mini-python paraphrase).

    I suppose you can just look at it as three units at a time and the turn ends when you've exhausted your side or passed.

             Sag.
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Jim Cote
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runandhide wrote:
Jim, was the simultaneous action selection in Senji and A Game of Thrones something you enjoyed?

Never played Senji. The cool thing about this part of AGoT, is that you have to play the whole Diplomacy thing, guessing if other players will honor their agreements, THEN see where the various orders get placed, THEN see them happen one territory at a time. In some cases, if your allies screw you, you can screw them right back. And if you don't follow agreements to the letter, there's always excuses about having to defend yourself, etc.
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Lance McMillan
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Very intriguing system -- I think it has a lot of potential. It'll need some refinement (and a lot of playtesting to iron out the kinks), but it sounds like a winner.
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Rob Hillier
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desertfox2004 wrote:
Cool idea. Perhaps rather than a chit for every single unit, you would use a chit for various groups of units (companies of a battalion, divisions of a corps, etc.), so that the pull would activate all of the subordinate units of the larger organization. This would cut down on having to have a chit per unit, and allow each side to have more units on the board. Kind of like Heroscape, where an order marker can activate a squad of four figures.


I am envisioning an operational level game where you activate divisional HQs which then allow you to move an HQ counter plus the three brigade units subordinate to it. This reduces the number of chits needed for the activation without reducing unit density on the mapboard. You could vary the scale to a corps HQ with divisional subunits or go smaller and have a company HQ with platoons as lower level units etc.
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Barton Campbell
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How about a cooperative "family" war game? Could have a late Vietnam war or late Eastern Front theme.

Imagining Shogun crossed with Red November.

Shogun Part
1) Map of provinces in Russia.
2) Each player is a German General.
3) Instead of building fortress, temples and theaters
build fortifications, burn villages, build supply dumps,
4) Rice equals Harvest though no paying up keep.
5) Enemy Peasants equal Red Army and Partisans.
6) Players cannot attack each other but can withhold luxury supplies (french wine and bree), normal supplies or reinforcements from each other.

Red November Part
Three indexes so to speak,
7) Enemy armies oozing in from all directions plus a front line.
8) Dropping moral track of soldiers (casualty track to breaking point)
9) Dropping replacements except for those generals that currying favor with Hitler (build forts, burn villages, build supply dumps get +1 with Hitler, waste move visiting Wolf's Lair get +3 with Hitler).

With Vietnam similar cooperative game.
Each player an Allied general (Army, Marine, Air Force, Navy, ARVIN).
1) Viet Cong and NVA oozing in all provinces, some more than others.
2) Build Officer's Clubs, Red Light District, Supply Dumps
3) Fraggin' Index
4) Rice is Rice

Self-Aggrandizement, Loose cooperation, Greed and Overwhelming Odds!
No Romanticizing here!
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Gustav Åkerfelt
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This rather makes me think of Space Marine.

There you placed orders for all your units. Move , charge, first fire if i recall. Unit's that moved got to shoot in a advance fire segment.

Same counters were also use to denote fleeing troops etc.

If memory serves, here you simply took turns revealing markers, and the fact that you did not infact know what every enemy unit was planning before it did it, added to tactical choices..

Also, if you forgot to place a marker, the unit didn't move, but could shoot in the advance fire segment.

Would be fun to see a remake on the subject, good luck with it.
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