Help support TMP


"Most complex set of rules" Topic


43 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please use the Complaint button (!) to report problems on the forums.

For more information, see the TMP FAQ.


Back to the Game Design Message Board


Action Log

25 Nov 2011 11:26 a.m. PST
by Editor in Chief Bill

  • Removed from TMP Poll Suggestions board
  • Crossposted to Game Design board

Areas of Interest

General

Featured Hobby News Article


Featured Link


Featured Showcase Article

Derivan Paints: Striking It Lucky With Colour

Sometimes at a convention, you can be just dead lucky and find a real bargain.


Featured Workbench Article

Deep Dream: Getting Personal

Generating portraits using Deep Dream Generator.


Featured Profile Article


4,068 hits since 14 May 2011
©1994-2024 Bill Armintrout
Comments or corrections?

Given up for good14 May 2011 4:42 a.m. PST

Not fussed if it is board / miniature or RPG (though you may like to nominate in each)

I'll go for:

Board – Star Fleet Battles including supplements
Mini – HOTT – just cannot get my head around the language on my own
RPG – Has to be Chivalry and Sourcery

Andrew

Schogun14 May 2011 4:47 a.m. PST

Never played it, but I've read Tractics was super-detailed. And there was some Napoleonic rules that had flow charts 4-5 pages long to resolve combat.

Connard Sage14 May 2011 4:55 a.m. PST

HOTT? Hordes of the Things? Complex? I don't think so, the problem is your end I reckon grin

Board – SPI: Campaign for North Africa. It's insane

link

Miniatures – Challenger 2000, Empire, Harpoon all leap immediately to mind

RPG – it's a toss up between C&S (and its Japanese brother, Land of the Rising Sun) and Aftermath

elcid109914 May 2011 5:04 a.m. PST

Republic to Empire and General de Brigade, both Napoleonic rule books are about as complex as I have come across.

Florida Tory14 May 2011 5:33 a.m. PST

I remember playing Tractics. It gets my vote for the miniatures category.

I'm with Connard's choice in the board game category: SPI's Campaign for North Africa.

Rick

Angel Barracks14 May 2011 5:48 a.m. PST

Rollmaster, or RoleMaster if you prefer.

David Manley14 May 2011 5:50 a.m. PST

SPI's "Air War"

skippy000114 May 2011 5:53 a.m. PST

boardgame- SPI Campaign for North Africa, also had it. You have to keep track of POW's. One game trick was to put POW camps on a Wadi, when flooded they were destroyed so you didn't have to worry about supplying them. 1200 hours to play w/six people…definitely insane. Great maps at 5 miles per hex.

RPG design books:Fire fusion &steel, T4, Megatraveller with all the errata could be 'overwrought'.

Harpoon(the miniatures game)seemed difficult for me.

Tractics was not difficult, just time consuming, no more so than Fletcher Pratt Naval rules. Or Car Wars.

Star Fleet battles, they just kept designing the fun out of it. As with Starfire.

C&S, Space Opera and Aftermath-Minutiae without gameplay return. Great ideas.

SPI the Next War-WWIII without a combat table that worked. Nato Division Commander-almost a rpg.

Mostly boardgames were overly complex in the '70's and '80's. They all had to prove something.

Advanced Squad Leader-I would strip the historicity and use it for roleplaying WWII-almost worked.

I'm not complaning, it's a neccessary phase of the hobby.

Personal logo enfant perdus Supporting Member of TMP14 May 2011 5:54 a.m. PST

Chef de Bataillon

Princeps14 May 2011 6:02 a.m. PST

Board – Advanced Squad Leader
RPG – Phoenix Command
Miniatures- Chef de Battailon

Wackmole914 May 2011 6:14 a.m. PST

Board game War in the pacific
Miniatures too many to choice
RPG Aftermath 3 hour to make a character has to be a record

CmdrKiley14 May 2011 6:52 a.m. PST

Starfleet Battles it seems more of a simulation than a game. Written before the days when computers could have handled most of that record keeping.

Federation Commander is a much more playable version.

Cosmic Reset14 May 2011 6:56 a.m. PST

Star Fleet Battles was the most complex that I played. It became like playing tax law. I actually still like the game, but went back to the first boxed edition and the three little supplements.

I don't remember which version of Empire I had, but I started reading it and had to check and see if it was written by the IRS. Advanced Squad Leader kind of struck me the same way.

Rudysnelson14 May 2011 7:15 a.m. PST

Back in the 1990s, a company in the NE USA came out with a WW2 skirmish set of rules. Very detailed and complex. Each turn lasted only 5 seconds.

Completeness implies compexity and high detail which often makes them unplayable.
Chivalry and Sorcery did have some nice and detailed supplements. The one on the Vikings was super.

Board games with heavy rules on logistics can often be very complex. But how can you not consider one of the Monster games on WW2 from the 1970s-80s like War in the East or GNO.

Capt John Miller14 May 2011 7:35 a.m. PST

I have said it before and I shall say it again…

Advanced Squad Leader

Star Fleet Battles has the reputation, but like ASL, adding the rules included in the expansions can make for a headache.

ASL was fun to play, but these days with kids and work, it does make things a challenge.

Battle Phlox14 May 2011 8:28 a.m. PST

I don't know if Phoenix Command was an RPG or a wargame, I just remember trying to struggle through the two games our group tried. It took four hours to get in as many turns.

I couldn't even understand the basing system for Chef de Battalion.

Grand Duke Natokina14 May 2011 8:37 a.m. PST

I always thought Tractics was, if not really complex, very tedious.

Personal logo aegiscg47 Supporting Member of TMP14 May 2011 8:48 a.m. PST

SPI's Air War has to be declared the winner as the errata for the game was the same size as a small town's phone book! Phoenix Command as mentioned above was very complex and I recall my group a long, long time ago playing a five on five shootout that was a scale two minutes, but it took 8+ hours to play. Other candidates would be Attack Vector Tactical, GMT's A World at War, and Harpoon 4 is complex, but at least you can play it.

Chef de Battalion, while complex, was actually a pretty good game once you got playing and through the first few turns. I think we need a new thread called, "Rule books that are so bad that they make the game overly complex".

50 Dylan CDs and an Icepick14 May 2011 8:56 a.m. PST

The mention of Harpoon reminds me that there's a whole category of games that could be called:

"Games that are reasonable to play with a very small scenario, but which encourage you to try them for massive battles, and thus they bog down."

Pretty much every naval game I've ever endured falls into that category: fine, if you're doing Dogger Bank, but everybody wants to play Jutland. (And let's face it: the designer usually claims that his game is perfectly fine for [insert name of massive battle here.]

Personal logo foxbat Supporting Member of TMP14 May 2011 9:05 a.m. PST

Empie IV or V, can't remember what number. Just how many aspirins I had at the end of the 1st turn… not that the game went much farther though.

Personal logo Schulein Supporting Member of TMP14 May 2011 9:13 a.m. PST

Challenger modern combat rules
ASL
MBT

Jay Arnold14 May 2011 9:46 a.m. PST

Star Fleet Battles for the win.

Cpt Arexu14 May 2011 10:04 a.m. PST

Leopard II boardgame from Japan – terse, overly detailed, command span was too big, PLUS all of that translated from Japanese to English.

Mako1114 May 2011 10:07 a.m. PST

Tractics and Air War pale in comparison to SFB, Harpoon, and ASL……

DestoFante14 May 2011 10:25 a.m. PST

Mini: add another vote for Chef de Battalion and Harpoon.

Boardgames: I remember several VG I bought and never played, since I got lost in the rules: Gulf Strike, Central America. I found Vietnam 1965-1975 marginally more playable.

ASL is in a category to itself: not a game, a lifestyle.

ming3114 May 2011 11:09 a.m. PST

Advanced squad leader

Vis Bellica14 May 2011 11:14 a.m. PST

I don't think Aftermathi was that complicated, but I agree with Phoenix Command.

Grand Dragon14 May 2011 11:38 a.m. PST

Campaign For North Africa
Drang Nach Osten
ASL

Land of the Rising Sun wasn't that bad , Space Opera was pretty complicated though ( the sci-fi cousin of C&S ).

Personal logo Saber6 Supporting Member of TMP Fezian14 May 2011 12:01 p.m. PST

SFB

Stern Rake Studio14 May 2011 1:16 p.m. PST

Star Fleet Battles
Advanced Squad Leader
Air War
Harpoon

(Not necessarily in this order)

Ted

Norman D Landings14 May 2011 1:20 p.m. PST

Go Johnny Go Go Go Go.

With a French deck.

YouTube link

ghostdog14 May 2011 1:31 p.m. PST

i found harpoon fun, interesting and easy, but i liked the period, the rules and we always played with a referee.
Chef de bataillon, i really wanted to play it, but i wasn´t able to read it

Agent 1314 May 2011 3:26 p.m. PST

Messed up the post. I'll record my thoughts later. <:-/

Sundance14 May 2011 4:30 p.m. PST

Hard to choose just one – there are several for a variety of reasons. I'd have to agree with ASL, Chef de Battalion and SFB.

Actually, I played ASL for years and while it was complicated, it was understandable. Same with SFB and Tractics. CdB is complicated, but not understandable. Perhaps it is like Empire in that I started to understand it making a very close reading for the fourth or fifth time.

Dynaman878914 May 2011 5:07 p.m. PST

ASL or Advanced Third Reich for boardgame.

Never seen tractics so I can't nominate that for Miniatures, have to go with Command at Sea from Microgaming – or maybe I just remember the fact it appeared to take up a whole basketball court in order to play.

RPG – GURPS in number of rules (plays easy though), Runequest for a game that seems complicated.

KSmyth14 May 2011 5:58 p.m. PST

Seekrieg. Ick.

Given up for good15 May 2011 4:13 a.m. PST

the problem is your end I reckon

@Connard – Agree totally – for some reason the high faluting 'correct' English turns me so far off I fall asleep! So much so I'm rebasing the figures for Mighty Armies grin

EagleFarm16 May 2011 2:42 a.m. PST

I was always put off From Valmy to Waterloo because of its 10 page Quick Reference Sheet.

On the other hand, the Compendium that came with it was more than worth the price of the rules – I still refer to it quite often today.

Gennorm16 May 2011 5:44 a.m. PST

Warship Commander and Sea Command – great if you're interested in the intricacies of pulse dopplers and conical scan.

Personal logo 20thmaine Supporting Member of TMP16 May 2011 6:25 a.m. PST

Just about every air combat boardgame that uses simultaneous movement and 3D plotting of the manouevres.

Thank goodness for PC flight simulators !

religon16 May 2011 10:13 a.m. PST

RPG: ICE Rolemaster

Omemin16 May 2011 11:43 a.m. PST

At sea, Warship Commander. Harpoon's a walk in the park by comparison.

On land, Blue Light Manual (ACW). I mean, come on, some 8-10 steps to determine a RAW casualty number (that is then modified)??!!

Board game, Campaign for North Africa. Spillage and evaporation, extra water for the Eyeties for their pasta, ditto, ditto, ditto, and et cetera.

Dasher16 May 2011 9:01 p.m. PST

Boardgame: "Air War": What a joke.
Miniatures rules: "Road to Osaka". More complex to play than to learn, as they required WRITTEN ORDERS FOR EACH FIGURE.
RPG: Bushido, Second Edition. The game that gave the world "subdual" damage. Bleeped text?!?!!?

Sorry - only verified members can post on the forums.