This would be a powerful incentive not to roll too many dice when reacting. the acting player that was interrupted would get to finish their turn and when they turned over, they would immediately start another turn). The simplest method was that if the reacting figure turned over, the player lost their next turn (i.e. Specifically, how could you penalize the interrupting figure if they rolled a turnover? It was when I read this that I started thinking about how you could try and introduce risk in this situation.
![maptool for two hour wargames maptool for two hour wargames](https://wtop.com/wp-content/uploads/2016/11/amazon_delivery.jpg)
As many people pointed out, if the reacting character rolls dice for activation, why would they roll anything other than three dice? Because you are interrupting the opponent, you have no chance of turning over, so there is no risk to you. The core tactical decision of the SoBH engine has always been the choice of whether to roll 1, 2, or 3 dice to activate, altering your odds of turning over and ending the turn prematurely, leaving you with some units that will not get to move.Ī recent discussion on the Yahoo forum surrounded the idea of a new ability that allowed a figure to interrupt an opponent's turn and execute their own actions. Examples of the former method would be the "Overwatch" rule in Flying Lead examples of the latter would be the card activation method of most Too Fat Lardies (TFL) rules. To smooth out the model you either give a player some mechanism to interrupt their opponent's action and react to the move before the blow can fall, or you develop a means where the attacker can only spring the trap with limited numbers. This often leads to a game of two people cautiously approaching one another until one side makes a mistake (or gets bored) and the other springs forward and it's "GOTCHA'". The IGO UGO model allows you to move your units forward into range, strike a blow at the opponent, and eliminate him, all before he can act. This leads to what Wally Simon used to call "gotcha' gaming".
![maptool for two hour wargames maptool for two hour wargames](https://4.bp.blogspot.com/-vnkDleLxpbI/UjizKfl_vcI/AAAAAAAAneA/FbHom1ly4X8/s640/Artemis-on-Google-Play.jpg)
One of the experiments I was pondering was whether you could find a way of smoothing out activations while still retaining the core tactical decision provided by the SoBH engine? First off, what do I mean by "smoothing out activations" and "core tactical decision"?Ĭurrently the activation model is that only side acts until they have completed all units' actions, or fail prematurely. This blog entry is about activation methods for using units rather than individual men running around separately. This has been a successful model for more than 20 years as The Sword and the Flame (TSATF) uses that same sort of abstraction and, in my opinion, so do the rules in the Warhammer franchise. Sergio has been working on Song of Drums and Shakos Large Battles and Drums and Shakos Battalion Level and in an exchange it seems he and I are thinking the same thing: each figure represents more than a single man, but the rules play as if the figure were a single man.
![maptool for two hour wargames maptool for two hour wargames](http://1.bp.blogspot.com/-HPmdVcLKw7I/UYTcZsTl3MI/AAAAAAAAA0c/M9oKZ9UdERs/s1600/OSR5.png)
#Maptool for two hour wargames how to
So, I was thinking about how to scale this up further.
![maptool for two hour wargames maptool for two hour wargames](https://www.abc-knitting-patterns.com/cart/photos/extra/fringe_with_beads.png)
(See the first section, "Leaders don't lead, they order people about".) I think that one change is what enamored me to Sixty-One Sixty-Five the most. The leader becomes a part of the group, just as I was advocating in my earlier blog entry (some say "rant") on Flying Lead. This allows you to avoid the "roll for the leader, who gives an order to the group, who then rolls." cycle and reduce it down to one. One thing that Sergio Laliscia did to advance the franchise was, in the Sixty-One Sixty-Five rules, to shift the activation roll from the individual to the squad (about four to ten figures, depending upon options) and having all orders be implied group orders. The Yahoo forum has had a bit of traffic of late talking about scaling up the engine so people can use more toys. As anyone who has read my blog for a little while knows, I do like the Song of Blades and Heroes (SoBH) engine put out by Ganesha Games.