Alternative Timed Moves Approach

More Ideas

by Martin Rapier



Alternative ways of achieving the same effect are through event based moves ie everything moves until something significant happens. Exactly how structured you want to be with this depends on what sort of game you are playing e.g. we commonly play skirmish games with all the players on one side and the other side umpired, in these cases the players are free to move around as much as they want (subject to their orders, plan etc) until something happens -- usually getting spotted & shot at by one of the hidden defenders, stumbling into a minefield or similar & then the more structured turn sequence takes over.

The ultimate expression of this is probably Free Kriegspiel, but in practice I've found that this can end up even more rigid and turn based than normal face to face games to to the requirements of managing the flow of information between players & umpires. One attempt to come up with a more formal system are Variable Length Bounds, which measure activities in terms of the time they take to carry out, so (in theory) when 'something' happens, you know what the state of all the units on the table are at any one time. There is a VLB yahoogroup with some interesting examples of rules, I must say they made my eyes glaze over though!

For normal games (ie ones you actually want to finish!) it is better to have some sort of structure, but with the possibility of large moves possibly based on initiative (e.g. Crossfire) or command points (DBA, HoTT, HF&G, Piquet etc) or leader quality Warmaster, Operation Brevity, Huzzah etc - leaders can make multiple moves as long as they keep passing their command rolls).

Personally I have found random movement (based on AK47 or similar) to be the holy grail, combining morale, C3 & friction into a single dice throw and producing relatively unpredictable unit behavior without a great raft of complicated morale & order systems and with the potential for sweeping manouvres etc if the dice are favourable!


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