SCAdian | 19 Aug 2013 4:30 p.m. PST |
Okay, I really have to ask this. Why the measuring sticks? Why is movement done only in angular actions that seem 'forced'? is there a something about the SBH world that doesn't allow curves? |
PJ Parent | 19 Aug 2013 4:39 p.m. PST |
I find it way faster to have the sticks. |
SCAdian | 19 Aug 2013 4:59 p.m. PST |
okay. faster than what? a measuring tape? a string? My issue is with: straight lines only, don't break up movement by doing something silly like turning in the middle of a move |
Pedrobear | 19 Aug 2013 5:15 p.m. PST |
It's part of the whole game mechanics – the better Quality figures are thus more manoeuverable. |
John the OFM | 19 Aug 2013 6:14 p.m. PST |
Why a stick? Because kids today can't read a ruler. |
timlillig | 19 Aug 2013 6:17 p.m. PST |
Movement in SBH isn't only in straight lines. It is just measured to begin and end with the base touching some part of a straight line. you can curve around things with effective placement of the stick. |
Bobgnar | 19 Aug 2013 6:20 p.m. PST |
H. G Wells recommended using strings to measure movement. |
The Beast Rampant | 19 Aug 2013 6:23 p.m. PST |
Yes, but how long is a piece of string? |
Inner Sanctum | 20 Aug 2013 2:16 a.m. PST |
The movement works. The rules tend to give a very realistic result, based on my few-decades worth of experience. Movement around obstacles is "jinking", just as in the real world combat. If you have a quick look at me blog – unitrecon.blogspot.co.uk – there was a point when 2 groups of survivors both ran for the same clump of bushes. The result was a very (realistic)scappy firefight. Two things about Ganesha Games: We have never had a "bad" or boring game No plan survives contact with the dice. |
elsyrsyn | 20 Aug 2013 5:05 a.m. PST |
Movement in SBH isn't only in straight lines. It is just measured to begin and end with the base touching some part of a straight line. you can curve around things with effective placement of the stick. Only with multiple movement actions, though, and it's not really a "curve." Unless you're talking about moving the miniature from one side to the other of the stick as it moves, which would be fine (but gives pretty limited freedom to avoid something). My understanding is that the base has to be in contact with the stick (on one side or the other) throughout the move. At any rate, this was something that seemed really odd to me at first, too, but it does seem to work well enough (in the few games we've had so far). If it really bothers me later, I'll simply substitute a flexible measurer for the rigid stick. Why a stick? Because kids today can't read a ruler. This is sadly true, but also irrelevant. Lots of folks use measuring templates for various games purely for convenience, and they're not ruler-illiterate. Doug |
PatrickWR | 20 Aug 2013 6:07 a.m. PST |
The game's creator has explained the stick situation on the Yahoo group. The game is all about combat and is not really a simulation of the careful tactical movement that occurs prior to combat. Basically each move action represents a sort of headlong charge or melee rush where the character is moving at high speed with weapons drawn, ready to engage an opponent at any moment using all your momentum. It's hard to change direction carefully when you're basically throwing yourself at a bad guy while holding a sword & shield in hand. As others have pointed out, the rules allow for higher quality figure to have more mobility, which is as it should be. HOpe this makes some sense. |
altfritz | 20 Aug 2013 6:47 a.m. PST |
I tried the game but very quickly found it too simplistic. I immediately started thinking about adding stuff! There are certain aspects of the Dungeon Delve version that didn't work for me either. Isn't there some screwy rule for hidden stuff, or something like that? |
Ganesha Games | 20 Aug 2013 6:56 a.m. PST |
The crux of the game is: how many dice am I going to risk rolling? So if you want to move around an opponent or obstacle, and charge someone behind, you will have to roll 2 or 3 dice, thus risking a turn-over. The game encourages rolling a lot of dice and punishes it at the same time. A big advantage of this is that you do not need zoc rules other than "you stop if you touch an opponent's base" which is simple enough for kids. The ancients version that is in playtest uses frontage and ZOC, and is much more complex as a result. |
Ganesha Games | 20 Aug 2013 7:25 a.m. PST |
The "underwater fantasy" version DeepWars produced by Antimatter games uses a length of string for certain, highly maneuverable models. Likewise, the kung-fu version I have written for Osprey, "A Fistful of Kung Fu" which will be published in 2014, uses a flexible measurement stick for the movement of acrobats. |
Bobgnar | 20 Aug 2013 8:25 a.m. PST |
reply to TBR From Little Wars "Each player must be provided with two pieces of string, one two feet in length and the other six inches" |
Ranger322 | 20 Aug 2013 9:23 a.m. PST |
My gaming buds and I initially made the rule change that used string instead of sticks
but the truth is, we rarely encountered the need for them. Most of the movements tend to be "charging straight ahead" anyway. |
The Sentient Bean | 20 Aug 2013 3:44 p.m. PST |
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elsyrsyn | 29 Aug 2013 7:57 a.m. PST |
You know, thinking about this (and noodling the idea of applying SoB&H to mass combat, while waiting for Song of Battles and Hordes to come out), the linear movement restriction might work well as a simulation of the limitations of maneuver for massed units. Skirmishers and other more flexible units might be given a special ability allowing them to use a flexible rule, as apparently was done in DeepWars. Doug |
PygmaelionAgain | 05 Sep 2013 1:06 p.m. PST |
Why sticks? Because 3 movement ranges, plus the allowed variability of base sizes means you won't be spending your evening arguing over millimeters. Drop stick at front of base, move figure so back of base is touching other end of stick. Get on with it. No problems with people who move the ruler with the figure a little bit. No hassle with determining exactly where the inch mark is and where the front of your base is. If you're fortunate enough to not have to deal with this in games where a quarter inch is the difference between winning and losing, then you're a fortunate soul. A stick is far faster than scrutinizing notches on a ruler, tape, string, or any other standard measuring device. |
Bobgnar | 09 Feb 2014 8:03 p.m. PST |
Mega dittos to PygmaelionAgain. Did a FL game at local convention last week, based on fighting in Congo in early 1960's. The movement sticks worked like a charm, all newbies playing. So simple to use sticks, no arguments about distances, moves went very fast. |
Deserter | 13 Feb 2014 10:06 a.m. PST |
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Kealios | 14 Jun 2014 8:00 p.m. PST |
The crux of the game is: how many dice am I going to risk rolling? So if you want to move around an opponent or obstacle, and charge someone behind, you will have to roll 2 or 3 dice, thus risking a turn-over. The game encourages rolling a lot of dice and punishes it at the same time. A big advantage of this is that you do not need zoc rules other than "you stop if you touch an opponent's base" which is simple enough for kids. I played SoBH years ago when it first came out, and thought very little of the system because of its simplicity. However, as I have been trying to introduce my 7 year old son to various games, I came to the conclusion that this would be right up his alley
and the quote above by Ganesha Games sums it up: This game is perfect for kids :) |