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"Planning Colonial Games: Force Ratios and Fun Tension" Topic


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2,445 hits since 29 Sep 2011
©1994-2024 Bill Armintrout
Comments or corrections?

ge2002bill Supporting Member of TMP29 Sep 2011 12:16 p.m. PST

Some remarks about planning a Colonial game are here:
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link
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Respectfully,
Bill
Gen. Pettygree's blog.
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PS The next chapter on the General Pettygree photostory is underway. It will hopefully be completed in early October. The last chapter was posted about four weeks ago. I've been painting British light cavalry for the Peninsular since then. Tally-Ho!

Ed the Two Hour Wargames guy29 Sep 2011 1:11 p.m. PST

Very cool. I was first exposed to wargaming in 1974 when I walked into Jack Scruby's Soldier Factory in Cambria California.
Life changing in many ways.

chuck05 Fezian29 Sep 2011 3:43 p.m. PST

I think the numbers dont matter as much as do the victory conditions of both sides. Both sides should have clear cut, achievable victory conditions.

In a game with a set number of turns, the British objective could be to hold out for (X) number of turns. You could have a recycling horde of natives to keep the pressure on.

Another scenario could be for the natives to give the British a black eye and achive a minor victory by causing 25% British casulties and a major victory with 50% British casulties. In this case I would go with a 3:1 ratio and give the British a chance to drive off the natives once they hit a breakpoint.

Chuck

bigdennis01 Oct 2011 6:27 p.m. PST

Hello Ed, I also spent time at Jacks Cambia factory. It was a much simpler time and the figures reflected that era. I still wargame and paint figures. Brings back a lot of nostalgia. Dennis

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