tag:blogger.com,1999:blog-8394074963215462822.post8519113477325640723..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: The Train of Thought #1: Morale, Reactions, and Wrath of KingsevilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-8394074963215462822.post-83204436443501466102017-10-19T06:55:12.441-07:002017-10-19T06:55:12.441-07:00Yes with "Middlehiem" I have moved to 1 ...Yes with "Middlehiem" I have moved to 1 action each, with the ability to "follow on" like Warmaster/Epic; and to "Hold" actions to be a reaction of sorts.<br /><br />Less actions per mini means more "fluid" combat; no one can sprint 100m, fire 10 arrows, etc - it gives a feeling of a smaller increment of time...evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-9753027619560176012017-10-18T12:25:11.742-07:002017-10-18T12:25:11.742-07:00I prefer alternate activation, but each model only...I prefer alternate activation, but each model only gets one action. Then, you really have to think about what is more important for you to do? Move to cover, take a shot at the enemy, charge into combat, open the door, pick up the mcGuffin.... it is a cheap and easy way to force choice and decision making into the rules. <br /><br />No special action/reaction mechanic is needed. Alternate activation and 1 action is close enough to a reaction mechanic. Blood and Spectacles Publishinghttps://www.blogger.com/profile/04553070461794152273noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-30970535824811748432017-10-03T20:04:49.854-07:002017-10-03T20:04:49.854-07:00very inspiring, nice info ...very inspiring, nice info ...IRZAN ZULMIhttp://www.irzanzulmi.info/noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-58998606907977086612017-09-29T14:23:38.416-07:002017-09-29T14:23:38.416-07:00A pretty fair analysis.
As you say,it revolves ar...A pretty fair analysis.<br /><br />As you say,it revolves around how many actions you can do before the opponent can get involved. <br /><br />Too many actions and you get stuff like early 40K where one side could move their entire army unopposed; gunning down enemies whose entire army stood about obligingly (and you could walk off and get a coffee as there was nothing your side could do)<br /><br />I'm interested in this comment:<br />----Too little action in one go, and the game lacks "events"---<br /><br />Can you give an example?<br />evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-76227628911254297272017-09-29T14:15:09.407-07:002017-09-29T14:15:09.407-07:00I think a simple way to explain actions and reacti...I think a simple way to explain actions and reaction is this.<br /><br />You can have 1 action, or many. It's up to the rules to define how much move or shoot you get in for action.<br /><br />Reactions help to solve the problems where characters gets too much action.<br /><br />Too much action in one go and you're shooting down static targets.<br />Too little action in one go, and the game lacks "events".SteveHolmes11https://www.blogger.com/profile/17392212343858957364noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-47511705460639126742017-09-29T14:14:38.527-07:002017-09-29T14:14:38.527-07:00Sounds interesting! Sadly, I don't have Battle...Sounds interesting! Sadly, I don't have Battlegroup Kursk (though it's been recommended to me a few times) due to the fact I already own about 10 WW2 rulesets at the platoon+ level.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-10644694153103613022017-09-29T12:24:04.999-07:002017-09-29T12:24:04.999-07:00Envisionning wargame objectives as breaking the en...Envisionning wargame objectives as breaking the ennemy moral has a realistic appeal. Always found weird WW2 games when the "winner" has lost half his units, officers and equipment... If wars were made this ways, they would be much quicker by lack of manpower and weapons....<br /><br />By the way, if you don't know it already, Battlegroup Kursk is build around the Moral goal. Each side moral is defined by its troops and objectives, and the aim is to lower ennemy moral (even by pinning it). There is also a resource managment effect, as to rally fleeing soldiers, you need to spend moral too...<br />The game Eden also use the "motivation" aspect to make various objectives integrated to the game.MajorTheRedhttps://www.blogger.com/profile/00063261752687962703noreply@blogger.com