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"Most combat modifiers in a game?" Topic


4 Posts

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322 hits since 3 May 2008
©1994-2026 Bill Armintrout
Comments or corrections?

Acharnement03 May 2008 5:59 a.m. PST

I was going through some rules sets on the wonderful resource of Freewargamerules.com
freewargamesrules.co.uk
and found Swords & Sorcery Fantasy Mini rules with 50 (fifty) modifiers for combat! I was impressed. Can anyone top this? Here is the link for any curious folks.
link

moonhippie303 May 2008 7:31 a.m. PST

The old Europa series of games back in the 70's had an equal amount of modifiers if you consider armor, air power, sea power, specialized units, and terrain. It would often take at least 15 minutes to determine a single dice roll. Usually twice as long on a highly contested hex. Best games I ever played though…

Personal logo John the OFM Supporting Member of TMP03 May 2008 9:32 a.m. PST

WRG Ancients used to have a lot, but certainly not 50!
A lot of copycat games from the 70s and 80s had that, and usually once you did the math, they all cancelled out, and you were left with a straight die roll.

doc mcb03 May 2008 12:52 p.m. PST

Yes, I played a lot of those boardgames, and they converted me to the "it all comes out in the wash" school of rules writing.

My classic example: at the Alamo, the average Texian was 6 inches taller than the average Mexican soldado, which premuably would give an advantage in hand-to-hand. Otoh, most Mexicans had bayonets, and most Texians did not. First draft of my rules included both factors and took way longer to play than anyone could stand. Now we just ignore both factors.

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