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Subject: Other combat systems? rss

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badalchemist
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I've recently been introduced into wargames via Battlelore, and I'm loving it. From what I understand, it uses the Command and Colors system. There also appears to be another system that uses blocks, like for Hannibal: Rome vs. Carthage, Hammer of the Scots, and Richard III: The Wars of the Roses.

What other combat systems should I be aware of, and what games use them? Thanks.
 
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Jim Cote
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H:RvC is not a block game.
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Jim Cote
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Tactical: Advanced Squad Leader
Operational: FAB: The Bulge
Theater: Axis & Allies
Card-Driven: Combat Commander (also tactical)
Chit Pull: A Victory Lost (also operational)
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Moshe Callen
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The most common system uses the roll of a die and a CRT (combat results table). One I have that does this is Successors (third edition) by GMT. There are far too many games to list with this system. Another system involves rolling a die and scoring a hit on a particular number or numbers. Both Britannia and the Axis & Allies games use this system. There are also card-driven games like Twilight Struggle (not considered by all a wargame), and many, many other CDGs. War of the Ring (First Edition) uses a combination of cards and dice. The way cards are used for combat is also pretty different in the weuro Empires of the Ancient World.

The list goes on and on.
 
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p55carroll
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You might enjoy skimming through this Geeklist on starter wargames.
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Jamieson Teo
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There's quite a fair bit of wargames out there...

For block types, you can consider..

FAB: The Bulge (like Jim Cote above has suggested)
Europe Engulfed
Asia Engulfed

 
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Brandon Pennington
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I think you mean game system no combat system by the way you worded your question.

Card Driven games is a system even though some of them have different combat systems within them. Hannibal RvC falls into this category not block games.

Other systems are:

Standard Combat Series from MMP & The Gamers (One of my favorites) games include: Afrika (second edition), Bastogne: Screaming Eagles under Siege, Ardennes


Operational Combat Series from MMP etc. Games include: Case Blue, DAK2


Tactical Combat Series from MMP ect. Games include: GD '42, Bloody Ridge


Combat Commander series from GMT Games include: Combat Commander: Europe, Combat Commander: Pacific


Musket & Pike series from GMT (similar type battles to Battlelore in that they are tactical but a much heavier and deeper system) Games include: Under the Lily Banners, Gustav Adolf the Great: With God and Victorious Arms


Great Battles of History from GMT Games include: SPQR (Deluxe Edition), RAN


Advanced Squad Leader from MMP

There are probably dozens and dozens of systems, these are just some that I have played or plan on playing.

*edit* spelling and links
 
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Ray
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Despite some of the names what you list I would call series not systems, Brandon.

For me systems are:

Area impulse
card driven
block


what BGG also calls game mechanics
see http://geekdo.com/geeklist/45565/the-geeklist-of-game-mechan...
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Bill Lawson
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wtrollkin2000 wrote:
Despite some of the names what you list I would call series not systems, Brandon.

For me systems are:

Area impulse
card driven
block


what BGG also calls game mechanics
see http://geekdo.com/geeklist/45565/the-geeklist-of-game-mechan...



You left out whats far and away the best: HEX AND COUNTERS!

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Brandon Pennington
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wtrollkin2000 wrote:
Despite some of the names what you list I would call series not systems, Brandon.

For me systems are:

Area impulse
card driven
block


what BGG also calls game mechanics
see http://geekdo.com/geeklist/45565/the-geeklist-of-game-mechan...



Yes, you are correct. It is still hard to tell what he is specifically referring to.
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Kent Reuber
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The wargame world is filled with series. Probably the best way to get into a new series is to figure out a period of interest, then those of us on the board can point you to good starter games/series in that area.

Kent
http://casualwargamersclub.blogspot.com/
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Andrea Doria
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Hmmm, my impression is that he is referring to game, or perhaps combat-resolution, mechanics.

One option not mentioned for combat-resolution mechanics is pure odds-based. Civilization, for instance, resolves combat based almost solely on force size. Kingmaker, on the other hand, is based on odds, but instead of rolling a die and consulting a CRT, the outcome is determined by drawing a card from an event deck: if your odds are equal to or better than the ones printed on the card, the attacker wins; otherwise the battle is inconclusive (only game I've ever seen in which there isn't an "Attacker Eliminated" type of result).
 
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