tag:blogger.com,1999:blog-8394074963215462822.post2844087171706305948..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Game Design #73: Willpower and Morale as a ResourceevilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger13125tag:blogger.com,1999:blog-8394074963215462822.post-28707432032735365172018-01-21T00:39:10.803-08:002018-01-21T00:39:10.803-08:00Rogue Planet's Energy Pool mechanism could be ...Rogue Planet's Energy Pool mechanism could be viewed as a pseudo moral system... Not that I had previously thought of it in such terms. Depending upon force composition, there can be quite a differential in Energy Pools and circumstances in which the Pool is depleted, which could be translated into more or less hardened troops etc. Mmmm. Dutch_Lawhttps://www.blogger.com/profile/17124804326215181166noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-58850857592324551602017-11-07T20:38:07.668-08:002017-11-07T20:38:07.668-08:00One of the things I hated most when I played Flame...One of the things I hated most when I played Flames of War was trying to keep track of how many units I had lost so far. If there was a way to have morale without the bean counting, that would be great!Cyclopeushttps://www.blogger.com/profile/02820371456654359069noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-12818840527029064102017-11-07T20:34:16.843-08:002017-11-07T20:34:16.843-08:00I like the idea of a system based on pushing back ...I like the idea of a system based on pushing back enemy units, rather than just having them flee off the board outright. You'd have to push then advance, push then advance a few times to get them all the way off their table edge.Cyclopeushttps://www.blogger.com/profile/02820371456654359069noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-80592327838882920642017-10-24T01:09:20.407-07:002017-10-24T01:09:20.407-07:00...and if the games end (relatively) quickly i.e. ......and if the games end (relatively) quickly i.e. in 30 mins or so, you might be able to simply play more games. No one says you have to setup the table afresh each time; and as the campaign bits in between are the real draw of Mordhiem, if you play quicker games with more campaign stuff - most would regard it as a benefit?<br /><br />(just playing devil's advocate)evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-1969458903148855142017-10-24T01:06:36.555-07:002017-10-24T01:06:36.555-07:00Possibly. Depends on the rules as to the "let...Possibly. Depends on the rules as to the "lethality" (combination of to hit + to wound)...<br /><br />....but on the other hand, it might actually help campaign games like Mordheim; preventing instances where the loser gets slaughtered and the gap between winners and loser warbands can quickly become vast.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-36469036560626023362017-10-23T08:43:23.300-07:002017-10-23T08:43:23.300-07:00That's difficult for Mordheim scale games. A p...That's difficult for Mordheim scale games. A player with 8 models might fail a rout test after losing 2-3 minis, which makes for much more setup/teardown instead of moving minis and "pew-pew"ing.Lord Frederickhttps://www.blogger.com/profile/17699726863859635307noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-56351603619799996142017-10-19T06:59:04.185-07:002017-10-19T06:59:04.185-07:00I don't mind a mix; perhaps testing begins at ...I don't mind a mix; perhaps testing begins at ~20% casualties, and auto loses at 50%; this is better than only beginning testing at 50% which is already suicidal levels of casualties: usually only suffered by trapped and/or already-beaten armies...evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-26591474859880363642017-10-18T12:27:31.309-07:002017-10-18T12:27:31.309-07:00Auto losing at a certain point of loss makes a ton...Auto losing at a certain point of loss makes a tone of sense and is so simple. Great idea! Blood and Spectacles Publishinghttps://www.blogger.com/profile/04553070461794152273noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-87023980985894935402017-09-19T23:04:14.376-07:002017-09-19T23:04:14.376-07:00I often feel a lot of the issues with moral in war...I often feel a lot of the issues with moral in wargaming comes from how the rules allow us as the "generals" treat the soldiers. They don't really account for casualties other than a loss of a resource. Which may be fine for really grand scale games but with smaller sized forces in play if the rules/scenarios required a certain amount of your force to stay alive or you just straight up lost the game I feel we wouldn't need artificial morale rules because we would act with our forces in an appropriate way - withdrawing/taking cover/etc in order to keep them alive. The results of most single are to short sighted - nothing maters beyond the last turn of the game.<br /><br />I like the idea of morale as resource though and have played a few games that have done an ok job with it. Though most just use it as a reverse VP system.<br /><br />It gets tricky when you start having non-human forces - how do you count morale for something like robots or aliens or demons? A game with specific morale resource system for the different forces as a way to really differentiate then would be neato. KillMeForPrizeshttps://www.blogger.com/profile/05291637918699304628noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-73516514119691734252017-09-12T17:09:04.289-07:002017-09-12T17:09:04.289-07:00Lately I have been using reduced morale instead of...Lately I have been using reduced morale instead of hit/wound as the key resolution mechanic c.Blood and Spectacles Publishinghttps://www.blogger.com/profile/04553070461794152273noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-52058725357924940052017-09-08T10:09:20.178-07:002017-09-08T10:09:20.178-07:00I struggle with the status quo of morale rules, to...I struggle with the status quo of morale rules, too. I've found that tieing activation costs to morale state gives a realistic result though I've yet to make the system as smooth as I'd like. Another way to add decision points to morale is by giving the player an activation point for each unit that retreats and have each players pool of activation points decay over the course of the game with play ending when neither player wants to (or can) activate. Eventually players skip activating units in order to activate others better able to secure objectives, then begin pulling units back to provide activation for units in crucial positions. It works well for objectives based games and death matches, often creating desperate rearguard actions for the losing player right at the end.Lord Frederickhttps://www.blogger.com/profile/17699726863859635307noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-41998390933991443822017-09-08T09:19:01.373-07:002017-09-08T09:19:01.373-07:00Please remind morale system in my PMC 2640. It is ...Please remind morale system in my PMC 2640. It is possible to break enemy army without killing a single soldier - although killing help a lot. Single good serie above the heads of green troops can make them running away. To do not make the long descriptions: you can check or test it in Hell on Echidna demo version of the game: http://assaultpublishing.com/free-demo-expansion/Marcinhttps://www.blogger.com/profile/12562306400960377707noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-23216212610092520632017-09-08T06:33:10.949-07:002017-09-08T06:33:10.949-07:00A great commentary as always.
I think Chipco'...A great commentary as always. <br /><br />I think Chipco's Fantasy Rules! used a morale clock that judged the state of morale on each side. When one side got down to zero, the army fled the field.<br /><br />ChrisChrishttps://www.blogger.com/profile/03436658698932425918noreply@blogger.com